GTX 980M – SSD 512GB R/W:550/520MB/s
17.3" 1080p – 32GB 2400MHz DDR4
So, Necromancer, one of the worst professions atm and in need of some of the largest changes… is being pushed off till the last possible week with absolutely no time to realistically give feedback on the changes. I just don’t see the logic in this, there is no way you can respond to any feedback given on the last two professions with this, and while I doubt its being done on purpose, it really gets the feel of “hope you like the changes because you’re stuck with them for 6 months”.
I understand if its too late, but this really needs to be done better next time. If you are going to do something like this, then why would you push a profession that was voted as one of the most in-need of changes till the very last second? In the future, give yourself more time.
Given Anet’s history in the amount of time they spend on Necro discussion/coverage, not only am I not surprised, I would have thought something was wrong if they had in fact deviated from the norm.
If they really wanted to help the necro in pve, they could always enable the necro to extend their DS to nearby allies at perhaps double the decay rate or something of that nature.
Not that I’m agreeing with the OP, but just curious. How many times in succession can a skill be used in order to label it spam(y)?
Since you posted this in the Necro forum instead of the balanced or spvp forums, I’m willing to overlook your OP.
“100% of your condition damage is added to power against objects” would probably help.
That & could make rampager/carrion stats extremely powerful… in a bad way.
Maybe in wvw but not in pvp. You could always decrease the percentage lower there to compensate.
“100% of your condition damage is added to power against objects” would probably help.
Shroud stomping is no more broken than jump dodging.
aaah thanks again for clarifying about life transfer.
kitten! this means i can only move around or doom then.
using life blast or tainted shackles will cancel it ooo?
While you are channeling, you can’t cast life blast or tainted shackles. You can cast tainted shackles first then life transfer if you want to use both at the same time.
That isn’t strictly true. See Earthshaker flying in, but don’t have dodges left? Jump in DS and completely void the CC. Get hit by Earthshaker because you weren’t quite paying attention? Pop DS so they can’t follow it up with any CC. This accentuates what Death Shroud is supposed to be about, giving you defensive breathing room, and that is exactly what this version of FitG accomplishes.
So then what, they sit there and can’t CC you, so you are free to take any DS related actions until your LF runs out, or your CDs come up. This is actually key because if they sit around with a finger jammed up a specific location, by the time it wears off you’ll have tools up to deal with them, they are forced to attack you if they want to get your immunity away. Also, in a team setting, you don’t have infinite time to camp on someone, this gives your team a chance to peel the person (who can’t stop you from at least walking, except through immobilize) off you, to come reinforce the fight, etc.
Its all about creating breathing room, which is what FitG is about already. Changing it to anything but CC immunity while in (or flashing, which presents a meaningful trade off) DS changes what the trait is about, and not necessarily in a good way.
I can’t think of any case, including the ones you’ve just mention, where I could see stability on DS entry more beneficial than stability on DS exit. If they are doing those things while I’m in DS, then my normal health pool doesn’t care, not one bit. It doesn’t matter if I have stability or not, when they are eating the green bar and not the red bar. Besides, there are far more tools to deal with those scenarios outside of DS than from within, and with stability available for those tools, the Necro won’t have to have their teammates peel for them nearly as much as they would have to right now.
hmmm i still dun understand what you are trying to tell me.
in this topic of discussion, i am trying to buff a grandmaster trait yet you are telling me about something else.ah, thanks for sharing that. moving around, attacking, activating other skills will not interrupt the life transfer channel yes?
There’s nothing wrong with you wanting to buff this grandmaster trait. I’m just pointing out, and this is purely from a pvp perspective, that stability in DS will never be as important as stability out of DS. Currently, DS by it’s very nature is designed to protect or extend your normal HP. Stability only prevents you from being interrupted. No one that knows better will waste their CC (short of immobilize) on a Necro in DS. They will wait till you’ve exited DS before starting table tennis because your normal HP is now in play. If Foot In The Grave triggers when DS ends, then the stability will help to protect your normal HP as they will have to remove stability if they want to CC you when you are really vulnerable, i.e. not in DS.
If you take any actions besides moving around or casting Doom while channeling life transfer you will interrupt, cancel or end the channel.
but if there is no stability when entering death shroud, life transfer could very easily be interrupted.
eh, regarding life transfer, can we activate it, and then dodge, and it will still continue to channel until finish during the dodge?
