Is the AOE currently limited to 5 targets?
Well nerfing AOE as a whole for the whole game is kind of a silly idea.
Ok so I did some testing right now and it seems that the combo field at the edges of the wall does not interact with blast finishers. The best reliable spot to get chaos armor is to blast in the middle of the wall, it also seems that the left side of the middle has more field space compared to the right side. Ima prolly make and post a video later when it’s day time(currently it’s 2:48 here in Moscow heh).
Bonus: While I was at it, I manager to teach my flesh wurm some flying maneuvers, proof in the attachment.
He seems to be happy and feel real badarse about it too:
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More detailed information and research here: https://forum-en.gw2archive.eu/forum/professions/necromancer/Spectral-wall-combo-field-bugged-Researching/first#post2123602
Ooookay. Now I see it.
So I was wrong, and Flesh Wurm does get a 100% combo finisher, and there is a problem when using it Spectral Wall: the wall is not tall enough. If you put the wurm somewhere sort of low, then manage to lay the wall across a rise in the ground / object so that it’s lifted up, you can get the combo to work.
I’ll put it into the list. I’ve seen other walls that do this, but I think it’s a case-by-case basis on which are tall enough and which are not.
The blast finisher on wall is finicky, but it’s there. I still think it has more to do with how ethereal wall is a line combo field than anything, so it’s hard to hit with blast finishers.
Edit: Hmm, I’ll look into the weirdness from the bonus duration trait, I was getting these results without that. The ethereal combo field could be expiring early.
Edit2: Yes, it is definitely losing the combo field early.
My wurm manages to proc confusion on that terrain from the video in most other cases though. I guess the case in the video is unique in some way or something.
Just to specify, the traited duration is 15 seconds and not 16 as I’ve stated earlier.
Untraited duration – 9, traited duration – 15, so basically no combo field for the additional 6 seconds. I guess I won’t be testing the blast finishers on the bonus duration then if it doesn’t work with 100% finishers, heh.
I think I might make a video where I play around with blasts from minions, staff 4 and necrotic traversal but I don’t think it’s going to be that systematic since the situations I had were veeeeeery different.
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It seems to works for the first 6-7 sec, which is the untraited duration of the wall if I’m not mistaken? Have you tried it untraited? Each trait seems to create a different version of the spell, which can act different from the others. The visual effect and protection doesn’t seem to bother if the field effect is still there.
Ok, so I have just tested it and indeed that seems to be the case. During the bonus duration fromt he spectral attunement trait the wall seems to lose its combo field effect in regards to projectile finishers.
I still find it strange that the wurm is not procing confusion in that video though.
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Here’s a projectile finisher test video with horrible quality(free xsplit version).
I make my bone fiend and Flesh wurm shoot through 2 traited corrosive poison clouds first to show that they have a 100% projectile finisher.
Then I fully trait my spectral wall for CD and duration and make the wurm and fiend shoot through 2 of them. First time my bone fiend magically gets three confusion procs in a row and then stops getting any, flesh wurm on the other hand doesn’t proc it at all for some reason.
Second wall my bone fiend gets the confusion effect twice while the wurm is not getting any confusions again. Other times my wurm kept getting limited confusions too and you can clearly see the 100% blast finisher on both of them from the corrosive cloud test.
Note that everything is stationary during the attacks.
http://ru.twitch.tv/iceflame1988/b/410352462
I won’t be doing a blast finisher test video for now so I ask you to just take my word for it that blast finishers interaction with spectral wall is completely random as well.
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I think I’ve read somewhere that the actual field was at your feet instead of the wall itself, but they fix it if I remember correctly.
Now if you take it traited, I assume it do change the spell, like our glitched Marks, so maybe the traited version still act like that, the actual field is at your feet at the time you cast it.
My minions and me are stationary when attacking a stationary target and every shot gives different results.
I’m getting the bone minion to proc confusion twice, every time it shoots through the ethereal wall. Flesh wurm never procced a projectile finisher for me (I don’t think it’s even a 20% chance), but does proc a blast finisher (in this case, Chaos Armor) if I put ethereal wall on top of it before using necrotic traversal, or vice versa. But you have to be really exact with the placement of the wall / wurm.
