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Necromancer Stability

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Iceflame.5024

Off topic but I get the feeling that a terror condi necro just eats condi engineers for breakfast in duels. Pretty much kind of like a counter.

The big thing is they seem to have more healing, stealth, more dodges and invuln.

Off hand dagger is meh, more love to warhorn!

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Iceflame.5024

Andele it’s probably best to just make a bit of range before dazing the enemy. It’s a cone after all, the closer the enemy is to you the narrower is the daze zone.

What’s the bug associated with decaying swarm though?

(edited by Iceflame.5024)

Off hand dagger is meh, more love to warhorn!

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Iceflame.5024

A bit of clarifications:

I would like to state that I am not aware if the stun sigil affects fear. I was thinking that it does not and put it there only for the 4 second daze. There is no need for the second sigil of 15% stun duration. Rashandale pretty much posted a link to the topic regarding the idea of using the stun sigil to get a 4 second daze, check it out.

If it affects my fear than the fear duration is 1.85 seconds. If it doesn’t then my fear duration is only 1,7 seconds(which I was thinking it is). Nevertheless Gabi P you are mistaken when saying that terror fear does not tick twice unless you have +100% duration on it. I thought so too at first but some posts and threads on the forums discussed it and state that you do not need +100% duration for the second tick.
That seems to be in fact true, those topics also discuss the way condition ticks work.
From my own experience I can say that be my fear 1,7 seconds or 1,85 seconds it still consistently ticks twice.

Funny how Skyro is saying that he is starting to like locust swarm so much that he is also taking the decaying swarm trait that a majority of people find to be useless lol. Locust swarm is amazing and so is a banshee wail WH with +15% stun duration.
And again you can see how freaking huge the cone are of the daze is.

PROMOTE WH PLAY!!!!!

@MGjam

Well I am maximizing the on demand fears kind of so I take staff mastery for the 20$ staff CD reduction which takes 8 seconds off of the reapers mark. Having all the other marks on reduced CD is never a bad thing in any way, it is in fact fantastic. I also do not see how you would ever want to go sPVP without a flesh wurm anymore, especially if you go the solo queue heroism style.

When you have these 2 tick terror fears with a 1,7+ duration your burst is very nice unless the enemy gets stability which completely negates the terror damage part and that is horrible and a unique situation for our class specific and unique trait. Instead of adding burning I’d rather they let the terror damage go through stability and just block the CC effect. If burning is added on top of this 2 tick terror with our bleed bursting people are going to scream in agony that we are OP when they get condi bursted without stability. People with stability won’t care much since it’s gonna be pretty much burning and bleeding so we will have 2 different situations that need to be balanced.

On the other hand if terror damage goes through stability and we don’t have any burning then the damage is the same in both situations and stability is not such a huge factor.

(edited by Iceflame.5024)

New Necro with patch changes on horizon?

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Iceflame.5024

I don’t think that any significant combining of minion traits is going to take place. Those traits are just too different and promote different uses of minions, for example going minions CD reduction and death nova promotes bone minion spam to blow them up for poison and weakness which is actually a really nice poison application tool if traited like that, also this gives us a 32 second CD stunbreaker from flesh wurm. The poison nova can go well with condi power. If you add the spite damage trait then you have a synergy with some zerker build with the same bone minions, you can drop the poison nova if going zerker. I do not know what to say about boon removal but condition drawing and life siphoning promotes somewhat a bunker build.

Flesh Wurm, Flesh Golem, Bone minions are actually quite good utilities in that they have an utility part to them and at the same time all provide a good consistent level of damage that is not dependent on stats. These ones specifically are the best choices for synergy with different builds.

So there you have it, the minion traits are all specialized and have synergy with different types of builds. Staff and marks abilities on the other hand are kind of general purpose and are pretty much a must have for the most part.

Siphoning wells is very underwhelming. I find protection on wells being a joke compared to a fully traited spectral wall but then again if you have all well utilities then that protection is actually going to be quite efficient.

Imagine if exploding bone minions could crit lol.

(edited by Iceflame.5024)

New Necro with patch changes on horizon?

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Iceflame.5024

Here’s the plan:

Merge greater marks and soul marks into staff mastery or make them baseline->a huge amount of build possibilities opens up->some new traits and improvements are made to lifesteal and other stuff->the problem of being focused by 3+ people and being vulnerable to CC remains unsolved->we become OP for 2 days in 1v1 and small skirmishes as well as team fights where we are not being focused and then get nerfed back.

Agreed with that, every other weapon from every other class only has one, maximum 2 traits associated with it – but necro staff has THREE!

You are WRONG!!!!!! STAFF HAS FOUR!!!!! WELLS ALSO HAVE FOUR!!!!!!

Necromancer Stability

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Iceflame.5024

Natsos it seems there is a misunderstanding.