And how is that (easily interrupted life transfer) any different than what we’ve been putting up with all this time since launch? So you’ve bought a few more extra seconds to stay in DS. Losing all life force is not going to kill you. Losing all health points will.
No, dodging while channeling life transfer will interrupt the channel.
There is no need for stability in DS as it’s not the HP you should be worrying about protecting. If it triggers when you leave DS, then it will be worth investing in as you won’t have to blow a dodge on exit just to set up your next combo, heal, etc.
Then Arenanet needs to address the life force regeneration issue some builds have. There is just far too many skills that don’t contribute to the profession’s mechanic. In a basic condition based build for instance, you will have only 3 skills that builds life force and 1 of them is a Death Shroud skill. So that leaves you with staff 1 auto attack and scepter 3 every 10 seconds. Simply unacceptable.
This isn’t a problem where people are dying all around you from zerg encounters, whether in pve or wvw, where 1 death will at least unlock your F1 skill. But in the smaller fights or spvp against people who know how to fight back, life force regeneration needs vast improvements. Your profession mechanic should synergize with any build you choose to run. That’s why it’s a, oh I don’t know, a profession mechanic.
Slippery slope there. Necromancers are vulnerable to hard control, very likely that is by design.
Warriors are vulnerable to conditions, very likely that is by design.
Wait for it…..
Chill does slow weapon swap recharge for everyone else. Let’s not get carried away here.
Look, the problem is 50% of the battle is getting the ele below the immunity threshold, the other 50% is keeping them below the immunity threshold. In a 1v1 against an ele that knows what they are doing, it will be impossible in pure condition build or even most hybrid builds. Your best damage skill if you are not using plague will most likely be the golem charge. Good luck getting it to pin the ele for most of the hits. Your only option if you insist on running a condition build against diamond skin will be lich. Even in a pure condition build it can still hit around 3-3.5k, but you have to make your hits count.
Marks give life force when they get triggered doesnt matter if they are triggered by dodge or not, you still get life force.
And i play both power and condi necro in PVP and i guarantee you if you gonna go closer than 900 range into teamfight without having life force then either you are gonna die or will have to use flesh wurm.
TBH majority wont even understand what im on about here but i just hope anet will see this and think about it cause i guarantee if LF mechanic isnt changed or necro doesnt get something super cheesy then it will never have place in high end pvp.
+1
I was wondering when someone would get around to revisiting a topic of this nature. The part in bold seems oddly familiar from 10 months ago:
DS is fine as it is now. It’s sole purpose is to replace all the other active defense skills COMBINED. The problem has always been access to it, limited by both CD and life force. I have never understood why but imho, everything a necromancer does should be returning at least a flat rate of life force. For example, 1% anytime they deal damage to a target and one elite skill contender for those times when you need a fast buildup. Since the idea is simple enough in theory, as in a faster buildup when dealing with more threats, Im sure they’ve tested it before but decided against it. Im just curious as to why.
War and Eng rampage forms says hi to both stomps and res
Lich elite
15 char
*Disclaimer: Yes minions will still bug out, but not as often, and at times, could end up attacking different (more than 1) targets.
Just thought I should log in and advise on a temporary solution to this minion ai issue until arenanet finally gets the chance to fix them properly. Whenever you are in-combat and your minions forget just what it is they should be doing, you need to (make an attempt to what I would call) ‘reset them’ as if you were out-of-combat by having them return to their out-of-combat default position around your character. We all know that if something argos onto your afk character while your minions are standing guard, all of them will attempt to defend you by attacking the threat. This is what you want to do with your minions while you are heavily engaged in-combat.
Well how do you attempt to reset your minions while in-combat? Depending on the weapon you are using it’s actually quite easy. Simply de-select your target. That means no autotargeting at all. Go into your options tab and uncheck it if you have to. As long as you have a target selected, your minions will continue to take a very long time to return to their default area. Once they reach, or get close enough to their default position, they usually start attacking any threat to your character and you should now be free to select a target again.
Now fighting without a target selected can be a real problem, again depending on the weapon you are using. You are only able to reliably land all skills on the staff, provided that you can manually aim your auto attack. Other than that, it’s either dagger1, scepter2 or axe3 until your minion respond to the wake up call. And remember, your minions are only as fast (well just slightly faster) as you are. If they have a great deal of distance to cover to reach you, then warhorn5 can help speed them up to cut down on the response time. That also means that if you are crippled or chilled then so are your minions.
