Elementalist – Necromancer – Warrior
Elementalist – Necromancer – Warrior
So are we going with #Geelieve, Young Geezy, or straight up R. Geesus now?
Elementalist – Necromancer – Warrior
Lots of people are suggesting that GS/Reaper shroud could be a just-beyond-melee range weapon ala d/d ele, something with just a bit more reach than traditional melee. But how could you make this visually clear and thematic?
When you swap to GS/Reaper shroud, it should play the decaying wings animation that Reaper shroud currently has, and increase your character/weapon size by ~25%.
We know this is in the game and works fine because this is what Rampage currently does. This way the 170 melee range on greatsword can go up to something like 240, which is well radius and would do alot for being kited, and Reaper shroud could maybe even be 300 range, which is lightning whip. This would even improves LF regen by letting you catch more targets. Thoughts?
Elementalist – Necromancer – Warrior
Daggers
- Reduce Dragon Claws Damage per Hit from 127 to 120 and reduce the Power Formula Calculator for 3,75 to 3,5. Increase its Range from 400 to 600.
- Burning Speed rechar Time from 15 to 30s and increase the Activation Time from 3/4s to 1s. Reduces the Range from 600 to 450.
Set the Base Damage from 679 to 500, Increases the Fire Wall Damage from 34 to 75. Remove the Evade Effect, add the Effect of Windborne Speed into this Skill, granting Swiftness and removing Chill/Immobilize.
- Ring of Fire Recharge Time s increased from 15 to 30s, Duration increased from 5s to 10s.
- Reduces Damage of Fire Grab on Burning Foes from 951 to 850, reduces its range from 300 to 180 and launches foes now away if hitting a burning foe.
- Reduces Healing of Cleansing Wave from 1302 to 850 and has now an increased Healing Power Calculator thats rased from 1 to 2
- Reduces Damage of Lightning Whip from 428 to 350 and its Power Calculator is instead of 1,26 reduced to 1,15
- Lightning Touch will get changed from causign Weakness to causing Vulnerability
- Shocking Auras Effect gets changed, it won’t stun anymore, it will cause now Weakness
- Ride the Lightning can be used now only when you have a target. Maximum Range is now 900. Lets you evade Attacks now, but after using it will you be dazed now for a second.
- Updrafts Recharge Time from 40seconds to 45 seconds. Removed the Evade Effect. Reduced the Number of Targets from 5 to 3
- Ring of Earth Recharge Time from 6 to 8s
- Reduces Bleeding of Churning Earth from 8 Stacks of Bleeding to 5 Stacks.
Reduced Damage from 1104 to 900 and the Power Calculator gets reduced from 3,25 to 3. Activation Time gets reduced from 3 1/4s to 3sAaaaand you just killed D/D.
I almost reported your post dude…p.s Hey guys, fast come and see this: “Shocking Auras Effect gets changed, it won’t stun anymore, it will cause now Weakness”
Yea bruh attributing this post to me is pretty offensive.
Elementalist – Necromancer – Warrior
People complaining about US seem to think that if Unholy hadn’t triggered they would have just gone into DS totally fine. No. You would be dead.
If my health is low and DS is off CD I will use it. If there is a chance I can save US from going into CD which could save me later I will try it. When your HP gets low you DS, if your LF is low you disengage as best you can, drop DS and heal. I can then rely on US to save me when DS is on CD.
I am always going to try activate DS manually so US can save me when it’s needed. It’s unreliable nature can be fatal. Keep default shroud flashing at is now but keep the 1second lock if you trait US. Seems a fair trade-off
It’s not unreliable at all. The only case where you end up flashing DS and dying is if you manually hit F1 too late. Hit it at the correct time and no problem. There’s nothing unreliable here but your fingers, and it’s not a problem everybody has. Alot of the time I see US pop and need to immediately hit doom and drop to heal while my opponent is feared. Adding a cd to DS exit is literally just removing options because you can’t handle them.
Elementalist – Necromancer – Warrior
How did you miss the part where I play glass zerk ele. That was literally the whole point of this entire thread.
Yea meta ele is a thief counter. It’s getting nerfs. The point of the thread is that ANet needs to stop nerfing every other ele build as a side effect.
Take your thief tears back to the thief forum.