Your build:
http://gw2skills.net/editor/?fQAQNBHhZaESLUvTTbjfTBIp4ZsnU894RFKmSB8sD-TsAA1CtIMSZkzIjRSjsGNKY9x8DA

My suggestion number 1 with soldier amulet:
http://gw2skills.net/editor/?fQAQNBHhZakRLUvbTcjfTBIV45JFfPekiiVmSB8sD-TsAA1CtIMSZkzIjRSjsGNKY9x8DA

Suggestion number 2 with cleric amulet:
http://gw2skills.net/editor/?fQAQNBHhZaESLUvbTcjfTBIV45JFfPekiiVmSB8sD-TsAgzCmIMSZkzIjRSjsGNKY9x8DA

The second one would rely for condi removal only on putrid mark but has better constant healing and doesn’t have toughness from the soldier gear.

(edited by Iceflame.5024)

Off hand dagger is meh, more love to warhorn!

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Iceflame.5024

As a demonstration of how huge the aoe daze cone actually is please check this video:

http://ru.twitch.tv/iceflame1988/c/2382197

Edit: The big and small golems at the sides get dazed too if someone watched and didn’t pay attention to them.

(edited by Iceflame.5024)

Off hand dagger is meh, more love to warhorn!

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Iceflame.5024

Last but not least, dont pop putrid for the weakness, please dont, its a terrbible thing to do…

What do you mean don’t pop putrid mark for the weakness? I can go into a situation discussion here but I won’t since the variety is immense.

Swiftness is part of the mobility thing and I want to have a swiftness source outside of a stunbreaker so I can relocate between points faster.

WH4 daze is a cone with the range of 600 according to the tooltip so that’s basically axe range. The animation most likely covers only about 200-300 range so the effect goes actually waaaaay further than the animation and the cone is actually quite wide. Ig we are going to talk about ele and guardian support abilities then what good is that enfeebling weakness on a 25 seconds CD if it’s gonna get cleansed as well?

(edited by Iceflame.5024)

Off hand dagger is meh, more love to warhorn!

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Iceflame.5024

Yeah and for that you offer what exactly, another sigil (so either a aoe on swap, a 5% bonus, a killstack effect/50 power pre kill) for just 1 trick… yeah not gonna work, especially not vs any team with ele or guardian in it. Would be better off as a 1 second fear so that it would at least trigger terror like DS3 underwater.

I am sorry but could you please explain what you mean here, I did not understand your point at all.

Also why bother with a melee weapon when you use scepter in main hand, even focus makes more sense for the boon strip. And even if you do end up melee as condi necro the blind and weakness is probably gonna be better than a daze, like the LF generation from Locust seems like the only benefit scepter would get from it over Dagger.

Calling it a melee weapon is harsh. Ignoring 600 range AOE daze in a huge cone and swiftness while everyone is mentioning necro lack of mobility is a rather strange phenomenon. It’s more of a utility CC weapon and also helps you with fleeing and it seems people underestimate the kiting potential of locust swarm. Enfeebling blood is still on a whooping !!!!>>>25 CD<<<!!!! with a slow cast time+bonus animation time before effect takes place and only !!!!>>>2<<<!!!! stacks of bleeds so meh.

And surely I am mostly talking from the solo queue heroism perspective and you might want the weakness and additional bleeds for the team but the aoe daze is still powerful. You already have weakness from chillblains into putrid mark too.

(edited by Iceflame.5024)

New Necro with patch changes on horizon?

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Iceflame.5024

I keep thinking that the chance of our new toys and changes are going to make us “situationally OP” without solving our core problems is very high. These thoughts are very saddening since the changes may end up being the cause of nerfs for the things that are good and properly working now(different stuff that some significant portions of necros actually like even with different preferences) which is going to be quite unpleasant…

Would be a lot better to either fix the things that are not working now and start going form there or a huge overhaul from scratch.

(edited by Iceflame.5024)

Necromancer Stability

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Iceflame.5024

Would you consider trying to ditch ritual of protection for spectral attunement and getting spectral wall + spectral walk instead of spectral armor and well of power? You could also try going a clerics amulet. If you find my suggestion weird it’s probably just that I find well of power a very untrustworthy ability, especially if you plan on using it only for yourself in most cases.

Using well of blood over consume conditions without any significant healing power seems to not really be worth it. Well of blood is best with healing power since it will always heal for a set amount without the situational part of consume condition. Without healing power however consume condition is better even with it’s situational part and lower CD. I’m just trying to say that well of blood scales waaaaaay better with healing power compared consume conditions. So yeah I would think consume condition is with a soldiers amulet.

Regarding necro stability trait. It is tied to DS so you either blow your DS 10 second CD to cast something with stability, or you blow your stability when entering DS to survive and not really getting that much out of it. Currently staying in DS with your stability isn’t really that good since all your good spells outside of terror and dark path are not available. Kind of a trade off situation every time. The core problem here though is that outside of that stability we don’t have a lot of stuff to evade CC and those are evades(vigor), blocks, invluns and other stuff that work as damage ignoring tools at the same time.