You shouldn’t have too much of a problem with eles unless they are running a blind passive/spam build. Stripping/Converting boons literally mean the difference between a battle win or loss. Knowing when to convert those boons is not always an easy task. 21+ stacks of might has to be removed no matter when you see it during the fight. For all others, you have to kind of play it by ear depending on what the ele is doing.
(edited by Jayce.5632)
Run Consume Conditions over blood minion. Don’t have all your minions up at the same time, especially the bone minions. Keep your non-aggression flesh golem between you the warrior. Do the same thing with flesh worm. Remember, every poison field that hits on pulse also counts as hits for life steals. Maximize weakness uptime on bone minion, kite warrior to them since the AI bugs out. Last but not least, your minions are a distraction. Don’t use them as the main source of damage. Dodge long lasting stuns, eat all others.
No one “ignores” condition removal in suggestion/complaint threads. In fact, condition removal is one of the most tried counter-arguments people make in those threads which are then replied to and so on. You just have to read past the opening post and the first reply to find such discussions. Second, I’d love to see a build that had the capacity to cleanse 2~4 bleeds+poison+burning (on crit), such is the case with necro scepter auto attack chain, consistently, on top of dealing with other skills and utilities like Signet of Spite.
Necro burning is being made a lot more predictable in the next patch, so there’s not much point in still using it in these arguments. Scepter auto still deals bleeds + poison, but that’s where the damage of the weapon comes from (to give you a hint, even with a zerker amulet in PvP, about half the total damage still comes from the 0 condition damage bleeds).
And I still have yet to figure out why people make such a huge deal out of Signet of Spite. It is by far the most telegraphed skill in the condition necro’s build, has a 1 minute cooldown, and usually adds one, maybe two conditions to cleanse (bleeds and poison are already on you, Blind gets removed with an auto attack, and you usually are crippled from Flesh Golem or Grasping Dead). You know it’s coming, so just save a dodge/block for it.
Signet of Spite is manageable as long as you’re not running into a terror build. Though the bolded is kinda easier said then done. I know on my necro I often set it up with either a immoblize(Tainted Shackles/Dark pact), fear, or golems charge to easily get them with SoS. Also popping it as a fate sealer(people around 40% health). Weakness=Less endurance regen and 50% chance to hit glancing blows, Cripple, poison and the rest acts as covers. This basically makes it really hard to recover from.
Any necro skill with a cast time requires you to set it up to have any hope at landing them on your target. Without stability you’ll, at best, probably have a 50% chance at successfully getting off a 1/4-1/2 sec cast skill. Signet of Spite has a 3/4 sec cast and must proceed a fear for the highest success rate. Usually after the enemy has burned their breaks, but mostly after they have burned their heal. There is however extremely rare cases in which Signet of Spite is used at the start of an encounter instead of being used as a finishing move.
Call me crazy but I thought conditionmancers needed more ways to build life force, not siphons. Seems like a completely missed opportunity to me, seeing that powermancers won’t really benefit from this trait.
To answer my own questions (in case any was curious),
How is the necro when it comes to dealing damage?
Good – Conditions
How is the necro when it comes to defending against damage?
Bad – Death Shroud
How is the necro when it comes to dealing control?
Good – Fear
How is the necro when it comes to defending against control?
Bad – Death Shroud
How is the necro when it comes to dealing support?
Bad – Boons
How is the necro when it comes to receiving support?
Bad – Death Shroud
Disclaimer: “The necro is not really bad.”
But when you take into account how the game plays out at the most basic mechanics (damage, control, support), how would you rate the necro? People need to honestly ask themselves without over complicating the final answer. Keep it simple, good or bad?
How is the necro when it comes to dealing damage?
How is the necro when it comes to defending against damage?
How is the necro when it comes to dealing control?
How is the necro when it comes to defending against control?
How is the necro when it comes to dealing support?
How is the necro when it comes to receiving support?
Answer these questions with a simple “good” or “bad.” Then ask yourself these same questions for the other classes and see where the necro ranks overall.
Minions will actually attack threats up to around 2000 range before they break agro. But yes, right now, minions are bugging out pretty badly. The only one that works 100% of the time is the worm, guaranteed to attack whatever the necro is attacking as long as they are in range and los
yes comfirmed, an old bug at that too. with so many, i’ve lost count. it is very similar to the spectral attunement/spectral wall one where you only get the during increase of the wall alone and not an increase of the protection or the fear. im surprised anet didn’t fix that when they fix spectral attunement/spectral armor.
No class should be able to simultaneously attack while evading (invulnerable) incoming damage.