Edit: Seriously, unless ethereal wall is particularly narrow for a line-shaped combo field, I’m not seeing any bugs here.
Well…. I guess there’s no other way other than making a video then heh. As for you, sir. Please try running a lot of tests in different situations. You can do this in heart of the mists with no problems.
Hello there, I would like to bring your attention to our ability called spectral wall. My experience brings me to think that it’s combo field effect is either bugged, or works in a weird way.
So now lets get to my observations.
First I would like to state my experience with projectile finishers through spectral wall.
The projectile finishers that a necromancer has are: Staff autoattack(#1 with a chance of 20%), Bone fiend and Flesh Wurm both having a 100% projectile finishers since they proc the poison effect off of corrosive poison cloud every time they fire(I’ve just tested it a few seconds ago).
When my minions start firing through spectral wall though, the thing that usually happens is that they proc the confusion once and then never after, only rarely do I get them to proc it twice or 3 times if I am lucky. Why is this? They have a 100% projectile finisher, does the ethereal field of the wall have some kind of hidden combo chance?
So as a result both the staff and minions seem to get the proc 1 or 2 times and then the confusion effect barely ever happens.
Note that me and my minions are always stationary during these tests and the results are never the same and completely random even though the minions have a reliable 100% projectile finisher.
Now for blast finishers. I have used the putrid mark, blowing up minions and necrotic traversal from the flesh wurm.
The results are never reliable and are random most of the time. I’ve had situations where the chaos armor effect triggers when the blast was WAY outside the wall. Then I get a lot of times when I trigger blasts inside the wall and don’t get the chaos armor effect. It seems to be totally random each time. I cannot really describe the specifics for every situation I tried but the main thing is that reproducing it in the same situation a lot of times tends to give different results. Please check it out for yourselves. I surely hope this is not intended.
Spectral wall is actually a really good ability since if it’s fully traited then it lasts for a whole whooping 16 seconds and gives protection during all that time to the whole team even if your boon got removed or stolen. Then again a fully traited spectral wall CD is only 32 seconds which makes the downtime on it only 16 seconds and on top of it it’s an ethereal combo field. Now I am totally unaware of the ethereal fields that other classes have but I might be true when I say that a 16 second is the best duration for an ethereal field in the game. Imagine a team using it to get chaos armor for the duration of those 16 seconds. But then again, it’s combo field is bugged.=(
Basically this is kind of a bump but I really like spectral wall and would like to see it’s combo field being a reliable one. This is actually quite an important bug.
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Hello there dear necromancers, I would like to bring your attention to our ability called spectral wall. My experience brings me to think that it’s combo field effect is either bugged, or works in a weird way.
So now lets get to my observations.
First I would like to state my experience with projectile finishers through spectral wall.
The projectile finishers that a necromancer has are: Staff autoattack(#1 with a chance of 20%), Bone fiend and Flesh Wurm both having a 100% projectile finishers since they proc the poison effect off of corrosive poison cloud every time they fire(I’ve just tested it a few seconds ago).
When my minions start firing through spectral wall though, the thing that usually happens is that they proc the confusion once and then never after, only rarely do I get them to proc it twice or 3 times if I am lucky. Why is this? They have a 100% projectile finisher, does the ethereal field of the wall have some kind of hidden combo chance?
So as a result both the staff and minions seem to get the proc 1 or 2 times and then the confusion effect barely ever happens.
Note that me and my minions are always stationary during these tests and the results are never the same and completely random even though the minions have a reliable 100% projectile finisher.
Now for blast finishers. I have used the putrid mark, blowing up minions and necrotic traversal from the flesh wurm.
The results are never reliable and are random most of the time. I’ve had situations where the chaos armor effect triggers when the blast was WAY outside the wall. Then I get a lot of times when I trigger blasts inside the wall and don’t get the chaos armor effect. It seems to be totally random each time. I cannot really describe the specifics for every situation I tried but the main thing is that reproducing it in the same situation a lot of times tends to give different results. Please check it out for yourselves. I surely hope this is not intended.
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Yeah, it got edited for some reason by the language filter. I am saying to make the leash duration 45 seconds at standard, 60 seconds traited. The CD’s would remain the same. A fully traited walk would then be on par with what a Mesmer portal can do, only it would be Self teleport only instead of any ally that can get to it.