(edited by Iceflame.5024)

Off hand dagger is meh, more love to warhorn!

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And the cast time on WoD is ok in pve, but it doesnt work that well as a pvp interrupt, and 3/5s cast times (and especially animations) for their effects are too long.

What if we take the version where it’s not really an interrupt but a 4 second AOE daze in a huge cone in front of you? The cast time ain’t that bad compared to other stuff we have. You can also fear into a daze and stuff.

Seems most people are talking about dagger/warhorn but I actually wanted to promote it’s usage with a scepter in a condi build.

(edited by Iceflame.5024)

Necromancer Stability

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Iceflame.5024

Traited spectral wall = unlimited protection for 15-16+ seconds even if it gets stolen or corrupted or removed. The thief will have to really put some effort to take it off you and waste all his initiative while the wall is there. Spectral wall is actually very good, fix the combo field bug expiration and have a team that can use it’s field and it becomes amazing. The traited CD is only 32 seconds which makes the downtime CD of the wall only 16-17 seconds(CD minus duration = downtime CD). Chillblains, deathly swarm, enfeebling blood, terror have a higher CD than that lol.

Off hand dagger is meh, more love to warhorn!

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I’m mostly playing tPVP in this game and I also see a lot of people and builds going with off hand dagger and that seems to be the standart thing for a lot of condi builds.

Let us see what OH dagger gives you.

Enfeebling blood:
-25 CD which is incredibly long for such an ability
-only 2 stacks of bleed
-weakness
-slow cast time and sometimes it may take nearly another half a second for the animation before the effect takes place
-experience showed that I suck horribly at landing it so I just waste the 25 CD

Deathly swarm
-18 second CD
-3 condi transfer + blind which is nice
-slow unreliable projectile
-transfers 1 condition to each foe when bouncing

Dagger CD reduction trait is strange too, it’s only 15% while I believe all the other weapon CD reduction traits are all 20%. Only the warhorn trait has the 15% reduction but it adds the duration to the spell effects. As a result I see that enfeebling blood for off hand dagger is extremely horrible lol. Deathly swarm is nice but meh, I transfer condies with putrid mark or eat them with consume.

And NOW lets us take a look at the warhorn and I am going to make this a bit trait and sigil specific. Lets look at warhorn spells first:

Locust swarm:
I actually grow to love this thing more and more as it is not only my source for swiftness(which is quite crucial since it improves the main problem of the necro which is shmobility), it is actually quite nice for kiting or chasing people. You can cast it and have the effect stay even when entering DS, helps a lot of times to actually chase and catch up to a fleeing enemy with dark path for example. If you’re being chased by melee they get crippled, they get damaged, you get 1% LF each tick! If chasing someone, just go into melee and be as much of an annoyance as you can by smacking them on the face with your scepter!

Wail of doom:
By itself alone it might feel a bit lacking but it is still an aoe daze. The downside is a 30 second cd and a duration of only 2 seconds. But what happens when you take banshees wail and a sigil of paralyzation for +15% stun duration? Both your locust swarm and wail of doom become a 25 second CD! Your wail of doom becomes a whooping 4 second aoe daze!!!

So there you have it. I would also like to post my build, please check it out:
http://gw2skills.net/editor/?fQAQNBLhZakRLevdzXjePBIp45rjUE8yUPKPd2B-TsAgyCuIiSFlLKTUyosRN8Y5xEBA

This build is meant to maximize my 2 on demand terror fears and is CC heavy too since it has a 4 second aoe daze from warhorn and the knockdown from golem. The most important thing is to not care about your golem at all and realize that he is there for the charge pretty much. If he manages to deal some damage that is fantastic, if he made a successful charge and died that is in fact good, if he failed the charge well just try again in 40-60 seconds. On top of it a lot of times he actually manages to deal DAMAGE while plague or lich are doing nothing when they are off CD, golem is pretty much constant damage most of the time!!!!!! Wurm is our best escape tool, would be nice if necrotic traversal wasn’t bugged by pathing and didn’t fail to work 60% of the time lol.

I’ve been playing tPVP for only 3 weeks and currently am flying around the 96% mark of the shmeaderboards. Hope my solo queue heroism gets me to the top 1000 EU next.

The terrors manage to tick twice dealing 2.2 K+ damage which is really nice for condi bursting. And I forgot to mention that stability or 50% reduction on DS CD is just too mainstream for this build, but jokes aside it would just mess up the CC/staff/on demand fear specialization.

(edited by Iceflame.5024)

The thief and its gameplay - Your feedback [Merged]

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Dat massive damage on plague…

Carrion- or Rabid-gear for Conditionbuild?