The concept for SoV is still good, I think, but the heal needs a serious boost.
SOV will never get a better heal, at least on the active side because of the damage that’s tied to it. It’s basically one of the few skills that could be called a hex.
It is intended to be 1 second per attacker, but it wouldn’t surprise me if they released it with a global ICD on the active.
Not that I can’t take Anet’s word for it, and I really hate quoting myself but…
We also need to visually see real numbers of the active at work with the healing players receive and the damage they do to the target. Right now, it’s just to difficult to see if what kind of a real impact the skill is having.
This needs to happen because I am of the strong belief that SOV is not working as intended.
No, more rapid attacks do NOT help you claim stacks faster. There is a 1 second cooldown for each attacker on the signet active.
I’m not entirely sure that it applies for each attacker. I’m running the exact same trait setup as Anchoku and I can’t rule out the possibility that the cool down could be lottery based, even with the 25 stacks. Meaning that the marked target may take the damage like they should, but only one attacker will receive the siphoned heal each second. I say this because there are times where I’m clearly not receiving the heals from my attacks even though the target still have stacks on them.
Removing the ICD on the passive siphon may be the only thing SOV needs. If the ICD is to remain, especially on any defensive aspects or abilities, then it shouldn’t work unless you are taking damage from more than 5 (AOE cap) different sources. We also need to visually see real numbers of the active at work with the healing players receive and the damage they do to the target. Right now, it’s just to difficult to see if what kind of a real impact the skill is having. If my guess is right, then the active side of the skill may be fine.
Guys, Signet of the locust got stealth re buffed, now you can get a nice 7-9k heal with it pre 60 seconds if you get 5 targets… utility being a better heal than a heal for pve, how ironic.
That’s just it, right now you pretty much have to run signet of locust with signet of vampirism because vampirism alone can’t get the job done. Having 5 enemies within 480 range of you usually means a stomp is coming. At least locust can make full use of siphoning unlike vampirism’s passive. I will say this, that 3/4 sec cast does help when you are surrounded by 5 enemies and should only be used when vampirism is on cooldown.
2 professions down, 5 to go. Arenanet won’t stop until each class directly counter necros. Didn’t you all get the memo?
Just a little curious, has any of the other professions had their heal skill drastically changed in a similar manor, or is the necro the only one always getting butchered before going live? First DS, now this heal.
Mostly due to the fact most of our skills SUCK and its pretty much our only defensive option. Cant really count Death Shroud as its melts away SO fast.
Spectral Armor into DS completely kills bursts.
Because of the ICD, I wouldn’t say it completely kills burst, but I know what you mean.
So, either we take half damage while in death shroud, or the number displayed is half of what it should be.
This (in bold, but I’m having difficulty confirming how it handles crit damage) has always been the case with DS. It functions exactly like the old (not new) Aura of the Lich from gw1.
No it wasnt, that change got implemented when they removed DS absorb. DS used to have a weird base armor value/it made glass cannons a bit tanky and weakened soldier/toughness builds to medium armor level, we talked about that a lot on the forums then and had a long post on reddit.
DS was never suppose to have its own armor value. It’s just suppose to have a flat reduction rate. While some discussions did talk about armor values, most of them were more or less trying to gauge an accurate health pool for DS. Anet would say what the DS value is suppose to be, while the community would say it doesn’t add up. When Anet fixed the DS HP values, they also fixed the take more damage in than intended bug. I wouldn’t be surprised if both bugs were one in the same.
But for all intents and purposes, damage taken while in DS was always reduced from all sources, even when it had broken HP values. Yes, this would make a glass cannon tanky, but only in while in DS. Easy when you’re taking a reduced amount of damage. Some parts of DS is still broken, which is why from time to time you can get knocked out of it even if you have well over 50% life force. Personally, I believe it has to do with crit damage, which is more noticeable from high crit builds, and how a full DS bar can be emptied in 1 or 2 seconds. This is something that just won’t happen when you’re not taking a lot of crit hits, even if there are 5 people beating on you.
It’s as if DS is trying to mimic the weakness condition, where some of the none glancing crit hits really does a number on the life force pool.
So, either we take half damage while in death shroud, or the number displayed is half of what it should be.
This (in bold, but I’m having difficulty confirming how it handles crit damage) has always been the case with DS. It functions exactly like the old (not new) Aura of the Lich from gw1.
I agree that something needs to be done – chain cc is ridiculous in this game.