Well the leash duration is currently tied to the spectral effect that gives life force on taking damage so you most likely would need to do some serious changes to the spell
to make it work the way you want to. Would probably be easier to just make a new spell.
Flesh wurm could also work that way if it wasn’t bugged and had unlimited range. But fixing flesh wurm is most likely a huge problem since it seems to be connected to pathing lol. Currently flesh wurm is the best stunbreaker to have in sPVP and is also a good spell to have since it combines a teleport, stunbreaker and it actually deals some rather ok damage.
The protection on this skill is extremely strong, and I agree with you entirely on that point. It is “working as intended” with regards to the combo field as far as I know. If you are IN the wall when you cast Staff 4 and stay IN the wall until it triggers, then you get the effect. Blast finishers seem to all work this way, but the lag on Staff 4 is what makes it uniquely hard to land. It is dreadfully hard to complete that combo, but it is what it is. I think that if you reduce the Vulnerability and introduce Confusion (though 5 stacks may in fact be too many), then it shouldn’t be too stong. Aside from that, opponents rarely walk through it anyway. 100% finisher on any auto-attack is too much to ask for IMO, but having some other means of finishing would be nice.
I have tried the combo effects form spectral wall many times with different spells. I’ve tried it with putrid mark, blowing up my minions and flehs wurm necrotic traversal for blast finishers. For projectile finishers I’ve tried it with staff #1, bone fiend and flesh wurm.
The result for blast finishers is different a lot of times. I’ve had the chaos armor effect triggered by blasts inside the wall as well as outside the wall but I cannot reproduce them reliably. Necrotic traversal refuses to trigger the combo most of the time when I place the wurm right inside the wall but then suddenly decides to trigger it sometimes when I place it next to the wall with a little distance between them. Same thign for bone minions. I really do not know, it really is random in different situations. Just try it our yourself in heart of the mists to see if it works that way for you.
As for projectiles I thought that bone fiend and flesh wurm had 100% finishers on their attacks but they tend to only proc confusion once from the wall most of the time. Only once have I had the minions proc the confusion twice form the wall out of probably 7 attempts. Staff tends to proc confusion once or twice and then stops lol.
Ok, I have just tested bone fiend and flesh wurm projectile finishers on corrosive poison cloud, they proc the poison effect every time so they have a 100% projectile finisher. I’m creating a topic about spectral wall combo effect in the necromancer forums.
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Myrmidian Eudoros which game mode are you thinking about when you post all these changes?
Imagine how many people would disagree with the idea about making epidemic or corrupt boon blockable, we just had it patched to become unblockable again heh.
Increasing the CD on epidemic is a very strange way to go about it too. It’s a situational spell and your changes wouldn’t really change much about the “spam and prey” part that you mention just because of the way the ability works.
Taking away weakness from the poison cloud is a strange way to go about it too, why would you prefer vulnerability over weakness when weakness messes with endurance generation and corrosive poison cloud is the spell with best weakness access that we have.
I didn’t quite understand what you want to do with spectral walk. Traited the spectral effect lasts for 12 seconds and if you take the CD reduction then it has a 48 second CD.
Fully traited spectral wall is actually very good as in it has only a 32 second CD and a duration of 16 seconds which gives you unlimited access to protection for those 16 seconds. Although it seems to be bugged as a combo field. The amount of confusion stacks that you can get with it seems to be limited and it’s interaction with blast finishers seems to be random every time I try it. 5 stacks of confusion if an enemy passes through it would be too much but would be nice to have but on the other hand making our staff autoattack 100% projectile finisher and improving it in general would give us a reliable way to stack confusion and would open up good spectral wall staff condi builds. But then again the wall interaction with finishers is very random form my experience as in a lot of times it doesn’t work and sometimes it does in the same situations.
I personally am fine with wells being a dark field and the aoe blind is actually nice in point fights when everyone runs around them. We have our wall as an ethereal field and traited it lasts for a whole of 16 seconds again(that is a LOT). In fact spectral wall has a good synergy with well of blood since the share the same CD.