Elementalist – Necromancer – Warrior
Because engie is in a solid place. Condi is broken in wvw, top theoretical DPS in PvE, and is on the best PvP team in the world.
What’s there to even complain about?
Elementalist – Necromancer – Warrior
If you hit F1 a second after Unholy sanctuary procs, then without unholy sanctuary proccing you would be on the ground and your death shroud wouldn’t go through anyways.
People complaining about US seem to think that if Unholy hadn’t triggered they would have just gone into DS totally fine. No. You would be dead.
If you’re having problems with flashing, you’re having L2P problems. It’s just that simple.
Elementalist – Necromancer – Warrior
I’d like to see this and I’d like gear stat inspections as well. I’m curious as to what people are running a lot and being able to just take a gander would be nice
With the abuse and elitism a gear and spec inspect would cause, I’m 100% against this. A gear inspect tool would rarely be used to just look and commonly be used as a tool to promote exclusivity.
It’s too bad that AP is a useless metric for judging how good a pug is going to be
I never said they were a good metric to use for judging someone, if you check my post history you would see I agree, AP means very little in terms of skill. I simply stated the ways a player could view another players AP; the OP was asking for a way to do this.
There’s nothing wrong with exclusivity. Why would you want to force players to play with people who they would want nothing to do with if they could actually see what they were running?
Elementalist – Necromancer – Warrior
They cant nerf cele d/d without breaking the class. Because its designed horribly. Tempest was their once chance to make another viable play style that wouldnt be effected by d/d cele and the blew it so hard it sounded like a WH
They totally can. Cut burn application on breath and ring so the scaling ratios aren’t so ridiculous for all stats. Give the class actual active defense that’s independant of having vitality toughness healing power all in one build. Then it can be good without cele.
Elementalist – Necromancer – Warrior
I can see cele d/d nerfs incoming.
Just please, this time, can we not kittening nerf zerk d/d even harder than cele by accident? Every time I read ele patch notes i see every d/d build that isn’t cele getting totally shafted by nerfs that target the exact wrong things.
Hit the burning application, hit the healing power scaling, hit the protection uptime sure.
Don’t kittening cut base healing values in half. Don’t cut vigor uptime in an attempt to nerf cantrips. Don’t take power dps off the set when 75% of cele damage is pure burns. Don’t take might stacks off of the cantrip fire minor, because that one’s only good for burst anyways.
Elementalist – Necromancer – Warrior
You can make the game plenty slow right now if you play the right builds. It’s nice that there’s such a large variation in time to kill; it means that builds customization is in a strong place.
Elementalist – Necromancer – Warrior
Can people admit the stat combo is a problem yet? Barring the mandatory thief on both teams, abjured took WTS final with 3/4 cele and a 1 engie that usually plays cele but swapped sets just for the matchups.
The set’s stat budget is 3 tiers above ascended. Is it any wonder that any class that can bring versatile scaling does so and stacks cele until it has no other viable build? Fix the kitten thing already.
Elementalist – Necromancer – Warrior
I wouldn’t put vaans and tarcis above Rom. Being good at fighting people and good at conquest are two different things, and Rom is the shotcaller on one of the top teams out there.
Elementalist – Necromancer – Warrior
Reaper’s cone shaped pull and its problems finally made me realize how the longstanding bug with Fire Grab works and how it could show up in other places if left unfixed as development continues.
Essentially: These cone AoE skills always target in the direction of your camera and not your character.
To replicate: target something, manually aim your camera 45-90 degrees away from the target by holding down RMB, and use any other skill. Your character will face the target and the skill will hit. Then do the same thing with either of these skills. Your character will face the target but the skill will come out of their side where your camera is aimed and hit nothing.
This means you must either give up camera control over the entire cast and hope that neither you nor your target strafe at all, or manually direct them like you’re playing a first-person shooter.
Note that you’ll only be able to tell the difference when you disconnect the camera facing from the character facing, which is why it’s noticeable when you target an enemy and strafe around, as your character will face the enemy but the skill will cast where your camera is facing (potentially away from the enemy)
I suggest ANet rewrite these skills as modified melee attacks with a specifically shaped cleave hitbox (like wave of wrath) instead of as the modified ground target cones they currently are.