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Iceflame.5024

I’m going to speak from an sPVP perspective. Basically it comes down to vitality vs toughness, but if you are using rabid you need to use sigil of earth then as well to actually somewhat make some use out of your precision, the on crit traits in curses are actually quite lacking and suit dagger auto attack best.

I prefer sigils of geomancy for the 3 stacks of bleed to enemies around me on weapon swap so there is no point for me to use a rabid amulet.

WWW might be different though since I do not know if you want to go into melee range to proc the geomancy sigils. If you would preffer to keep your distance then go with rabid + sigil of earth.

Also precision is a crit chance stat, core word is chance you do not have control over it. Power on the other hand is a flat damage bonus and geomancy sigils are also controllable reliable 3 bleed stacks for 7 seconds with some direct damage as well. Toughness may be better vs direct damage but vitality works vs both condi and direct damage.

(edited by Iceflame.5024)

The "Thank you devs" thread

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Iceflame.5024

Every time I see a post of Bas it seems that it cannot go without self advertisement. Seems you actually have an interest in gw2 becoming a big thing so that your show can grow as well. Surely considering this you would like to help it grow and hence not really throw any negative comments towards the thing you hope to rely on. So I suppose you’re not really making your posts and views purely from a customer point of view and also seem to have this attitude for hired people who would never go out and tell the actual truth about the really negative parts of the product.

Regarding not inviting people who complain about your game and have a negative attitude, that is obvious, no people running a business would ever want to invite anyone who can openly point out the lot of negative things that their product of interest has.

And in the end the most important thing for the people at the top is money, that’s why companies make games. It’s not a game but a service to potentially earn something with.

(edited by Iceflame.5024)

The "Thank you devs" thread

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At this point this thread should be renamed into “Reporting posts and having them get deleted + debate over necro statistical representation”. And if we get back to the topic I would still like to state my point that was within my deleted post. People who are trying to stay positive and bring this positive atmosphere up are basically trying to praise a low quality product and excuses that are being made as an explanation of this low quality state. Now I would like to also point out that stating your thanks in a thread is a little bit…. I dunno how to properly phrase it but let’s just say it’s on the rainbow side in the same way as it is being positive about a long living low quality product. If people really want to thank and support the devs, I think donating some $ to them in some way(preferably personally to the devs and not the gem store) would be the best thing you can do. Even buying stuff from the gem store as someone has stated in this thread while still keeping the negative attitude is a better contribution.

(edited by Iceflame.5024)

New Necro with patch changes on horizon?

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Iceflame.5024

Here’s the plan:

Merge greater marks and soul marks into staff mastery or make them baseline->a huge amount of build possibilities opens up->some new traits and improvements are made to lifesteal and other stuff->the problem of being focused by 3+ people and being vulnerable to CC remains unsolved->we become OP for 2 days in 1v1 and small skirmishes as well as team fights where we are not being focused and then get nerfed back.

(edited by Iceflame.5024)

Necro need advice vs teleport/stealth thief.

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Godofallu.2935 thank you for your advice but it isn’t that thief build made in a way that practically makes chain CCing him nearly impossible? That is theoretically speaking if the thief was performing better.

The thief and its gameplay - Your feedback [Merged]

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Stealth in WOW was way more OP than it is in GW2? That is a very interesting point of view. WOW stealth was very limited and had somewhat proper counters. Doesn’t seem that way here.

New Necro with patch changes on horizon?

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I’m curious to see what changes are going to address our CC vulnerability. They said they don’t plan on giving us any more stability which seems to be quite sad but on the other hand overall stunbreaker changes have been mentioned to be planned. I wonder how this is going to turn out.

Necro need advice vs teleport/stealth thief.

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Didn’t know stealthed enemies cannot decap points. Yeah the endurance part as well as the absence of flesh wurm is a big mistake, heh. Indeed I could feared him when I got downed, guess I lost my spirit at that point lol.
Regarding the chain CC part I tried it kind of but most of the times I landed any CC he either ported away or went into stealth or already was in stealth or ported away. Regarding the build, I actually like it a lot, it’s sort of a heavy CC build that maximizes my on demand terror fears. I do not feel like there is any lack of condi burst though since my terror fears do a lot and I personally do not like off hand dagger. The only worthy thing that was sacrificed is weakening shroud pretty much. I also do not plan on using sigil of earth so there is no reason to go rabid gear. But in the end to each his own.

I can see that I also wasn’t very good at predicting his movement in stealth, had him quite low like 3-4 times. I’ll note the part about watching for his teleport location too.

Melandru Runes = Evil to Necros

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Could you please also add a suggestion to make stability not block the damage part of terror while you’re at it as well? Funny how these terror vs anti CC issues are truly unique.

Necro need advice vs teleport/stealth thief.

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Iceflame.5024

So here I am playing a necro. I’ve been playing sPVP for about 3 weeks or so and I only know how the necro class works. My understanding of other classes is very limited and for now I’m learning from experience when I play.

