For all the gripes people have about Necros, they are easily one of the top three easiest professions to level (alongside Ranger and Warrior). Necros are thankfully rather self-sufficient.
Love the Reaper elite spec and can’t wait to try it but I’m still thinking about this…
Is there only one elite specialization per profession? I main a Necro myself and love having minions around so is there a chance that they will announce a Minion focused elite spec?
I’m quite new, sorry for my noob question.
To start with, yes, but they have confirmed that more elite specializations will be coming after the launch of Heart of Thorns.
Also, as a counterpoint, when fighting Mesmers or Rangers, you will basically always get at least 2 minions out of the deal. Mesmers, 4 is frequent.
Life Siphon is great if you invest in a bit of healing power. It easily hits 3-4k heals without taking Healing Power primary gear, which is quite strong considering its short cooldown.
As for what the dagger’s role is? We’ll have to see. I’m sure in single or dual target situations, it’s still our best choice for DPS.
It’s always been only Life Transfer. It’s also a very strong trait, capable of healing allies for a very high amount.
No, they don’t.
I’d trade the interrupt for some damage.
I wouldn’t. It’s one of our few interrupts that doesn’t get blocked by Resistance.
All right, I concede that.
If it kept the current healing power ratio when changed from the Fiend’s healing power to yours, they can keep Blood Fiend’s heal tied to it landing an attack. 66% of your healing power every 3 seconds is pretty strong.
My speculation? The preview will suck balls. Lots of talking about nothing , lots of unnecessary hype about some stupid details and not showing vital information they way they should be shown. In other words – it’s gonna be Points of Intrest, not Ready Up.
Pretty much my guess as well :/
sorry to burst your bubbles, but smite have had chronomancer for a LOOOONG time, including a elite that is pretty much continuum shift https://www.youtube.com/watch?v=RLDeOMiXFfk
Chronos really only has his ult to make me think “time manipulator” though. I actually feel ANet is doing a better job than HiRez did.
And even Ekko is looking a lot more interesting than that if the video translates even halfway decently to gameplay.
I think the biggest issue they face with Necromancer is the fear of it becoming hyper overpowered because of how Death Shroud functions in its current incarnation should they make all of the changes suggested. There’s also of course the “it mostly works in PvP now, so any buffs will send it over the top” angle that they’re contending with. The best we can do in either case is to simply hope and see what they get us.
I get that, making every change at once is dangerous (Dhuumfire), and they don’t want to bring us back to beta levels of power. But they’ve been hiding behind that excuse for 2.5 years, and still refuse to make some of the basic changes we need, even one at a time, despite the fact that this accidentally making people OP has apparently never bothered them when it happens to warrior or elementalist.
That isn’t to say that they have never made changes, but they seem far more cautious of touching us, even in cases where we are just objectively awful and have been since launch. I don’t understand how they can honestly believe that leaving a broken profession in the game is better than fixing it and dealing with more imbalance (because let’s not pretend like the meta of only zerker and celestial builds is in any way balanced).
In all honesty Necromancers got their 2 week of OPness. It was when spectral skills were giving life force while in DS and without ICD. This was the best 2 week ever…
Just one problem: that time never happened. Spectral skills got their ICD’s when they were changed to continue functioning in death shroud.
Nop drarnor, there were a few day and I really enjoyed these few day. Though they were really quick to come up with the ICD kitten.
Pretty certain they happened simultaneously. They did more adjustments later onto Spectral Walk when they made its gain stack with Spectral Armor.
If you can locate the patch notes that say otherwise, I’ll agree with you.
I think the biggest issue they face with Necromancer is the fear of it becoming hyper overpowered because of how Death Shroud functions in its current incarnation should they make all of the changes suggested. There’s also of course the “it mostly works in PvP now, so any buffs will send it over the top” angle that they’re contending with. The best we can do in either case is to simply hope and see what they get us.
I get that, making every change at once is dangerous (Dhuumfire), and they don’t want to bring us back to beta levels of power. But they’ve been hiding behind that excuse for 2.5 years, and still refuse to make some of the basic changes we need, even one at a time, despite the fact that this accidentally making people OP has apparently never bothered them when it happens to warrior or elementalist.
That isn’t to say that they have never made changes, but they seem far more cautious of touching us, even in cases where we are just objectively awful and have been since launch. I don’t understand how they can honestly believe that leaving a broken profession in the game is better than fixing it and dealing with more imbalance (because let’s not pretend like the meta of only zerker and celestial builds is in any way balanced).
In all honesty Necromancers got their 2 week of OPness. It was when spectral skills were giving life force while in DS and without ICD. This was the best 2 week ever…
Just one problem: that time never happened. Spectral skills got their ICD’s when they were changed to continue functioning in death shroud.