The only thing to complain about well of darkness is only it’s long CD, I do not quite understand why well of power and well of darkness do not have the same CD as well of corruption and well of suffering. I can see well of darkness being a very powerful tool, especially with chilling darkness but the cd is still long. Well of power is probably the worst well out of them all: situational and depends on what the enemies do to you of your friends(like a lot of our other abilities) and has a HUGE CD while not really bringing that much to the table, no damage at all, the only good thing about it is that(if I am not mistaken) if you place the well in a distance on your allies, you still get its effect while not being inside of it.
Well of suffering deals quite a lot of damage already and vulnerability is nice to have too so I don’t know.
Of course this would have to be adapted to gw2 but in my opinion it would make the necro unique and it would make people randomly cleansing condis all the time think twice and it would make us a really valuable option for tpvp.
This is a new condition for the game and not just the necro so there’s going to be nothing unique about it.
4) Well of blood is a Light combo field. In a team combat situation there’s a decent chance someone will drop a blast finisher on you if you are duking it out with an enemy.
Edit: and ideally when facing an opponent likely to cleanse one would throw out a couple of nasty but disposable conditions on them first to get them to blow their cleanse, then apply something like this to keep the fight on your terms. If you dropped everything you had on them all at once and lost it all to a cleanse….you deserved to lose, sorry.
Just to specify: A blast finisher on a Light Combo field gives area retaliation while Projectile and Whirl finisher give a cleansing effect.
Why are you trying to make a L2P post? One of the problems that necro has is in fact slow cast times and suggesting a condition that would possibly slow down a necro’s cast time even more is kind of strange. Surely we have putrid mark yes, but it’s on a 25 or 20(if traited) second CD and it is obvious that you should keep it for the moment when you have a lot of conditions on you so you can just send them to your foes. Deathly swarm on the other hand however has an incredibly slow projectile and is easy to dodge. Consume conditions would take 2,5 seconds to cast, that’s like a century. I personally prefer to use off hand warhorn rather than dagger. I’m talking about it mostly from the perspective of 5v5 sPVP. How often would you run well of power in sPVP anyways, it seems like a very strange and very situational utility to have for us on top of being on a huuuuuge CD. Underwater combat is very limited in sPVP as well.
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Had another idea for both a new condition and a DS 5 ability.
New condition:
Torpor: Abilities and actions take 50% longer to complete. (Fixed magnitude, stacks in duration, increases effect duration with % condition duration.)
DS 5th slot:
Decay: Target gains Torpor for X seconds. You gain life-force for each ability activation performed by the target for X seconds.
Theory behind this: An ability that would help a Necromancer draw out a fight; by both decreasing outgoing enemy spike damage as well as leaving their target more vulnerable to having abilities interrupted thanks to longer activation times. Would combine well with the Chill condition from within the Necromancer class as well as have some team synergy with interrupts from other classes. Also not so theme specific as to disallow its usage on other classes.
Imagine being effected by it as a necro and casting 2 second life blasts, 2,5 second consume condition, etc. Gonna be hilarious when a necro gets affected by this while other classes just cleanse it with some instant abilities. Seems necros would suffer the most from a condition like this so not a very good plan.
I understand the feeling, but I don’t believe its a concerted effort from “the man” to keep us down. I much rather that they systematically nerf OP things, or things that aren’t working properly and get rid of all of them first because after that they can see where our class actually is, in its entirety, and then work on buffing us.
I know this isn’t shared by many, but I would much prefer to have a while where my class isn’t as competitive so that in the long run we get to the best balance state; and I would prefer this happens now when being competitive means absolutely nothing, frankly, and not in the future when there might actually be something meaningful on the line.
Somewhat proper balance in an MMO with a PVE component is most likely never going to be achieved. On top of having a PVE component, GW2 has this trait system with a bazillion possible combinations which makes it even more difficult. I’ve seen incompetent stuff happen in other games that pushed me away from them but this 9 months long tool tip fixing is probably the peak amongst everything I encountered.
Ironic when it’s asked for greater marks size to be baseline and the unblockable part fused with staff mastery, basically fusing the 2 traits kinda. Instead we get a patch that makes them not work together lol.
Any ETA? Still not fixed.
I main an Engineer so people’s assumption that I play a Guardian is misplaced. “Save Yourselves” doesn’t give every boon, it lacks two boons; Stability and Aegis. If “Save Yourselves” actually gave every boon, I’d also say it needed a nerf but the duration has already been nerfed so…. no need to touch it.