Here’s my current build that I’m feeling very comfortable with:

http://gw2skills.net/editor/?fQAQNBmWDbkRLevdzXjePBIp45rjUE8yUPKPd2B-ToAgyERpiyFlJKZU2oGes8YjA

Here’s a video of the thief build that I’m talking about. Since I surely know that you will find a lot of mistakes by my part, please remember that I am relatively new to the game and have no proper knowledge of other classes builds. So here’s the video:

http://ru.twitch.tv/iceflame1988/c/2373401

Would appreciate people to point out what I did wrong and tell me how I’m supposed to deal with this.

Also please bare in mind that being a necro I am supposed to be a class that is immensely difficult to disengage from.

(edited by Iceflame.5024)

chaplan_: Necro gets burning via a trait.

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That spectral armor comment is very dangerous lol… Why is he saying that the trait spectral armor is strong and not saying that the utility spectral armor is incredibly inefficient? It is strong yeah but it’s not too strong so that leaves me with fears.

chaplan_: Necro gets burning via a trait.

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As for burning, I am somewhat excited about getting it. I, however, have to agree with others in some regard. I would love to have a poison that ticks closer to burning damage just for Necro’s via a trait. But that also means we still have bad condition variety to cover our bleed stacks. So I’m torn as well as I’ve been doing, though, without burning I would still almost rather a stronger poison.

It was more about getting more ways to constantly apply it rather then getting any exclusive poison damage boost.

We shall have to wait and see. Don’t be shocked if you get something like burn foes when you block.

lol

Ha ha ha good one.

chaplan_: Necro gets burning via a trait.

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It’s not going to replace Terror, which means we will be able to have that and Burning. No big deal, the burst on Terror even with 100% duration is not even close to approaching what Thieves, Warriors and Mesmers can put out.

A couple seconds of burning is not going to make us death dealers. I have pretty high condi and I think burning only does high 600 something damage per tick.

You are significantly underestimating terror with enough duration to do 2 ticks on top of having 9 bleed stacks. That deals 4 k damage in 2 seconds, add another thousand on top of that with burning. This is not mentioning some of the direct damage from your abilities during that time.

Dark Path

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Single target long range projectile that chills on imact OR projectile that the Necro can fire and choose when to teleport to it making the effect an AOE around the necro. Both are guided by the target since the projectile is homing BUT it offers both a ranged and an ae option as well as serving the purpose of being a gap closer and escape opiton. All without being be ground targeted.

Not to mention it’s easy to avoid and neutralize. Necro coming at you? Dodge the chill effect. Necro trying to escape? Get in front of the projectile and cut him off.

Works perfectly assuming the speed is increased slightly. I could live with the homing bugginess with that type of fix.

That is a good idea where you have the option to either use it as a gap closer or just a projectile spell. Why do you guys insist on mentioning the escape mechanic though, come on now it’s WAY to situational to be worth mentioning as an escape. Getting in front of the projectile is a funny idea too, you probably gotta either have a supreme perception and reaction or it’s going to be a random lucky situation heh. Keeping the unblockable part for the AOE would also be nice.

Regarding the projectile speed I am actually not sure, I don’t seem to ahve too much trouble with it. I would like a faster cast time though.

Also since I run warhorn sometimes you get this situation where someone is running away from you, you cast locust swarm then dark path and start chasing the enemy. So it’s like this person running away from the necro that is running after them behind and a hand slowly flying form the necro towards the target to eventually catch up like this slow doom coming the way of the person being chased.

(edited by Iceflame.5024)

chaplan_: Necro gets burning via a trait.

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Meh- Burning just doesn’t fit the Necro kit IMO. Just like how Vigor doesn’t. Buff poison somehow IMO…

Heh, I also feel like it’s better to improve what we already have rather then giving us something new. There’s still a whole universe of space for improvements. If stuff is added now and the things we have start getting fixed and tweaked later it would create more balance difficulties with the new added things. More on demand and reliable poison application would go a long way.

it won’t be on the curses tree.
burn it’s more like a spite tree trait. Bleeding + burning + terror influenced by condition damage would be OP and too much burst.
In spite, burning would be influenced by condition duration, making it more attrition and less burst. Burning and Frozen will be AWESOME!

Yeah, terror+bleeding+burning would definitely be OP as condi burst.

I would also like to point out that if it’s going to be introduced with a trait(I suppose it’s going to be one trait), then judging from the traits that we already have then how reliable and on demand is this burning going to be? It might end up being a 25% chance to burn the enemy for 3 seconds on a critical hit in the end which is quite meh.

