I’m curious about the celestial armour – is it worth the investment as a necro?
Completely. Missed. The. Point.
I don’t know why I bother, everyone is just repeating the same thing over and over.
They are saying the same thing over and over because you don’t understand what they are trying to tell you. Right now I think you are trolling for trolling’s sake.
nice editing by the way, with this comment cutting what you are quoting…
Way to completely miss the point…
It was to show you how that argument works both ways. You think Necros should get a block/evade/invuln like other classes so by your own logic every other class should have Condi Duration effect Stuns/Knockbacks/etc, CC that deals damage on its own, and a second health bar.
Right before this was said:
And, no, I’m not asking for block, evade, invulnerability, leap, and/or stealth or I would have explicitly requested the same. Those skills have no resource cost associated with them and are on-demand when needed. By contrast, Deathshroud relies on building up sufficient Life Force and managing that resource so it’s available at the right time.
I will take a stab at explaining it again. And I’ll try to use little words, k?
In a game where there is PvE content where there are bosses with massive amounts of HP, that groups of players must try to take down, the players are given lots of skills to reduce that HP. Good so far?
These bosses, to make the fight fun, have huge spike damage, often telegraphed giving the players a chance to use their mitigation of choice, or be put on their kittens. We no longer have something that can do this effectively outside of dodge, and with no vigor we have a very limited number of dodges to use.
Again, good so far?
Now, DS is effectively a large HP pool – no where near the size of a boss, but more than other classes. In PvP we are facing 7 classes that have been given skills to reduce the HP of bosses… do you see where I’m going with this?
Yes we have a really strong CC, one that can do damage (if traited). It’s roughly a 1k tick give or take after terror was reduced. It can even be chained a little, if we happen to catch someone with a cooldown or two down. I think getting a full chain of fears is a pretty rare occurrence outside of low level hotjoins.
In the end, many of the people I’ve seen on the necro forums that have commented on how strong we are describe situations where the necro has traited to be fully tanky, maximum effectiveness with conditions and strong power burst, with 5-6 utility skills on the bar – at least to hear them describe it.
I would recommend nemesis glass cannon video – it’s a little long, but well worth a watch:
Didn’t expect to see the nerf so soon.
Oh well, it was good 4 hours of power.
What nerf? the patch just added:
Necromancer:
- Path of Midnight: This trait now properly reduces the recharge of Tainted Shackles.
- Necromancer downed health is now the correct amount in all formats on all characters.