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This sounds like an awesome idea, would make a great way to build the community as well as make it more competitive and keep it balanced for the people starting to play as well as people who have been playing for a while. This is a fantastic idea and hope it gets put into the game.
I don’t know if we should get the fear that the thief gets but I think that fear should get nerfed A LOT; should not be stronger than the ability of the class it is stealing it from; it just shouldn’t. The amount of control that a necro has is just sad at times when it comes to CC. We still have a decent amount but we can’t control points whats so ever.
Ya it is. I mean it did not seem to work, but then again telling the difference between half a second can be difficult at times.
Doom only working about 85% of the time on guardians, me and friend tested it out. Increasing fear duration trait does not work or inrease the duration on the description.
Existing plague early still leaves the white circle around the character.
@Hackks
I agree a 3 second fear cap would be nice and 2 seconds would be amazing. Also just did some experimenting today with the fear trait and it seems as if it does not work. Tested it with a buddy of mine and it in fact does not add the half a second that it should. It still remains a 1 second fear. Also does not change the duration time on the spells description. Another bug to add to the list in my opinion; hopefully us necros get some attention soon.
Ya we could get there, but a lot of it is when being downed and stunned or something and we need to sacrifice a lot of damage for certain specs doing that. As of the fear doing damage, I tested it and I am a condition necro; it does 67 damage followed by a 2 second bleed… That is pathetic and completely not worth it.
Summon Blood Fiend:
Summons one giant floating testicle that floats around and does nothing. Sacrificing it is the equivalent of getting smashed in the left testicle.
I still believe the AoE fear is balanced since it is an AoE fear, however I stand by thinking that Doom should be 2 seconds and not really anymore otherwise with traits it will get to be a little ridiculous. However there is a new problem that has risen due to the last patch; fear just does not work period, I was fighting a guardian, did not have stability, aegis or anything but doom nor the AoE fear would just do nothing; corrupt boon did not even work on him. It would work time to time but 90% of the time it just did nothing. Now it was not just this one Guardian it happened on mutiple occasions to other professions in the game and it is incredibly annoying. Now not only is our fear the shortest, it also does not work… a little attention to this subject would be much appreciated.
I was playing tournies last night and I can tell you our bugs are even worse now, fighting a guardian 1v1 not only did my corrupt boon get blocked but so did both of my fears; even when aegis was not up the fear just would not work. I don’t know what Anet is doing but it sure would be nice to hear from the dev team like all the other class forums gets to. Clearly this patch has done nothing but make the bugs worse for us.
4 to 5 is way too long, maybe making a group AoE fear when downed, but 3 seconds would be a little long becasue one skill could make it a 4.5 second fear which is a bit long. The goal is make things balanced and equal
Ya we could easily make a build that fears for 2.8 seconds, which is a lot of time, however at that point it would be very hard to do damage in my opinion. You could work around it but would not be worth it especially since other classes don’t even need to sacrifice everything to be able to fear for 2.5 seconds normally.
However if they are not going to increase the duration of our fear I feel they need to at least decrease the other profession’s fear or at least give us 1 more fear for one second that way we can rotate in a timely manor and still control, and if needed use all 3 together to get that fear that we wanted.
I still think that the staff AoE fear should remain at 1 second otherwise it would become too powerful, I use it to disorient people for a second or get a group of people to stop stopping an allie. If it was two seconds it would get way too much complaints, we want to find a level of balance.
I don’t think putting the fear to the 3rd down phase would be smart because then we would just be stomped, remember takes some time for the 3rd skill to be available to us. It would become like elementalists in which you just stomp them instantly and they can’t do anything. As to making it an AoE fear I don’t know too much about that because it would be a little overpowered in my opinion, however I do believe there is a skill to fear everybody when we are downed; I don’t think that the necro down phase has to be modified, not only do we have a lot of traits for it but we have a decent way to stop it for a second or two.
Ya we need to control over the point and the two second fear would give us that and let us have more control over a battle which is what the necro is all about. However I do not think making it a 10 second cooldown would be wise; at that point all that would hapkitten a spamming of buttons. This is not the way that class should be played, I would not mind if they increased the CD of Doom but increased the duration to 2 seconds. That way people would play the class more cautious and use their CC when they need to hense controlling the environment and winning the match.