Contemplation of purity, I totally forgot about that but yea, it should be nerfed down to 5 condis as well.
Would you please kindly post your design calculations of how you came up with this magical number of 5?
And my previous offer still stands, please consider maining a necro for a few months.
Tooltips are the niche for necromancers. This is where we are close to balance and may become frighteningly OP if fixed. I mean check out the new corrupt boon thread that appeared in the sPVP forum. Dat scary and OP corrupt boon tooltip.
Once those tooltips are fixed, a lot of whining threads will pop out regarding necros being OP and our tooltips will most likely get nerfed again.
So I’ve been taking a look at some Necro utilities lately, one of them being Corrupt Boon and I have to say, this skill is quite OP.
To put it into a bit of context, using corrupt boon on a Guardian that uses “Save Yourselves” is like the GW1 Necro being able to strip all enchantments from a healer Dervish… with no cast time… and is unblockable…
That’s like insta-shutdown and I would like to believe that those types of insta shutdowns are saved for Elite skills rather than utilities.
Now I’m not trying to shaft the Necros in any way, I know that they need help with their damage and all that but, Corrupt Boon is just way too powerful for how little it costs.
I think it should be brought down to 5 boons converted because, at most, people are only rocking 5 boons anyway and even if they are packing more than 5, you can be rest-assured that those boons won’t last long.
Anyway, that is my two pennies and a stopwatch. Please feel free to add yours.
Would you please kindly consider creating a necro and maining him for a few months?
What I am saying is, ANet will most likely keep on ignoring us until a paid expansion. At which point they will do a full balance pass on the necromancer because then, and only then, will it make financial sense to do so.
That’s a good point. I only started playing WOW from WOTLK and my main has always been a lock. If we take mists of pandaria, this expansion had a huge redesign for the talent system and warlocks ended up having the most changes amongst all the classes while not getting touched much before it, unless something was OP(as always ha ha). In addition to being a low pop class you can again add the facts that necro was redesigned and heavily nerfed before release which probably put the necro designer through hell and he had to rush those changes without being able to come up with something decent. The amount of work that needs to be done to fix our bugs and then start thinking about class balance is tremendous(either redesign or a lot of core changes) and most likely won’t be done until an expansion appears. Funny how these days nearly any big corporation game has some incompetence in the way they handle things and some of them are just plain disgusting in the quality of service that the games provide. The ones at fault are probably greedy people at the top who care about moneys and only them. The devs most likely cannot do anything about it although they may(and I hope they do) wholeheartedly wish to have the resources to fix everything. You cannot come out and say oh “We’re not gonna do anything until the next expansion so bare with it” since the higher ups could sue you lol. Greedy companies and corporations, deadlines, pressure and all that disgusting stuff. People end up having to lie to the customers and keep up stupid acts cause of these things.
But it’s very sad actually if you think about it this way: Necro players, you represent a very low population and your necro interests have to be sacrificed for the sake of other high population classes. Even though you are the same customers that paid for the game, we will completely kitten on your interests.
Would you please consider clicking my link and leaving posts in that thread since it’s in the game bugs section of the forums?
But but we finally had our visual aoe indicators fixed and seems our marks got a new animation on their edges so you know, we have to pay in functionality for it.
Please refer to the thread I made in the game bugs forum and put a post there: https://forum-en.gw2archive.eu/forum/support/bugs/May-28-post-patch-necro-staff-mastery-bug/first#post2107060
Staff mastery works with Greater marks, just tested it.
It’s not working for me in heart of the mists right now, Ima try and relog.
Nope, still not working.
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Staff mastery – death magic trait that reduces staff CDs by 20%.
Our “bug fixing patch” brought us a new bug that the trait does not work when you take greater marks.
If taken without greater marks, the CD reduction is there.
If you have chosen greater marks in any of the trait slots and then take staff mastery in another, the staff mastery CD reduction is not applied, as in it is not working….
And here I was having fun by using both of those in sPVP.
Staff Mastery doesn’t work with Greater Marks anymore -.-
That basically makes every staff build unusable… worst patch ever!
You mean the CD does not get reduced?