Shown is the fire grab bug and then an unbugged skill for comparison.
Elementalist – Necromancer – Warrior
(edited by Linnael.1069)
AGH that totally explains fire grab, the ele flame and frost breaths, and this skill! I KNEW it was following my camera direction (and yeah it royally screws me up)
Just a note in case anybody is confused: Drake’s breath and Cone of Cold will continually update their facing as they are channeled spells, and will not display the buggy behavior. The exact mechanism of the bug is this:
1: Your character turns to face your target before you begin the cast.
2: Cone AoE skills target in the direction of your camera and not your character.
Note that you’ll only be able to tell the difference when you disconnect the camera facing from the character facing, which is why it’s noticeable when you target an enemy and strafe around, as your character will face the enemy but the skill will cast where your camera is facing (potentially away from the enemy)
To play around this bug in the meantime you must either manually control your camera via the RMB while using any of these skills (as this will lock your character orientation to your camera), or hope that neither your nor your target strafe.
And I do mean to say bug. I’ve submitted bug reports on this and I encourage everybody to submit a report too. The more attention we can get the better, as this issue is pretty widespread across many professions.
Elementalist – Necromancer – Warrior
Make it kittening harder.
The goal should be to make PvE as challenging and interesting as PvP is.
Elementalist – Necromancer – Warrior
GS5 is part of a very select category of skills that I’m going to go ahead and say were programmed into the game as Ground Target Cone Shaped AoE skills.
Heres the issue: Some guy decided long ago this category shouldn’t exist, and they did a coding shortcut so that it would just act as if you had double clicked the skill icon when you activated the skill, skipping the ground target indicator. As a result these skills never turn to face your target mid-cast even when your character model does, making them very awkward to look at and land. If you want another example of this behavior currently in the game, look at fire grab.
Basically, fix the code on all skills with this behaviour. If it’s meant to be targeted, make them target. If you want us to be able to choose where they go, let us ground target them. It’s very awkward for people that move their camera alot to have a few skills tied directly to the camera facing instead of the character facing.
Elementalist – Necromancer – Warrior
I gathered they would nerf chill duration on some things because the way it stands with runes, sigil, and food along with the cold shoulder trait you can hit 100% chill duration or 60% in PvP.
This was indeed a big reason for the reduction in chill. It was pretty easy to make a build with the previous version that kept an enemy chilled 90-100% of the time (even in PvP without food). The current iteration is shooting for something in the area of 50-70% in order to provide windows for counterplay.
Hey Robert, I’m not quite sure I understand what you’re saying here.
Are the %uptimes you mentioned taking into consideration condition removal?
It just seems a little strange to me that you would be worried about 100% uptime on chill before removal when many elementalist and ranger builds can achieve that pretty much by accident.
On the other hand, if you’re saying that you want to shoot for 50-70% chill uptime on a good build taking into consideration cleanses and -%duration effects, then that does indeed sound pretty strong.
Elementalist – Necromancer – Warrior
I would rather see tornado passively drop the meteor, ice, and lightning storm effects in its aoe. 15second triple storm would actually be worth taking.
Elementalist – Necromancer – Warrior
They need to save a revision a few weeks before the tournament, give all tournament players a key to a server running an instance of PvP on that revision, and then just keep patching the game as normal.
I’m tired of them freezing live game balance for months at a time every time WTS rolls around.
Elementalist – Necromancer – Warrior
Cele has a greater total amount of stats because it’s a jack of all trades prefix; it’s master of none of them. So the point is that there’s another stat prefix that is better for any given situation; where cele is useful is being able to adapt to lots of situations quickly and it wouldn’t be without a greater number of total points.
Arguing that the amount of points is unfair misses the point: there are fewer points dedicated to specific uses in a game where the mechanics favor specialization.
This is the misconception. PvP encourages self-sufficiency and versatility, which is why cele is so strong in that mode. The moment a class gets enough mightstacking to take advantage of the hybrid nature of the set, it takes over the class, anet starts balancing around it, and then the class is unplayable in any other set.
The only place specialization is encouraged is PvE, in which cele will never be a serious consideration anyways so who cares.
Elementalist – Necromancer – Warrior
Perhaps not, but the potential might very well make them meta. I am all for creative play and for trying to improve the game.