I’d rather see more pulls and shadowstepping our foes to us than getting leaps and ground-targeted teleports, myself.
Locust Swarm doesn’t require being hit…
Yeah, really not worth a trait, but could be a nice upgrade to the weapon.
Especially since marks tracking your target would just be weird :/
Another thing they could do is add a lot more health threshold stuff into traits and skills. Extra benefits when you’re low on health can generate a high risk-high-reward playstyle if done correctly. Blood Magic is ideally the best traitline to get these, but they have to be meaningful and come along with ways to recover decently if we need to.
The Guardian thing is something they have right now.
What if engi gets it they are getting hammer sooo…worst thing ever devs don’t do it.
They’re already getting a pulsing stability with Juggernaut 2.0 (or 1.0?), I doubt they’d give Engineers another indefinite anti-CC mechanic after that.
If the necro epic Spec gets a Defiance bar, I don’t think it would be DS related, if only because of how it would synergize with Foot in the Grave… Though I guess Stunbreak + Defiance bar with DS would be a nice combo, but would happen with that stability?
I’d imagine the Stability would prevent a CC from affecting the Defiance bar at all.
Most of us didn’t mind that the effect got reduced, but the weakness got reduced too much. It got balanced around +100% Weakness duration and Near to Death flashing death shroud.
Which makes for a horrid build and playstyle, but that’s how they justified it. 3 seconds of Weakness would have made most Necros happy, and the loss of bleeds was really not an issue for most of us.
I doubt they would reveal that, but hopefully they will state that they are doing a major pass over the core necro specializations.
Bob would have been fantastic. I bet the rest got rejected because they wouldn’t apply well to female necros.
Overall irrelevant, but fun to discuss. Doesn’t look like his Continuum Shift resets his health, though.
If another AI spec makes it into specializations, I am going to uninstal the game and fill my free time with other needless aspects… Sorry to say, but since these three years, AI has literally held back the game multiple times, and with no change in sight to improve it… you can guess the rest
Well, if we get Spirits, there still won’t be another AI spec. They don’t perform any actions, and thus have no AI.
Its a circular spiked symbol with no chains or bindings. Does not match the spirit in any way. :P
Clearly what that symbol is.
Funny things regarding DE 2.0 and specializations.
Of the DE2.0 professions, Marjory as a Necro is the only one that can’t wield Greatsword. Rox, as a Ranger, is the only one who can’t wield a staff.
This breaks down for the rest, of course.
No, the point of taking Blood Magic is for well CD reduction and Protection to allies on cast. The siphons are an irrelevant bonus. That’s also why you go for Ritual of Life: synergy with Vampiric Rituals (more Protection and healing for your zerg).
Why Transfusion instead of Vampiric Precision? I don’t know, how about the fact that Transfusion doesn’t suck horribly and is actually good team support?
Ritual of Life: not that usefull because, how often will you revive somebody in the middle of combat? Unless you already won the fight and are rezzing the dead, but in this case you wont’t be the only one rezzing. Or doing a mass rez on somebody near combat, which doesn’t happen that often, in my expierience.
Transfusion: its a nice trait, it’s just that I personally think it’s not that viable. I mean, the base healing is not that good in my opinion. And for it to be viable as a heal, you have to take gear with Healing Power, in which you will be sacrificing too much DPS for a single skill to be kind of viable.
I get that he went into Blood Magic for the grandmaster well trait, which is really good! Its just that the rest of the trait line is so …. meh. I can see that he’s taking the more usefull traints in the line, but in my opinion going into blood magic just for the grandmaster is a bit too much of waste, because the other trait lines offer better options, imho.
How often you rez someone should actually be very, very often in a zerg fight! The Well of Blood will spawn as soon as you start to heal them, so you can just do a quick touch to start it up and cancel.
Transfusion is fantastic. It’s a 2692 base heal to 5 allies with a massive AoE on a skill you will be using anyway in WvW. It is also field-less, so there is no chance of screwing up planned combos. If you happen to be below 75% health when you use Life Transfer, that will be 3232 healing without having any healing power on gear.
No, there is literally nothing wrong with his Blood Magic choices. What’s worth critiquing is the fact he used Death Magic instead of Spite. Wellomancers after the changes should all be Spite, Blood Magic, Soul Reaping.
We suppose and datamined :
- Elementalist elite spec will be called “Tempest”That was confirmed during the specialization system reveal stream, actually. Elementalist has been announced to get Tempest.
They only really announced that one because they slipped up on the article and finally decided to just say to hell with it and confirm it.
While completely true, it’s not speculation or datamined info at this point.