Went back to my terror build where I had greater marks + staff mastery and yes, staff mastery does not work with greater marks in that if you have greater marks and take staff mastery, you won’t get the reduced CD. Great bug fixing, all the more proof to think that our class code is an abomination.
And here i was having fun with my build.=(
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If it takes 9 months to fix a tooltip, gonna most likely take 5 years to fix some actual gameplay related bug. Minion AI fix is a possibility in 10 years.
They basically narrowed the Necro to a single effective build all around.
Underwater necro?
Our class code is most likely an abomination that only the bravest of coders agree to work with for 5 times the payment or something like that.
as he says its based on Minions Dmg and only 2 Minions do decent dmg when “alive” Flesh Golem & Flesh Wurm and the HP Siphon from Wells are to poor.
It makes a lot more sense to get Plague as a bunker, because gives you stability for the full duration, quadruples your toughness, and triples your vitality. Which makes it ideal to use when Death Shroud isn’t available. Then go 25 trait points into Death Magic instead, for the increased toughness and power from Deadly Strength.
My experience with plague form is very sad a lot of times in sPVP. Enter plague form(lose all of your utility and weapon abilities)->precious stability gets corrupted or stolen->become a strange tanky cloud that has a ton of conditions on it and slowly gets killed while getting slowed, CCed, etc.
Plague is good in clumped up point fights when you have people to support you, otherwise leech or golem is better.
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People who are suggesting making our DS2 a targetable teleport should consider that it is unblockable right now as well as being a slow freaking projectile. If you want a targetable teleport ability, I would rather prefer it to be outside of our DS2. If DS2 gets changed to a targetable teleport aoe bleed/chill then the projectile needs to be really freaking fast and we will most likely lose the unblockable part so meh.
Has this been this way since the dawn of time?
Kinda renders staff being nearly useless against downed enemies unless someone is next to them.
Do other classes have something similar to this where their weapon skills or utilities don’t work on downed enemies?
Please note the next things:
Dodge mark gives only 2 stacks of bleed instead of 3 according to wiki.
Enfeebling blood is 2 stacks of bleed.
Thought weakening shroud enfeebling blood was applying 3 stacks but was wrong heh.
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Does stability on DS work as a stunbreaker once you enter it while CCed?
I try running a carrion power/condi well build that maximizes my on demand terror abilities:
http://gw2skills.net/editor/?fQAQNAW7YjMaV6Za+a07JAJFPfdkigHm6R5pzOA-TsAgyCuIiSFlLKTUyosRN8Y5xeBA
I also agree that bleeding duration is completely meh in sPVP so the more sources you have that apply 2-3 stacks, the better it is for you. Sadly though I dropped weakening shroud and 5 second DS so I can have targetable wells, master of terror, terror and soul marks. My terror nearly always ticks twice with the duration of 1.7 seconds.
I also think that mark on dodge is not a very good option considering what you can take instead of it with those 10 points. Don’t quite understand why a lot of people take it. I also think that the most reliable overtime bleed stacking is staff mark of the blood, especially with reduced CD.
If they make greater marks baseline and move the unblockable trait into the staff CD trait, then I put those 10 points from death magic into curses and take banshees vale among with a stun duration sigil on one of the weapons so I can have a 4 seconds AOE daze.
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Whats about the 40sec cooldown. Thats long.. and spectral walk gives me more mobility and lifeforce if you used right and still can safe me.
You can make it a 32 second CD if you trait minion CD. If you have a wurm placed in a good spot then its the best escape. Sure spectral walk is a stunbreaker with swiftness but if you’re getting jumped on, that swiftness won’t do any good in a lot of situations. You can get CCed again after you use spectral walk. Wurm teleport can put you on a cliff, behind a wall, etc, in other words completely safe places.
People suggest a lot of cleanse protection here in that it would block condies from being cleansed. Imagine an engineer getting access to a condition like that later with the current condi stacking they got. Result would be you see yourself burning, bleeding, confused, poisoned and your heal just healed you for 5 k without cleansing those conditions since the engi placed that condi protection on you. Our problem is that we rely too much on bleeding and don’t have anything else outside terror(our poison application is laughable). Bleeding gets cleansed a lot and has a slow ramp up time most of the cases. We need more variety for our damage conditions and we need something that is used reliably and often in our rotation, hence it needs to be on a short CD.