I’m not for creating game breaking loopholes. This looks like it could easily be one.
I’m pretty sure you’ve got literally no idea what would change the meta.
Hint: This aint it.
Elementalist – Necromancer – Warrior
Is this a joke? Mai has like 3 minutes of timegate total. That’s not even close to some of the actual timegates out there and is totally negligible over the course of your average hour run.
Elementalist – Necromancer – Warrior
Generally they gate the ones that make it possible for you to really fail. They don’t want new players dropping their savings on a nomad’s set without knowing what they’re getting into first.
There’s some that don’t totally work out but in general that’s what anet is going for.
Elementalist – Necromancer – Warrior
In case you didn’t spot the sig I main ele and necro, do you think I want cele nerfed lol?
The stats are the problem. I’m kittening tired of looking at every build and thinking “this would be better if I just went cele instead”.
Cele is literally mathematically better for no reason. There’s nothing to argue there. It’s just a fact.
Elementalist – Necromancer – Warrior
In the world of stat combos. It just arbitrarily gets to have more stats than every other combo.
Put celestial in line with every other set, then rebalance if necessary.
The idea that not all of those stats will be useful in a single build was proven wrong ages ago. There’s no reason to just randomly bump a few builds to three rarity levels above everybody else.
Elementalist – Necromancer – Warrior
You wanna do hardcore stuff to get hardcore rewards?
Be hardcore.
Fractal progression and accessibility is most likely getting easier anyways so this is not even remotely an issue.
Elementalist – Necromancer – Warrior
Or just the old chilling darkness. It was good for both condi and power or bunker. This just leaves any build that isn’t stacking condidamage out in the cold.
Elementalist – Necromancer – Warrior
1 thing and 1 thing only makes a frontliner. Stability.
Elementalist – Necromancer – Warrior
Isnt it a cone based? doesn’t change while strafing or turning? could be wrong though
Cone skills still autoturn whenever RMB is not held down. See drake’s breath/cone of cold. Additionally fire grab will autoturn to face correctly when standing still, just not if you are moving.
Elementalist – Necromancer – Warrior
Having had the opportunity to throw myself against a few of the vets with breakbars in the wvw stress test, I thought I’d share with you my results and a few concerns. All of this was conducted using a necro against a veteran arrowhead.
1: The breakbar doesn’t seem to care what sort of condition you throw at it, just how long the effect lasts. My 1 second fear (doom)did less damage to the bar than my 2 second warhorn daze, which did less damage than a 3 second immobilize (dark pact), which did far less damage than a 5 second cripple(axe 3) or chill (focus 5).
2: Blind did very low damage to the bar. Well of darkness was not nearly sufficient to break it, though it applies 5 1 second blinds, while a 5 second cripple would completely break the bar and stun the mob.
3: It appears that the bar took an even 5 seconds of CC to be broken through. Dark pact looked to my eyes to eat up 3/5 of the bar a a 3 second immob, Wail of Doom, a 2 second daze, looked like about 2/5 of the bar, and used back to back they were enough to break the bar.
4: Elementalist dagger earth 4 and air 5 were both enough to completely break the bar though neither last 5 seconds.
Conclusions: Hard CC deals a certain level of breakbar damage and Movement impairing conditions are on a lower one. Daze is filed under the later category as it’s a hard CC that doesn’t impair movement, and fear is filed under the latter as well due to being a condition. The relative damage of x durations of each condition need to be addressed. Fear is stronger than immobilize which is stronger than chill which is stronger than cripple. It’s ridiculous that i have to spend a 3s immob+2 second daze to do the same thing as one short cripple. Fear should be treated the same as other stun effects.
I know this isn’t going to be exactly the same for every mob but i figure its a good place to start making general inferences from. If anybody else is gathering information on the breakbar mechanic please post it here so we can discuss.
Elementalist – Necromancer – Warrior
It’s bugged and doesn’t turn to face if you use it while strafing.
Yea I thought it was just a stupid hitbox or something, but luckily turns out its just a bug that we should get fixed.