Been working on a fear build for tPvP and while it has some amazing CC with just about 2 second fears I do absolutely no damage, I have maxed out fear duration and condition duration in all aspects possible but my damage is so bizzarre that it just does not work, if anyone knows a way for it to work please post.
Up he doom fear to two seconds and remove the 50% fear increase in the trait line and replace it with something else. As it is now 1.5 seconds on a fear isn’t even noticeable, and instead of buffing doom to 2 seconds and making the fear trait 33% (which would make the trait even More worthless) just get rid of it and replace it with something useful.
Make the thiefs AOE fear, AOE mind you, 1 second
I agree that the increase in duration trait should either be removed or moved back to 30 points in soul reaping, and even then I think it would get over used, so maybe also nerf it down to about 25% that way it would go up to 2.5 which would make it less appealing in sPVP but still something to look into in WvW.
I think 3-4 seconds is a bit long and would be abused a little bit, but I think for sure that when thieves steal they should only get a 1 second fear that, would be fair in my opinion.
I am a condition necro that knows how to crowd control. I work well with a team and can find out what I did wrong if I lose and work on it. I also have a bunker build that is some what efficient for Kyhlo. Also play a faceroll condition ranger but not my favorite to play I am much better on my necro. I can play mainly on Mondays, Wednesdays, Fridays, and possibly weekends depending on work. If interested in having me on your team please whisper me in game or send me a mail, I am always up for games.
Plague Signet is amazing and I would use it except for 2 things, first off my team has a lot of condition removing attributes to it already, we needed a quick revive that would put the other team off balance and secondly; I really suck at realizing how many conditions I have on me at times and I have tried it and it usually just ends up killing me.
I agree completely; I believe the Death Shroud fear should be increased to 2 seconds but no more, it would keep it fair and give us a little more control over the situation. As of the AOE fear I do believe it should remain at 1 second as well because it is an AOE fear. We can get our fear up but in my opinion it is not worth and we lose a lot of damage and become a one trick pony, just there to control people which is not what I want to do in tournaments. I hope they will look into this.
(edited by Gibbly.5480)
I feel as if this is an incredible slap in the face towards Necromancers; our fear lasts one second…ONE. However when a ranger’s pet fears me its for two seconds unmodified and when a condition thief steals it from us it becomes a four second fear; four times the amount than the profession that is supposed to be the main profession to fear. I really wish something would be done about this, I still love fear and use it as often as I can but the duration needs to be bumped up just by like a second or so. Does anyone else have this frustration of fear?
The duration allows for some really good team fights, my spec is based almost entirely for tournys and I have changed after discovering that certain talents were helping, I have lowered my crit to 45% and gone for more condition damage but kept bleed duration, went for spectral armor at 50% health, trying it out, feels kind of weird still but working well and much more managable in hot joins ive noticed and still destroys in tournys. My team usually runs condition theif, bunker elementalist, bunker engineer, myself (cond necro) and finally we either have a condition mesmer or ranger. My spec works incredible for this because I hop between two points and always go mid first and this is where the bleed duration and signet of undeath help because we can get bleeds up to 25 stacks fast because of the spec and I epidemic and they last for a long time on the entire team and it usually wins us the fight.
Konvoy I completely agree with you we can get stuck, I love experimenting with weird trait builds and stuff and seeing how it goes but for the moment we are stuck a bit; hopefully they will take some of the tweaks to heart. The two I really hope to see be tweaked are speed of conditions being put on and fear duration.
Its good for team fights and I stand by it. It has pulled off so many times and won the match in tournaments
It is not that squishy actually, just have to be smart with it, and that super sucls witth XII trait; ok back to the drawing board thanks for the information. Not so sure about Soul Reaping to be honest, never attracted me too much, like the toughness. And I like the Spite because it increase bleed duration as well.