Again, people need to remember that this is not about adding a new condition to necro, but adding a new condition to the whole game. Once other classes get access to it then we might be back to the spot of where we are now with the necro. I actually do not see why it is needed to add a new condition to the game at this stage. There’s a lot of stuff that needs to be fixed and could use improvements. Instead of a new condition we could use some improved poison application ability which would be nice as an example.
I like what Jonathan Sharp said in the SOAC show today. He directly referenced the mobility issue. Considering the damage issue (lack of burning) is likely being fixed through a dark DOT, I’m confident about where the necromancer is going in the next month or so.
Being confident about a future you don’t know of is a very brave thing to do that opens up room for a lot of disappointment. Getting a new condition on DS5 could probably make condi necro better somehow but if not much else is done and other classes gain access to it then whoala, other classes just became better after being good while necro got better after being bad. This kinda evens it out and we are back to where we are now unless necro actually has good and reliable or even the best access to it or something.
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I used him yesterday in some matches, actually, and he was rather handy but I never had to actually use him in the few games I played. It was nice to be able to port whenever I wanted though. The only problem I have with it is the cast time.
You talking about the cast time to place the worm?
I’ve only just got rank 20 and I am currently using a terror/master of terror/target well/soul marks/staff unblockable marks + staff CD/DS skill recharge carrion build with necromancer runes. Wanted to maximize my 2 on demand terror fears. I have Well of suffering and Well of corruption for my utilities and as the stun break that I chose was the flesh wurm. It is indeed the best save we have, imagine if it wasn’t that buggy.
Devs should totally check out that attachement and make it less buggy.
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I have runes of the necromancer and master of terror which puts me at 1,75 seconds and seems my terror fear to always tick twice. Just test it out for yourself in the heart of the mists man.
(edited by Iceflame.5024)
sPVP build:
http://gw2skills.net/editor/?fQAQNAW7YjMaV6Za+a07JAJFPfdkigHm6R5pzOA-TsAgyCuIiSFlLKTUyosRN8Y5xeBA
The purpose was to maximize my 2 on demand terror fears.
As a result they last 1,75 second each, deal damage and have a relatively short cooldown. At first I was running plague signet, corrupt boon and epidemic while taking weakening shroud instead of well targeting. Apparently I suck horribly at landing corrupt boon so I decided to change plague signet and corrupt boon to well of suffering and well of corruption which are amazing and take advantage of my power stat. I kept epidemic but on top of sucking to land it, the mid fight on legacy of foefire is not very friendly to epidemic and I was missing a stunbreaker. I chose the wurm since I can hide it in a distance and it is going to be my “oh kitten” button. Golem is mostly there for the knockdown. The wells can be used to secure kills on downed enemies or help your allies when they are downed which sometimes is a lot more effective then corrupt booning one target.
I know I went 30 into SR and didn’t take the 5 second DS or stability but my aim was to get the master of terror trait and if I don’t take soul marks my LF generation sucks. My marks are also on reduced CDs.
(edited by Iceflame.5024)
Personal opinion.
As an ex-systems analyst/auditor (among many other things) I have learned that you should not try to design the basis of any system around outlier low probability results.Outliers need to be accepted as low frequency and seen as such and the circumstances that caused them should be addressed specifically…not only through restricting the activity itself (eg is 2 CBs and 2 epidemics produce an outlier you potentially place a DR on them WHEN USED CLOSELY TOGETHER….NOT generally or in different circumstances). It is almost impossible to incorporate system balance to equitably deal with those improbable outliers and the run-of-the mill results that will overwhelmingly be more likely outcomes.
In many of the arguments here, and as seen by the hesitancy by the devs to even contemplate the occasional outliers in out abilities, reasonable suggestions for the bulk of the potential gameplay suggestions are being too readily dismissed by the slight probability that once in a while the planets will line up and some exceptional outcome is possible…occasionally and NOT consistantly.
I think for balancing and skills development the devs should not be focussing just on the outlier results as reasons to limit abilities but should also consider the likelihood of such aberrations and address that as the balancing factor.