Replication:
Go face a test golem, target it, and use any targeted skill(fire autoattacks and drakes breath are good examples). If you strafe laterally past the golem as you cast you will auto-turn to face it and the skill will still land, as long as you aren’t manually aiming with RMB. Then go use fire grab and do the same thing. Your head and arms turn towards the golem as normal but your fire grab still shoots straight out in front of you and if you’ve strafed far enough goes right by the golem.
Welp. I always wondered why it was so stupid to land on moving targets. Now we know.
Elementalist – Necromancer – Warrior
(edited by Linnael.1069)
Or maybe with the Unholy sanctuary(if you use it) your hp drop to 0 switch to DS then you press F1 to go in DS but already are so you are out of DS.
When I tried that trait I was so annoyed by it xD
I don’t get why people complain about this trait interrupting their heals and catching them off guard when they were going to shroud a second later. It activates at 0 hp so the alternative would be none of your actions going through anyways as you lie on the ground.
On topic, could the people seeing this issue tell us if you’re running spiteful spirit or weakening shroud? It sounds like it could be a problem with the cast a skill on entry traits.
Elementalist – Necromancer – Warrior
Key to remember is that if you’re using blood magic toughness goes way up your priority list.
Elementalist – Necromancer – Warrior
Opinions aren’t excuses
You know nothing.
I can’t be the only one who checked that he wasn’t responding to someone with the tag “JonSnow”
Jon=Jon=Snow=Peters=Knows Nothing. Gw2 balance explained in a nutshell?
Elementalist – Necromancer – Warrior
Chilling darkenss with a CD is literally the stupidest kittening thing i’ve ever seen.
Can we get a hotfix for the balance team or something.
Elementalist – Necromancer – Warrior
- aoe stealth doesn’t last that long and is usually on long CD; how about we nerf all aoe support spells all together eh?
- revealed on downed state makes mesmer downed state skill, thief rez trait as well as their downed skill useless; why not delete them as well? why not delete all downed state skills? why not delete all rezzing skills while we are at it?
- classes that rely on stealth don’t have big/any access to to things like protection/invul/blocks and co. how about we nerfs those as well for all other classes eh?
intensity? how about we apply same mechanic to invuls/blocks/protection and co. as well? oh let’s completely forget the absurd amount of aoe in this game~
- oh lastly, let’s just delete entire SA traitline since it relies on stealth so muchstealth has huge downside in pvp: you can’t contest nor hold point while stealthed… but hey let’s forget about it~
protip: communication and just looking at map helps to predict where stealth classes will go next~
stealth is not the problem, damage and CC is~
But then you realize mesmer has the best invuln/evade uptime in the game outside of oh look thieves, and kittens protection/regen/aegis out of their kitten in their stealth build.
That is mesmer issue, don’t have to shaft other classes (that are already not doing so great) because mesmers got overbuffed.
I’m not saying anything at all about the suggestions in the thread. Anet’s proven they can’t handle stealth.
I’m just correcting where you wrong. The stealth dependent classes in the game are not the ones that lack active defense. Mesmer is particularly broken but thief really doesn’t lack in active defense either. The s/d evade4dayz build was meta for a long time and still strong.
Elementalist – Necromancer – Warrior
- aoe stealth doesn’t last that long and is usually on long CD; how about we nerf all aoe support spells all together eh?
- revealed on downed state makes mesmer downed state skill, thief rez trait as well as their downed skill useless; why not delete them as well? why not delete all downed state skills? why not delete all rezzing skills while we are at it?
- classes that rely on stealth don’t have big/any access to to things like protection/invul/blocks and co. how about we nerfs those as well for all other classes eh?
intensity? how about we apply same mechanic to invuls/blocks/protection and co. as well? oh let’s completely forget the absurd amount of aoe in this game~
- oh lastly, let’s just delete entire SA traitline since it relies on stealth so muchstealth has huge downside in pvp: you can’t contest nor hold point while stealthed… but hey let’s forget about it~
protip: communication and just looking at map helps to predict where stealth classes will go next~
stealth is not the problem, damage and CC is~
But then you realize mesmer has the best invuln/evade uptime in the game outside of oh look thieves, and kittens protection/regen/aegis out of their kitten in their stealth build.
Elementalist – Necromancer – Warrior
Burning needs an application nerf across the board. Literally every build that uses burning is problematic right now. The only reason people are complaining about D/D is because people have tons of experience on d/d ele and nobody in their right minds was playing burn engie or burn guard until a month ago.