Dark Path

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Iceflame.5024

Errrr we were talking about the idea of it being an escape tool?
Well apparently the devs do not want necro to be mobile and the situation in sPVP and WWW is very different and I’ve stated it in some thread. The “hard to disengage part” does not currently work from a necro design point of view. It works mostly in sPVP since those modes are objective based and make those words seem somewhat true cause the enemies are interested in objectives so they either need to defend it from you and stay in the fight or attack it while you’re at it but that idea works for every class since it’s a game mode mechanic. The maps in sPVP are rather small as well. Take away the objectives and most of the classes are free to disengage anytime they want lol. Even if you run a warhorn, they would most likely still be able to run away. Even if dark path is instant I don’t think its gonna change the situation drastically. So yeah the class design description is a joke. Even with all this hype that’s building around the dev’s words from SOTG I don’t think they’re gonna fix all the core necro problems heh. PVE WWW and sPVP are all different too and in a game where classes are supposed to perform well in all the modes at the same time balance is never going to be in a proper spot. With the current class design policy necro either needs a redesign or the people behind that incompetent policy need to open up their eyes and wake up to see that it’s flawed.

(edited by Iceflame.5024)

Dark Path

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Iceflame.5024

Make it instant teleport, double recharge time.

Would be nice to have an escape tool.

A very limited and situational escape tool if it’s a target spell.

chaplan_: Necro gets burning via a trait.

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Posted by: Iceflame.5024

Iceflame.5024

I actually think it would fight nicely onto Spectral Wall due to it’s animation. But I’m hoping for a good slot in the condition tree. Also hoping SW has it’s blast finisher radius increased/more reliable. I love getting me some Chaos Armor procs.

Well it is reliable in the middle of the wall, the more important part would be to fix the issue where the combo field expires early when you take spectral attunement.

Dark Path

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Posted by: Iceflame.5024

Iceflame.5024

I had this one time when I fired it at a mesmer. When the projectile was about 1-2 meters close, the mesmer dodged and formed a clone. I guess that time was unique and my dark path projectile was so manly that it just took a sharp turn and followed the mesmer anyway lol.

It has pathing issues yeah and I don’t quite understand it’s interaction with cliffs. At Khylo I can safely stand on the wall or roof and shoot it at people knowing that it’s gonna hit and it won’t be teleporting me which is very convenient. At Niflhel if you fight at keep and shoot it from the edges right above the point you get teleported all the time it seems.

chaplan_: Necro gets burning via a trait.

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Posted by: Iceflame.5024

Iceflame.5024

I’d prefer terror fear damage not getting neglected by stability and I could live without burning then. Outside of bleeding our other possible damage condition is basically terror fear and it actually does a very good chunk of damage. I’m using a build where I have the terror from DS #3 and staff #5 have a duration of 1,7 seconds and they manage to tick twice dealing 1,1 k+ damage each tick which is very nice for condi bursting. Basically terror is our unique class theme damaging condition but it gets neglected by stability that is supposed to be only protecting from CC. Make it so the damage doesn’t get neglected and it would improve terror by a LOT on top of getting rid of this unique interaction between terror fear and stability.

Terror fear interaction with stability.

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Posted by: Iceflame.5024

Iceflame.5024

Or you can corrupt his boon and turn his stability into fear to get an extra condition burst.

Let’s not get into situational discussions please, would be nice to keep it purely about the terror traited fear damage part interaction with stability from a mechanical point of view. Another thing to be mentioned is that this interaction is unique only to the terror trait that belongs to our class.

(edited by Iceflame.5024)

The state of Necromancer

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Posted by: Iceflame.5024

Iceflame.5024

How do people feel about the interaction between stability and terror fear? I currently use a build where I have 2 on demand fears from DS #3 terror and staff #5 and they last for 1,7 seconds each while dealing 2 ticks of 1.1 k+ damage during that time. The terror damage is actually very significant for a necro and it gets blocked by a boon that is supposed to block CC. In the terror case aside from blocking the fear effect it also blocks the damage(and I would like to repeat this again: terror is actually a significant chunk of damage and is essential for necro condi bursting and any necro who took the trait) which doesn’t seem very fair.

In PVE bosses and champions have this anti cc buff mechanic with charges. They work that if you fear them while they still have an anti CC charge, the fear condition is still applied to them but they are not affected by the CC effect so I believe the damage ticks still go in. I would like to see something similar to take effect when you fear a foe that has stability, they get the condition and the terror ticks but are not affected by fear CC. This issue is pretty much exclusive only to the necromancer or rather to the terror trait and seems to be quite unfair. We can also mention stunbreakers but stability is the most offender here.

Against my build stability neglects 2 k + of damage from each terror fear while it is supposed to be an anti CC boon.

Stability is probably the most vicious enemy of a necro in two ways. First is that our class lacks it and second that it blocks our unique damaging condition lol. Necros sure are unique without a doubt.

(edited by Iceflame.5024)

Sugestion: Spectral Grasp -> Spectral Prision

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Posted by: Iceflame.5024

Iceflame.5024

While we’re at it we should add an elite that summons the ash horizon.

Terror fear interaction with stability.