We suppose and datamined :
- Elementalist elite spec will be called “Tempest”
That was confirmed during the specialization system reveal stream, actually. Elementalist has been announced to get Tempest.
Danger: Too many and too easy boons
in Guild Wars 2: Heart of Thorns
Posted by: Drarnor Kunoram.5180
The revenant will be getting some options for this.
http://wiki.guildwars2.com/wiki/Banish_Enchantment
http://wiki.guildwars2.com/wiki/Opportune_Extraction (Kind of not worth it, it’s like searing flames for guardian.)
http://wiki.guildwars2.com/wiki/Spontanous_Destruction <- Big one, as this doesn’t seem to have a cooldown unless it’s tied to the cooldown of Banish Enchantment.
There’s also the new necromancer traitlines which we need to see.
Banish Enchantment doesn’t have a cooldown.
No, the point of taking Blood Magic is for well CD reduction and Protection to allies on cast. The siphons are an irrelevant bonus. That’s also why you go for Ritual of Life: synergy with Vampiric Rituals (more Protection and healing for your zerg).
Why Transfusion instead of Vampiric Precision? I don’t know, how about the fact that Transfusion doesn’t suck horribly and is actually good team support?
Given that Spirits are being changed to be immobile, how exactly are they “AI?” They literally do nothing at all but sit there. They make no decisions, they are merely attackable (and crittable) objects that happen to give some benefit to allies of the summoner (or, possibly, detriment to enemies of said summoner).
They have active skills, yes, but those are just player skills triggered from a location that is not the player.
This still sounds bad, I already hate that people can kill my stun break in flesh wurm, unless these spirits would have fast casts that are targetted so they don’t die to cleave and AOE in any group fight – which is the best time to use these because group buffs – along with powerful, fast actives, they would still be no good.
Plus immobile buffs are also very limiting. Again, no thanks to this. Even if it is strong it will end up nerfed to oblivion like turrets were, or toned down like minions, or spirit rangers, or clone death mesmers, or never useful at all like spirit weapon guards.
I don’t care how fun it was in GW1, in GW2 there is a long history of these things failing or getting beaten with the nerfbat.
I never said it was a “good idea”, I was just saying that these complaints about “more AI” when referring to Spirits are completely stupid. There is no AI on Spirits.
You mean there won’t be any AI on spirits. And we both know it will still be called AI even if you just spawn them and that’s it. Let’s not get nitpicky. Spawning any sort of NPC falls into the same category.
There really isn’t any on them now. And yes, we are getting “nitpicky.” People complain that they want to fight players, not the computer. Well, Spirits are exactly that: you aren’t fighting the computer.
Spirits are no more AI than Banners are. So why is one despised and ridiculed while the other is perfectly fine to use?
My prediction on upcoming Elite Specs!
in Guild Wars 2: Heart of Thorns
Posted by: Drarnor Kunoram.5180
So, I’m going to throw out a wierd prediction and say that Thief, assuming it’s a “Sniper” spec, will get mantras.
These will be disciplinary style mantras for focusing them on getting that perfect shot.
Given that Spirits are being changed to be immobile, how exactly are they “AI?” They literally do nothing at all but sit there. They make no decisions, they are merely attackable (and crittable) objects that happen to give some benefit to allies of the summoner (or, possibly, detriment to enemies of said summoner).
They have active skills, yes, but those are just player skills triggered from a location that is not the player.
This still sounds bad, I already hate that people can kill my stun break in flesh wurm, unless these spirits would have fast casts that are targetted so they don’t die to cleave and AOE in any group fight – which is the best time to use these because group buffs – along with powerful, fast actives, they would still be no good.
Plus immobile buffs are also very limiting. Again, no thanks to this. Even if it is strong it will end up nerfed to oblivion like turrets were, or toned down like minions, or spirit rangers, or clone death mesmers, or never useful at all like spirit weapon guards.
I don’t care how fun it was in GW1, in GW2 there is a long history of these things failing or getting beaten with the nerfbat.
I never said it was a “good idea”, I was just saying that these complaints about “more AI” when referring to Spirits are completely stupid. There is no AI on Spirits.
Best skill to extend Death Shroud is Locust Swarm. Not kidding in the slightest.
Grenth’s Balance
Cleave into nearby foes. Deals increased damage and removes Might to each foe above 50% health. Heals you and gives Protection for each foe struck if you are below 50% health.
I’d like to see something like that being GS#2.
Given that Spirits are being changed to be immobile, how exactly are they “AI?” They literally do nothing at all but sit there. They make no decisions, they are merely attackable (and crittable) objects that happen to give some benefit to allies of the summoner (or, possibly, detriment to enemies of said summoner).