Elementalist – Necromancer – Warrior
OK whatever. I feel like it might be OP but kitten it its our turn anyways.
Elementalist – Necromancer – Warrior
Lol ok. You want to ignore the fact that life force is the only player resource that stands still out of combat, how huge the size of a full bar is, and how much easier it is to generate on trash between real fights than it is to refill midfight. Sure. You can play that way and be limit yourself to using it based on its slow mid-fight generation.
That doesn’t say jack about the system. That just says you’re using it in a way that runs counter to the core principles of the system. Maybe you can get away with that in this game. Maybe thats even the playstyle that the devs were thinking of when they came up with LF. But that doesn’t fit the actual design of the system, which is what I want to change. I don’t get why you’re not in favor of it. Do you just enjoy using mechanics in their least optimal context?
Regarding the LF pool nerf, thats to normalize between 100% and 0% cases. If all you do is triple generation while still allowing burst specs to open up with the massive bar they currently have it would indeed be OP. If you’d read the original suggestion I called for DS entry to cool down while you were in it. This is a buff to burst defense given that zerk players all know to just stall out DS and hit you when you drop it. By allowing you to enter deathshroud way more often you catch more bursts and force people to actually respond to DS instead of just playing defensive when its up, because if they let you sit in it for too long you’ll have recharged the entry already by the time you leave.
Regarding PvP: If you’re not starting with 20% you’re doing it wrong, and if you’re trying to stomp as a necro instead of cleaving downs for bar you’re doing it wrong too. I’m going to be transparent and say i’m mostly a solo roamer, but I have a few hundred necro games in pvp anyways. You see, I wouldn’t actually be trying to talk about the mode if I didn’t even grasp the fundamentals of playing it.
Elementalist – Necromancer – Warrior
(edited by Linnael.1069)
Burst design is something available early so you can end the fight early.
You mean like literally exactly like deathshroud? I seriously can’t believe we’re kittening doing this again. In 99% of encounters you’ve got a huge pool of LF immediately available at the start of the fight and need to invest resources to generate more over time. How are you not seeing this. Essentially in any given fight you get free life force for the first 20ish seconds and are heavily discouraged from letting the fight go longer because then you are forced to spend resources on LF generation.
I don’t even get what kind of encounters you’re talking about anymore. You say you’re a pve main player but then you talk about entering encounters with 0 LF and DS being a “period of strength.” Newsflash if you’re using DS in PvE for more than a second at a time you’re losing DPS. If you’re sitting in it to facetank damage you’re part of the reason necros can’t get fast groups without getting instakicked.
Large pools that generate slowly are burst design. Keep reading that statement till your reading comprehension catches up.
Elementalist – Necromancer – Warrior
BUT HES SUPA HOT
Elementalist – Necromancer – Warrior
Or you could actually look at the way the mechanic is designed instead of confusing defense with attrition. Just because you can use it less efficiently over time doesn’t make it an attrition mechanic. With my knights set on I can sit there and facetank supervisors for 5 minutes straight while I wait for RI to wear off, but that literally means nothing at all in terms of system design. LF is a large pool you generate slowly. That’s burst design.
The PvE attrition case where you can keep generating LF off of trash shouldn’t even be considered a factor in skill balance. Who the hell cares if you’re going to generate more or less life force after you’ve killed everything. LF on death is of zero use against most bosses in dungeons and fotm, and who the kitten wants things to be balanced for open world trash? Seriously people coming into system design discussions saying things like “but I can soak annihilator” make me wonder if honestly ANet is just playing to their demographic.
Elementalist – Necromancer – Warrior
I didn’t read through the whole thread (Aint nobody got time for that!), but my thought is that you can achieve a some decent burst with Necro, but LifeForce is an attrition mechanic, not a burst mechanic.
Yes, the skills are powerful, but it’s a second health bar at its core (one that you can now heal behind). Essentially, it’s a way to improve a Necromancer’s staying power in a fight.
If you think that Life Force is a burst mechanic, you’re doing something wrong…
If you really came here looking for discussion maybe you should actually read the discussion that’s happened so far.