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Posted by: Iceflame.5024

Iceflame.5024

So I’m gonna create this thread in the necromancer forums before going into the sPVP one to see what people think.

If we take terror, that makes our fear a damaging condition in addition to being a CC. The damage is in fact quite noticeable and going condi necro without terror is pretty much handicapping oneself exclusively to bleeding as damage.

It seems that in PVE the champion mobs as well as bosses have this anti CC buff that has 3 charges. From what I’ve seen it seems that even if the mob has charges and you fear him, the condition is still applied to him while the CC effect is being ignored. I haven’t tried it myself but I assume that if you have terror, the terror damage will still go through.

If we take stability though, this one completely counters both the damage as well as the CC component of a terror fear condition. I would like to see what people think of having stability interact with fear in a similar way like that PVE boss buff, as in the person doesn’t get CCed, but the condition is still applied and the damage ticks still go through. Stunbreakers can be related to the topic too but I’m more interested in seeing terror deal damage on foes with stability.

Sugestion: Spectral Grasp -> Spectral Prision

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Posted by: Iceflame.5024

Iceflame.5024

Well it does sound interesting. We’d be like Kunka form dota lol, or disruptor.

The state of Necromancer

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Posted by: Iceflame.5024

Iceflame.5024

What if they introduce more pull skills? I realize that as is we have Spectral Grasp, but it seems to me putting more pulls on, say, weapon skills would give Necros an affordable way to negate a disengage. It also increases the “If I go in against this Necro, they can try to keep me here” factor.

Neat idea! I had a similar thought yesterday, but it involved buffing Dark Path instead. My simple thoughts:

  • Recharge reduced to 10s
  • Cast Time Reduced to 1/2s
  • Projectile Speed Increased 33%
  • Reduce Chill to compensate

The recharge is reduced so that you are guaranteed to be able to shoot off 1 Dark Path every time you enter DS (barring Near to Death). The reduced cast time allows for players to enter DS and leave it without dropping pressure. The improved projectile speed helps to ensure that the target will actually get hit before leaving the 900 range.

With these changes, a Necro could potentially be “in your face” every 10s, which seems to be in line with the dev’s class design.

Anywho, these are just my quick thoughts. I like the idea of gap closers on the Necro, but this may be influenced by my bias towards Power Necros and love of dagger main-hand. As for the Condition Necros…maybe if they made Feast of Corruption a caster AoE (600 range) and added Poison to it, that may synergize with Dark Path. I dunno, I’m just spitting out ideas.

Have a nice day everyone!

Taking away chill is not very nice, increasing projectile speed and cast time is good yeah. Regarding the CD though, if you take the DS skills CD reduction trait the CD becomes 12.5 seconds which is already kind of what you want it to be in that it being available every 10 seconds when you enter DS.

(edited by Iceflame.5024)

The "Thank you devs" thread

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Posted by: Iceflame.5024

Iceflame.5024

Ha ha ha, good one.

In any other industry outside of government workers this kind of customer service would get you fired. Don’t make excuses for kittenty service.

Heh, I was wondering if I should post this exact same thought again. I see it more as in if this was not the gaming industry the company would get shut down or just die by itself lol. These kind of things are only possible in the gaming industry these days.

The state of Necromancer

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Posted by: Iceflame.5024

Iceflame.5024

A lot of people seem to be happy about the mentioned weakness change but again they have this narrow minded approach of saying that this is going to be a big deal for necro. While surely it is probably going to be somewhat of a big deal but this is going to be a change that affects all the other classes as well.

Let’s look at necro’s ways to apply weakness:

-off hand dagger enfeebling blood(it has a…. 25 CD, that is in fact a veeeery long CD for an ability like this, then we have this thing where a lot of times my character finished the cast on enfeebling blood and it take another maybe half of a second or maybe less but still noticeable for the animation before the effect takes place)

-weakening shroud trait is the same enfeebling blood although in melee range and doesn’t have the cast time while having only a 15 second CD(I’ve seen a lot of people stating that it’s 10 seconds but that is incorrect, you can test it our yourself or check the wiki)

-putrid mark into a combo field blast finisher which has a 25 second CD

-corrosive poison cloud

-withering precision trait: 25% to cause weakness on critical hits: this is potentially our best weakness application way but with the current state I do not see a reliable build that can use this effectively, the best weapon to use it with is dagger(axe #2 is good for this trait too but every time I try axe i always end up regretting it and going back to other weapons). So basically it’s best for a crit/power dagger build.

The thing’s that’s been mentioned in the SOTG video are nearly all related to the defensive side.

Spectral wall combo field bugged with videos.

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Posted by: Iceflame.5024

Iceflame.5024

Well if the combo field was there for the whole 15 seconds when our spectral wall is traited and has a 32 second CD on top of it, it would bring very nice AOE chaos armor access for 15 seconds for the team as well as some confusion stacking. The downtime on it would only be 17 seconds which is in fact a relatively low CD.