They have active skills, yes, but those are just player skills triggered from a location that is not the player.
Any Guardian trap build has a gap closer on F2
Total changes on Signet of Vampirism since it’s release:
1. Can no longer be applied to objects. Done to prevent gatebreaking with the signet, but also meant that world bosses like Tequatl or Inquest Golem are immune.
2. Active stack duration increased from 5 to 6 seconds, making it easier to claim 25 stacks.
@CynicalFred: Arcane Radiance on Elementalists and Blood Fiend also have direct damage components, as does Detonate Healing Turret.
We’re not really the only ones…
Thieves could get some shouts if their new spec isn’t centred around stealth anymore.
Rangers,very likely.
Revenant spec?I don’t want any boring shouts for a Necromancer, nono.
Rangers already have shouts and Revenants aren’t getting an existing utility type due to their unique method of getting those skills.
As a healing skill, it’s really not as bad as you make it out to be. Only need to consume 3 stacks to make it on-par with the average healing skill, and in a 1v1, that’s easy. Anything more than a 1v1 and then the damage plays a bigger role.
That said, as a sustain skill, it’s awful. The active is probably fine, but the passive really needs help.
Yes the F5 is perm for Mesmer. During the DH traits, he said the Adept Minor changes the Virtues for the DH. Mesmer didn’t have this. Also, Mesmer only got two new skills from the OH shield, so the new F5 adds a bit more to the profession. It seems like professions getting two-handers are getting new (different) mechanics, while those with one-handers are getting additional mechanics added to what they have. If this holds true, it could be good for both Necro and Ranger.
Wrong. Only the Chronomancer will have an F5 on Mesmer.
We have not seen anything showing the Chronomancer traits.
Corruption would fit simply due to conditions. Wells are static, they do not move, and they certainly do not transform you, there is nothing about Plague that makes sense as a well except that it an AoE effect.
Neither do corruptions,similar comparisons can be made for Lich Form as a spectral,some minor rework will/could happen. I guess it will be up to develop to decide then, just don’t turn anything into a signet.
But what fits the description “corruption” more than literally being a ball of disease?
Can we do a mercy kill on the necros and take their WvW role of wall AoE now?
I think Mesmers are doing that first. Eles were always better for wall covering anyway due to being able to kill siege (Marks can’t).
Darksteel is one of those players that thinks Conditions should just be deleted from the game because he personally doesn’t like having to run some cleanses to be effective. Has quite the history of this, really.
Unlikely. Tomes don’t currently see much use. Lich and Plague both do.
Here’s an idea for changing Lingering Curse to not be so overbearing:
While wielding a scepter, conditions you applied remain for up to 2 seconds after being cleansed. Will not exceed original duration of the condition.
For example, say you have no condition duration and your Blood is Power bleeds get cleansed at the 35 second mark (remember, Barbed Precision change). Those bleeds will remain on the target for one additional second, since 36 seconds is the applied duration.
However, if the same bleeds were cleansed t the 15 second mark, they would only last 2 more seconds, for a total of 17.
How is this good? Well, the Necro overall never entirely loses pressure to cleanses with this trait. Unless the enemy team completely locks you down for some time, there isn’t a point where your target is totally free of conditions. It strengthens the playstyle without forcing every other skill to be balanced around it.
Aside from possible breaking story/events (npc’sthat shouldn’t be dying die since the bleeds are re-applied after being cleansed), also what about our own cleanses from corruption skills/transferred conditions? We’re stuck with them as well.
If these points are adressed I must say that I like the idea especially uncleansable fear.
Well, Fear could still be broken with stunbreaks like it can now, but no more random shoutbow making it meaningless.
Perhaps it could be “conditions you apply to foes.”
Really what would happen is that when one of your applied conditions is removed, it would check the remaining time, then apply the same condition again with either the remaining time, or 2 seconds, whichever is less. This would prevent instant stacks on someone that went downed or went invulnerable, then cleansed.
Here’s an idea for changing Lingering Curse to not be so overbearing:
While wielding a scepter, conditions you applied remain for up to 2 seconds after being cleansed. Will not exceed original duration of the condition.
For example, say you have no condition duration and your Blood is Power bleeds get cleansed at the 35 second mark (remember, Barbed Precision change). Those bleeds will remain on the target for one additional second, since 36 seconds is the applied duration.
However, if the same bleeds were cleansed t the 15 second mark, they would only last 2 more seconds, for a total of 17.
How is this good? Well, the Necro overall never entirely loses pressure to cleanses with this trait. Unless the enemy team completely locks you down for some time, there isn’t a point where your target is totally free of conditions. It strengthens the playstyle without forcing every other skill to be balanced around it.
Not right now, no.