1. x
2. x
3. x
4. Spectral Armor: Removed the internal cooldown on Life Force gain. Reduced Life Force gained back to 3% when taking damage. Reduced base duration to 4 seconds. Renews if you are disabled below 50% health. Moved to Elite Skill.
5. x
6. x
This is one of the silliest threads I’ve ever seen. I don’t know where to start. I shouldn’t be surprised, everyone gets real defensive about their class when it’s over the top and needs taking down a little.
We’ll start by looking at the change itself:
Mark of Blood. Removed 1 bleed in PvP only.
in PvP only
PvP only
You know… PvP… the mode where necromancers are incredibly strong, able to singlehandedly win teamfights, 1v1 anyone not hard built to counter them and present amazing condi damage and control while having the health pool of an elephant?
And yet you’re talking in the OP about silly kitten like the 25 bleed cap? When does the bleed cap EVER come into play in PvP? When have you EVER seen someone in PvP with 25 bleeds that doesn’t die 1 second later anyway? Have you ever thought “Maybe if I had 26 bleeds instead of 25, that guy would have died!”? No, you haven’t. Total kittening joke.Staff is already poor in PvP and now they’re gonna make it worse? Really?
This has to be the real jewel in a pile of kitten. Something extremely powerful is potentially getting nerfed a tiny little bit and you claim it’s “poor” in an attempt to handwave? Staff? Poor? It’s kittening core! Am I being rused here? Is this a joke? Can I direct you to this survey of necromancers in sPvP done by someone on reddit: http://imgur.com/a/iZfVr – In particular, can I direct you to the offhand weapon set graph: http://i.imgur.com/7fS2lrJ.png
Get a load of that! Over 70% of necromancers are using a weapon set which is “poor”. But of course, it’s really not, it’s incredibly strong to be able to kitten out hard hitting conditions over and over from 1200 range near-instantly and you’re just calling it “poor” in an attempt to garner some kind of sympathy.
Seriously necrobros, frankly I’m just disappointed. The warriors forums are handling being nerfed MUCH better than here, probably because warriors actually accept that their strengths are very over the top. Why can’t you?
I will admit however (Disclaimer) that they are looking in the wrong compartments for necro nerfs, and they need to go towards Dhuumfire and Terror instead of the weapon skills. You don’t even have to think about Dhuumfire, it just happens, and Terror bombing is just following routine.
I can’t speak for anyone else, but I dropped the staff after noticing bug numbering 3 in total. This was before that recent dev post confirming a stealth nerf from months ago. Now there is talk of nerfing the staff again with MOB. I can understand why some necros are getting upset. Nerfs and bugs does nothing but decrease performance. No matter how you look at it, this is another hit to performance, another hit. Too much time is spent trying to adjust and nerf things where it takes months to do just this alone. Not enough time fixing broken things with the class and addressing its most pressing concerns.
I’ve also noticed how you’ve lumped terror in with dhuumfire. This is something that most necros would not have done. I was a bit curious before, as I’ve seen the arguments, one or the other, but the chain is too strong for both at the same time. I can tell you right now that I’ve killed people without using terror from S.wall, staff or at all, where only dhuumfire prots in the encounter and people still cry foul. Is dhuumfire alone still over the top? We know terror alone was fine. That was before the addition of dhuumfire. Perhaps the S/W and S/D chain without S.wall is like all others, still over the top. Or at least that’s what I’m told in-game.
When Anet gets around to fixing the things that are still broken with the class first, then we can talk about nerfing things. Because some of the things still broken could have a substantial impact on attrition and survival.
Capture The Flag
Win Conditions:
- Capture 7/7 Enemy Flags (Includes 1 Hard Flag or flag located closest to spawn )
- Most Flags Captured When Timer Expires
- Most Flags Saved > Capture Draw
- Most Kills > Save Draw > Capture Draw
p.s. Map terrain and thoughtful flag placement makes all the difference. Can provide more details to the above if necessary.
So a few things on CTF:
We found that CTF works best as a “push” the flag, not “cap it by bringing it back to my base”. This means you have to push through the enemy team, and since you need to push it into their spawn, it means they can more easily defend a cap.
If it’s “cap” it by bringing it back to your base, there are often cases where the capturing team gets a flag past a certain point on the field, and no one on the defending team can catch up with them in order to prevent the cap.
We tried various mechanics, like making it so that the flag carrier couldn’t use skills, or they had to use “flag” skills, or they were just slowed down greatly, but in most of those instances, players didn’t have as much fun when carrying a flag. You can see some of this carried over to Spirit Watch and some of the issues it has.