Anyone who can, should report this as a behavior bug from the in-game support interface. I’ve created a thread in the game bugs forums with a link to this one and also reported the bug form in-game and gave them a link to this thread as well lol.

(edited by Iceflame.5024)

Spectral wall combo field bugged with videos.

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Posted by: Iceflame.5024

Iceflame.5024

Flow, I think mesmers have an ability called chaos armor or one that gives them chaos armor. That ability is taken as base for the description and I take it they get protection when they activate it.

When anyone gets chaos armor form a combo field they can get all those boons and inflict all those conditions, it just requires enemies to attack you.

Spectral wall combo field bugged with videos.

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Posted by: Iceflame.5024

Iceflame.5024

I only use it untraited.

I just did some testing in PvE with some regular mobs.
It seems, the few times I manage to trigger Chaos Armor on myself (can’t say that it works better if I stand in the center), other targets are likely to get it as well. But they don’t have to stand in the wall, only on the mark.
My golem is more likely to get it if he got protection from walking through the wall. Also, somtimes I can give my golem CA if he’s far from the wall, but not to enemies that are standing in it.
If I don’t stand in the wall myself it appears to be less successful and completely unpredictable.

If enemies get it the visuals don’t show up, they just get the conditions. So it’s kinda hard to tell here, but I could manage the combo on 5 targets. I’m pretty sure it never worked on 5 allies though.

You seem to be saying that enemies do not get chaos armor? Errrr, isn’t it a buff so basically only for allies? Why are you mentioning enemies?

I wonder if putrid mark triggers the chaos armor combo effect based on the enemy’s location, rather than the mark’s?

Well, it would be nice if some of the people working at ANET test it out when they have access to unlimited no CD blast finishers and unlimited duration spectral wall on top of summoning enemies.

(edited by Iceflame.5024)

Spectral wall combo field bugged with videos.

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Posted by: Iceflame.5024

Iceflame.5024

Here’s a blast finisher video after all:

http://ru.twitch.tv/iceflame1988/b/410786142

Spectral wall combo field bugged with videos.

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Posted by: Iceflame.5024

Iceflame.5024

I always use Spectral Wall in zerg fights and I try to trigger Chaos Armor with Putrid Mark as often as I can.
Results: very inconsistent, for me and for other players using blast finishers on it.
It just doesn’t always work. Sometimes I think I’m not standing in the perfect spot (wherever that is…) but other times I see Choas Armor on people who were not even standing close to the Spectral Wall. Sometimes I can give Chaos Armor to myself and my Flesh Golem even if only I am standing in the wall.
What never ever happens (even though it should) is triggering Chaos Armor on 5 targets, which should happen all the time in zergs. My guess would be 2 or 3 tops.
Maybe this is an issue with ethereal fields in general? Because I’ve never given 5 Choas Armors on Null Field or Time Warp either.

I mostly play sPVP but during my tests I got chaos armor on myself, 2 of my bone minions and the flesh golem so that makes 4.

As I’ve already mentioned twice here, the most reliable spot for a blast finisher is in the middle of the wall. The edges seemed to never react to blasts. Other blast triggering areas differ from situation to situation and are outside of the visual field of spectral wall.

I hope you read it but I’m still going to mention the fact that if you trait the wall with spectral attunement for bonus duration which is an additional 5 seconds, the combo field is not there for that additional time, so basically it has a combo field only during the base 9 second time, this may be not exactly accurate regarding the time value but seems very close.

The state of Necromancer

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Posted by: Iceflame.5024

Iceflame.5024

Our goal is that when someone goes to battle with a Necromancer they know the Necromancer is not leaving, and they are going to have a really hard time getting away from the Necromancer. Essentially they will regret the battle and have to think twice about it. So tune into the state of the game we think you guys are going to really like this next patch."

This is pretty much empty words and a joke for the moment and I doubt it will change in any significant way since there is this thing called mobility for other classes and stealth as well as other similar mechanics. The only thing that somehow makes this statement true is the conquest mode since people need to fight for objectives(so basically it’s objectives and the game mode that make it seem like those words are somewhat true and not the current class design). Remove the objectives and a lot of classes have no problem disengaging from necros and resetting fights.

So better make it work the way they describe it, until then it’s just empty words.

Spectral wall combo field bugged with videos.

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Posted by: Iceflame.5024

Iceflame.5024

Don’t think I’ll be posting another video heh. The combo field seems to be nonexistent at the edges and the only reliable zone is in the middle. I do however get chaos armor procs when blasting outside the wall area in front of it. Most of the times it’s in front of the right edge of the wall, but I do get situations where I cannot replicate this while in other situations I can reliably use it. I dunno what the factor here is, the position of the wall relative to your character or relative to the compass or both at the same time, no idea. Also I get situations where the blast also works outside the wall in front of the middle part instead of the right edge.