Also, Necro players are not some unique breed of game player. I don’t think “blaming the players” for adopting the “cookie cutter” builds because they work is helping anyone’s cause. Other professions are doing exactly the same and it is the comparitive results that are causing players to be gun shy in trying newer builds which usually have proven to be less effective. I trust more the fact that the competively focussed players will chose the most effective builds rather than hypothesizing that the reason for that choice is that they are lazy or stubborn or reluctant to change. I don’t think the players are at fault for expressing their disatisfaction at the poorer necro performance when adopting the same build strategies as any other profession and achieving inferior results.
Posts like these shouldn’t be ignored.
You need a team that doesn’t have a problem building around you as a necromancer to be successful in tPvP with this class. Unlike the other classes, necromancers require support from their team mates in order to not get destroyed constantly. Other people are necessary to protect you and peel other people off of you. .
I have got many screenshots from pvp,pve and even www . People are refusing party with one necro (2 necros means suicide for them ).On pve our dmg and armor are too low . In pvp they treat us like free kills ,we can solo point , we can bunker captured point and on www I hear sometimes necro commander LOL. Its nice to be support class but people kitten on our support .
I hear other classes can support better.
This month will be focused on bug fixes, with balance coming in later patches!
Necromancer
Well of Corruption skill: Updated damage skill fact to indicate the correct number of attacks.
Well of Suffering skill:
Updated damage skill fact to indicate the correct number of attacks.
Updated the number of attacks to be consistent when affected by Focused Rituals.
Spinal Shivers skill: Updated damage facts to indicate damage dealt based on boons removed.
Signet of Spite skill: Updated the skill facts to indicate the passive effect of this skill. Increased the passive power boost by 100%.
Corrupt Boon skill: No longer causes odd interactions with Aegis. Now unblockable.
Epidemic skill: Now unblockable.
Flesh Wurm minion: Increased health by 25%.
Flesh Golem minion: Increased health by 25% and toughness by 10%.
Lich Form skill: The Grim Specter skill now strips boons from enemies and conditions from allies when it reaches its target point instead of only when the missile hits a target.we already had bug fixing last month, and it was awful (80% just text fixing)
other classes got balance (nerfs and buffs), thief got new skill, ranger better stats on pets, etc.it’s obvious you dont put too much effort on necro as you put on other classes. If we get “bug fixes” when others get balance, we should get balance (buff in this case) when other classes get bug fixing.
I’m asking for too much, maybe?
It might be that our class is such a mess that changing something is agonizing for the coders and they tremble in fear and cold sweat in hope that they don’t ever need to touch the necromancer class. Or they realize that the design of the class is so bad that it needs a whole overhaul and cannot publicly acknowledge it so they need to keep these kind of posts and “patch changes” up. I doubt that a class that had a huge redesign and then had a huge pack of nerfs(both of these were probably made under the pressure of deadlines so they have most likely been rushed) can ever be in a good place without huge and well thought through changes. I came here form WOW after hearing that this is supposed to be a PVP focused game, prioritizing sPVP. In WOW they are limited to the changes they can make to a class since they have to take into account both the PVP and PVE aspect of the game and they prioritize PVE which sometimes leads to completely senseless changes. Seems the problem exists for this game too which is saddening.
But the meta won’t shift until there’s a patch, because right now I think we (as a community) tested every possible ways to play a necro with the tools we have now.
I’m not just saying we need to figure out new ways to play the Necro (though there’s no way we’ve exhausted the Necro’s possibilities in only 9 months). I’m saying we need to figure out new ways to play the game. Meta shifts are more than just a single build.
Until the tools given to us change, the meta will stay the same. Thus until we get a change, we need to voice what we would like those changes to be. At that point we’re just crossing our fingers and hope that those changes will effect us in a positive way.
No, meta shifts can happen just because a new voice arises. League of Legends say a bunch of meta shifts when the European teams showed up at the end of S1 and then again when the Asian teams showed up just because they thought about the game differently.
Again, I’m not saying we should stop pushing for bug fixes and trait improvements, because this is a huge game and isn’t anywhere close to balanced. Every profession needs fixes and it’s up to the players to point towards what those are. It’s the unrelenting despair I take issue with, the constant crying about how worthless and unloved we are.
This is a game. Its purpose is to be fun. Just try to keep that in mind.
Heh, I play for fun too. Sadly though the purpose of a game from nearly any company is to earn money first of all. It is actually just a service in the form of a game.