If you just came here to tell people who know better than you that they’re doing stuff wrong, maybe you should consider
1: You can always dump lifeforce faster than you can generate it. Otherwise you would always be at 100%
2: LF is thus a resource you pay more and more to have less and less of over time. Why the kitten would you call this an attrition mechanic.
Like seriously getting really kittening tired of people saying that all defensive tools are attrition mechanics. They’re not even remotely related. Compare LF as a defensive tool to active healing on elementalist. They start of with super low HP but generate huge amounts over time the longer the fight goes. That’s a real attrition mechanic.
Elementalist – Necromancer – Warrior
You can feel free to check my pre-Dec. 17th pvp rankings if you think I’m such a low level player.
They aren’t going to revamp the whole class, perhaps you should get that through your head. It’s been requested, discussed, refined upon, compiled, etc for years. It’s not happening.
So rather than admit how wrong you were, the moment your bullkitten was called out you literally just resorted to telling people to stop suggesting things because you think the devs are never going to do anything.
I’m not even going to talk about kitten like “never going to be an expansion” “never going to get flying” “never going to get dueling”. You’re literally the opposite of constructive. Get off the forum you troll.
What exactly am I wrong about?
Interesting that you call me a troll for pointing out that revamping the entire class wont happen. Perhaps a more prudent suggestion, like a smaller life force pool, that fills more quickly and more abilities that gain life force with more enemies around would solve the issue without turning us into mesmers 2.0.
Again, feel free to search my pages and pages of post history to see my constructive posts. Just because you noticed that (if EVERYTHING were different) DS could make more sense as a burst mechanic instead of how it works now doesn’t mean that anyone who disagrees is wrong. It’s a good observation, but means nothing, because it’s so far from the reality of the class.
The devs don’t make fast changes to classes even when things are wildly under or overppwered, so they certainly won’t go searching for things like this. We already know what we are getting in the expansion, and it doesn’t address this at all. That doesn’t even have a release date, even though it was announced over 6 months ago.
It’s cute that you think this could go somewhere, but I suggest you accept Necromancers as they are.
You have literally been wrong about everything so far. Like how kittening stupid do you think this forum is. Not only are do you keep trying to pad this “complete class rework” straw man, “your” alternative is literally ripped straight out of my original post.
“a smaller life force pool, that fills more quickly”
“change the necro mechanic to be truly attrition based by tripling all LF generation and halving the size of DS”
Like are you kidding me. How dumb do you have to be to not think you’re gonna get called out on this crap.
One more kittening time. Read the kitten thread before you post. Deathshroud is a burst mechanic whether you like it or not. Necro isn’t a burst class woohooo you got that one right. Everybody else is here talking bout how to solve this obvious massive problem while you’re just like “nope i refuse to believe it”.
Elementalist – Necromancer – Warrior
Things they should have done instead, by me:
- Reduce Mantra of Distraction duration to 1/4 sec, like Headshot. Now it’s not nearly as much of an insta-cast on-demand snare but you can still use CS with Chaos Storm and Diversion.
- Change The Pledge to a static 20% reduction.
- Make it so that the cooldown of the last mantra charge you used applies to recasting the skill, if it has already recharged “underneath.” So MoD has a recharge of at least 5 seconds between each activation.
- Reduce Mirror Blade damage by 10% instead of cutting bounces.
- Change Chaotic Dampening to a flat 20% instead of the crappy thing it is now.
- Raise Mantra of Recovery cooldown gently (start with 12 s or 15 s) if you think it’s too much healing.
- More glass butterflies.
A mesmer suggesting reasonable changes to MoD?
I feel like I’ve come across a unicorn.
Elementalist – Necromancer – Warrior
Newsflash mesmer is mandatory on every single WR speedrun team already.
It’s a pvp nerf. If you wanna complain about it not even being a problem in pvp thats fine, but lets be real here complaining about mesmer’s PvE state is flat out ridiculous.
Elementalist – Necromancer – Warrior
Just going to say mesmers got nerfed. It was weird nerfs to the wrong places, and one totally unnecessary change to MoD, but overall still a nerf.
Also, the only real nerf to us was UM. The rest is bugfixes. Not saying the UM nerf was called for by any means, but lets not exaggerate things.
Elementalist – Necromancer – Warrior