Just some things to think about.
This “cap back at base” as you’ve described it could be a problem when dealing with just one flag. This is what I’m most familiar with being called Flagball, where an entire map can go to waste when the focal point is center around one, or at most, two flags. What I hinted at above is what I’m used to calling Capture the Flag. With a minimum of 7 opposing flags to score, a team would have to decide which of their own flags they are willing to give up and which flags they can’t afford to lose, because you can’t possibly defend them all at the same time.
Do I send someone to pressure their flagbay to focus only on last minute saves? Do I potentially risk it all by going straight for the enemy’s hard flag? Should I devote someone to focus on stalling their frontline while my team runs as many flags as possible?
And the beauty of all this is it does not matter where you position the flagbays. You can’t just pour all your attention into defending one or two areas. Not when you have multiple objectives to capture and not with so many different ways to lose.
EDIT:
We tried various mechanics, like making it so that the flag carrier couldn’t use skills, or they had to use “flag” skills, or they were just slowed down greatly, but in most of those instances, players didn’t have as much fun when carrying a flag. You can see some of this carried over to Spirit Watch and some of the issues it has.
Just some things to think about.
While I don’t want to see people leaping around all over the place with flags in hand, I am of the firm believer that you should be able to use your weapon skills while carrying a flag. How about we start with testing a 3 second channel (interrupted on damage) to pick up or save a flag and hard CC (fear,daze,kd) to cause a flag drop.
(edited by Jayce.5632)
Capture The Flag
Win Conditions:
p.s. Map terrain and thoughtful flag placement makes all the difference. Can provide more details to the above if necessary.
I am not one of the people that says…
Necromancer:
we want the Necromancers to be focused on sustaining themselves through death shroud, siphoning health, and slowing down their opponent’s ability to act.
- Mark of Blood. Removed 1 bleed in PvP only.
- Signet of Spite: Removed one bleed.
- Spite 15 – Death into Life. Increased conversion from 5% to 7%
- Spite X – Chill of Death. Increased trigger threshold from 25% to 50%.
- Death 25 – Deadly Strength. Increased conversion from 5% to 10%.
- Blood Magic 25 – Blood to Power. Decreased health threshold from 90% to 75%. Increase Power from 90 to 120.
Just wanted to point out just a small portion of things that I know of from the list of your planned upcoming changes:
Mark of Blood like all other marks goes on full cooldown when cancelled/interrupted
Death Into Life does not work with Deadly Strength
Death Into Life does not work with Blood to Power
Death Into Life does not work with Sigil of Bloodlust
Death Into Life does not work with Might Boon
Chill of Death will not improve the frequency of the user to slow down an enemy
Death Shroud does not work with siphoning
Death Shroud does not work with Regeneration from Mark of Blood
Death Shroud does not work with Signet of Spite’s Passive effect
Wait. You guys are still using the staff, in any build, even after these bugs? No wonder Anet doesn’t fix it.
just switch to warhorn, 5, DS, 4 then 1111, stomp.
The best way to improve Death Shroud is to start by removing all the negative effects that come with using it. First and foremost, bug fixes. Since not receiving heals in DS is most likely an Arenanet feature and not a bug, the only remaining bug associated with DS that I can think of is:
[Necromancer] Death Shroud+Synergy
While weapon Sigil effects appears to work as intended after entering Death Shroud, Signets however do not. Death Shroud cancels Signet passive effects while in this form. We are losing:
whenever we enter Death Shroud.
Once the bugs are fixed, then I’ll think about re-listing my actual steps to improve DS.
Also one of our original design concepts was an unkillable tank that would make a mockery of any bunker currently in the game. That doesn’t mean it was good, just that it was in the game at one point. They nerfed it because it was too strong.
I’m not going to go there, no matter how much I disagree. This is about the necromancer’s mobility and how this kind of topic keeps coming up. The necro is the only class without one, just one unconditional or on demand leap/blink/port. It’s too easy for some people to say what fits at the core and what doesn’t when even the makers keep moving the goal posts.
this doesnt matter to bawb he would rather parrot what he heard a dev say than think for himself.
You’re asking for them to change necromancers at the very core of what we are, contrary to everything they want us to be. It isn’t going to happen, no matter how much you “think for yourself”.
From the original necromancer design concept, one of many things axed before people could even begin to understand the game.
Dark Path : Flash to target area and blind nearby foes. — In-game description [?]
just saying
To start, just check the sig.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.