Now for the cons, and these are more just tweaks that I think should be made to further polish the class, I do believe that Necromancers are quite balanced just for some minor tweaks in the class and obvious bug fixes which have already been listed in other peoples’ posts. Personally the biggest con for me is the use of a condition Necromancer in PVP, it seems as if we are just there for Epidemic at times, which frustrates me and I am sure other players have been frustrated by this as well. Because if people wanted a condition spec to put up bleeds fast they would just get a condition spec hunter or a condition spec thief. This is where I believe this can be tweaked just slightly and my solution is to increase the speed of the scepter 1 attack just slightly; for example if we get 3 bleeds in 3 swings it just be increased to maybe 4 swings in that same time period so we get that 1 extra bleed, it would make a big difference in my opinion. One other con is move ability; Necromancers cannot get away in a fight if we are in trouble; at least not condition specs, not very well at least. I have no speed boost or anything like that and not willing to reduce my bleed stacking for it. Don’t really know how to fix this might try some more Sigils on my staff and see if anything works better. Finally for me the last con is the fear duration, 1 ¼ second… this is not much at all especially when a thief steals to you and fears you for 4 seconds or a ranger’s pet will fear you for 2 seconds. I think that something definitely needs to be done about this because Necromancers should be the main profession that can fear it is just in the nature of Necromancer just like in almost every other game that has some sort of Necromancer like aspect to it. Now as to the crit conditon build cons the main one is not being able to move very fast and the other is just you have to tank the damage, there is not much else you can do. To sum up:
Increase speed slightly of the scepter 1 so that we won’t be useless doing damage to somebody and feel a little more confident going into a fight.
Speed is a big frustration at times but I don’t see this one getting fixed very much; will have to play around with sigils and stuff see if anything works
Finally and most importantly Fear duration NEEDS to be increased because the 2 fears we have combined is still not as long as if a thief had stolen fear from us. (If they are spec’d to have longer condition duration which most are at the moment)
Have to just tank damage most of the time.
I hope all this helps somebody just thought I should get a view point out there and hopefully some of these things will be fixed and tweaked; if anybody has any questions for me or any comments about my spec or something I could do to improve it, leave it in the comments it would be much appreciated. You can also always whisper me in the game if you have a question or just want to hit up some tournaments. Hope this helped.
(edited by Gibbly.5480)
Now I picked all those runes for an obvious reason and that was for bleed duration; my bleeds last about 12 seconds on somebody; I use rampager’s amulet because of the crit bonus because I find that Necromancers have a hard time getting bleeds up quickly and for me the quickest way is through crit; I can get up 3 bleeds with one swing of my scepter if I crit which is often because I have 62% crit.
Finally the things that I think are correct about this build and the aspects that I think should be tweaked slightly. I will start with the pros. First off I do believe that this build has a lot of survivability and incredible team support; in my tournament team the Signet of Undeath has helped me and a condition thief win a 2v4 and win the match because we were able to take the middle point. This spec is also good damage, after you gets the bleeds on which can be difficult and slow but once they are on and you epidemic and things start to drop fast. This build is incredible for team fights and it works 1v1 as well because you deal good damage with bleeds and get them on fast with crit (hopefully); not to mention you build up lifeforce a lot faster with Signet of Undeath while in combat so it gives you that extra 5 or so seconds to win the match or escape a thief’s Pistol Whip. This spec also allows a lot of control over the situation, you can pop into Death Shroud to do a quick fear or switch to staff and fear and slow down enemies, it works very well if you time it correctly. To sum up:
Faster bleeds on a target
Incredible aid in team fights
Decent in 1v1s (however the moment the second person jumps in you are done)
Lots of control over a situation
(edited by Gibbly.5480)
So to start off I will give me condition spec Necromancer build which has proven very effective in tournaments or playing with a few friends in a hot-join game. However playing solo in a hot-join is a little more difficult with this build.
Spells:
Consume Condition
Epidemic
Signet of Undeath
Corrupt Boon
Plague
Traits:
Spite: 30
IV: Signet Mastery; Signets recharge 20% faster
VII: Spiteful Marks; Marks deal 10% more damage
OR
V: Spiteful Spirit; Gain retaliation for 3 seconds when entering Death Shroud
XII: Close to Death; Increase damage by 20% to enemies under 50% health
Curses: 30
II: Hemophilia; 20% Increased bleeding duration
VII: Master of Corruption; Corruption skills recharge 20% faster
XI: Lingering Curse; Conditions inflicted by scepter spells last 33% longer
Death Magic: 10
II: Greater Marks; Increases area of marks and marks become unblockable
Runes and Weapons
Weapons:
Scepter: Sigil of Superior Earth
Dagger (offhand): Sigil of Minor Corruption
Staff: Sigil of Superior Earth
Necklace: PVP Rampager’s Amulet with rampager gem
Runes:
Superior Rune of the Afflicted x2
Superior Rune of the Centaur x2
Superior Rune of the Krait x2
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