- Strength of Undeath - Do we only want increased to match the standard?
- Fear of Death - Is this because it’s a death trigger? We aren’t the only profession with something akin to this, but what would we rather see here? Well of Blood?
- Speed of Shadows - Ideally, we should get at least Signet passives in DS, but if that were the case, what would we prefer here? If we are doomed to lose passive effects in DS, should we keep this? If so, should it be buffed?
- Mark of Revival - This is meant to prevent stomps, and it does an ok job of it, I think. What could be done to improve it? Well of Darkness?
- Soul Marks - This had the largest number of “relocation” responses… Where could it be moved? People also seem dissatisfied with it’s current iteration – would like to see it buffed or merged with another staff trait?
- Foot in the Grave - Presumably, everyone wants Shade back. However, assuming recent trends continue, and Devs withhold that from us, what would you like to see here? Periodic stability? (I.e. 3s of Stability every 3s or the like.)
2) Fear of Death: It’s a niche trait, who would take it in consideration for pve or pvp? A suicide Kamikaze terrorbuild with Death Nova? Maybe it’s funny, but probably won’t be ever considered as a valid option. If it would be emproved to be better it shouldn’t stay as an adept trait. So it’s a wasted trait. I’d rather something giving a slight buff to statistics than a placeholder.
- SOLUTION: Replace it.
3) Speed of Shadows: imho it’s a contraddiction. They clearly stated that Necromancer shouldn’t have a good mobility, this traits is too much accessible and isn’t worth anything. They put it there as a placeholder. They won’t buff it to an useful level because of their statements, so just replace it.
To chase we have Fear+Dark Path, to kite we have Fear+Shackles, we have no melee attacks in DS, so the least use it could have should be a pretty scarce escape attempt.
- SOLUTION: Replace it.
4) Mark of Revival is a nice a Blast Finisher (nice to use with on-death traits which cause a Combo Field like Ranger’s), but until we see no change to other traits that should buff Marks I think it isn’t worth that much. On that position it’s outshaded by Unyelding Blast, Master of Terror, near to Death.
- SOLUTION: I’d see it better on an Adept Tier, i would take it in pvp for sure over Vital Persistence and Path of Midnight.
5) Soul Marks:I find it nice there, but probably it’s better to merge it with other staff Traits, or raising up that 3% LF generated. 4 Marks = 12% LF (there’s no multiplicator for every target), on such a long cooldown it’s pretty ridicle. Maybe merge it with Staff mastery.
- SOLUTION: Merge with Staff Mastery.
6) Foot in the Grave:The real problem for this trait is the synergy with Near to Death which is really nice to use in DS build, giving an high Stability uptime if paired with Death Traits and boon duration.
To decide if Shade is needed here we first should understand a way of using it, it’s not just putting traits randomly (as Anet did) and hoping someone find a viable way of using them. Here it competes with Deathly Perception which often goes for Heavy Dps builds. If some Death Shroud bunker build would be allowed (healing in DS maybe?), then it can be of some use. But would it be functional?
If you think about the whole tree it emphasize in making Death Shroud an emproved tool, an emproved state for both survival and damage.
Imho the problem with stability is the interaction with boon duration, if they would put an effect like Shade, which isn’t a boon, it would solve the uptime problem.
- SOLUTION: Bring back Shade status instead of Stability.
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Nononono dudes! We’re talking about an abnormous CAGE, to prevent people to escape us, to prevent they getting out of our aoes or to keep busy a zerg for some second!
At this point, after a year this Trait System exhist… Let’s hope in some on-work develop, or I forsee smart changes and focused attentions to address “our” problems will be sent to the future. Bad management.
Indeed Soul Reaping tree is all focused around Life Force generation and Death Shroud tools and cooldowns. The problem is most of those traits aren’t worth taking because of the cost or because the effect is not enough good.
Anyway it’s not so simply a matter of “wrong tree” as in some builds fits really well, I can’t foresee a better tree to put it in.
For Speed of Shadows… it sucks because it’s another effect that should be yet passive on DS. I’d rather having another trait or nothing at all.
Btw I agree, congrats for the big work.
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The idea that minions “aren’t good” without traits is just false, frankly. It stems from the idea that people have that since minions have all these traits, the only time to take them is when you have those traits. People have this “thing” where they either need to take all the minion traits and all minions, or they take none of them.
Sorry, but it’s an opinion of yours. And simply isn’t that correct.
Minions aren’t singularly strong like others spells, exception made for Flesh Golem. I can imagine in the most extreme situation bringing around Flesh Wurm for mobility or eventually (but spending traits on them OFC) the Bone Minions (Minion Bombing for Aoe/poisonField/weakness) or the Ghostly kitten (Life Force generation), but still there are better ways to do the same thing in an easier and less expensive way, like bringing Well of Suffering or simply using the staff with no need to take other Traits.
This both happens in Pvp and Pve.
They’re not like Ranger’s Spirits, they don’t give an aoe buff.
Simply compare them with the other spells: most builds take them without the need to get traits to make em better. Check Corrupt Boon, check Epidemic, check Spectral Wall, Spectral Walk, Spectral Armor, several signets, Wells..
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http://wiki.guildwars2.com/wiki/Ring_of_Warding
What if this spell would be an elite for Necromancer? Or maybe a subsitution for Tainted Shackles? An Elite Well? A bone prison? Some huge desecration? Unholy ground? A dimensional rift? Shadow/Spectral reign?
Maybe with relate tematic and a similiar mechanic, plus a decent deterrent for escaping it (because clearly Tainted Shackles atm doesn’t offer a decent deterrent).
It would solve (the most) problems with high mobility escaping enemies, it would allow sinergy with Wells, Marks, Minions and Poison Clouds, in certain circumstances it would allow you to escape from a zerg…
What do you think about it?
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Another reference to think about the Trait disposition and the actual situation for a precise rework.
Everyone can agree Death Shroud Traits are many, but they aren’t that good in every tree, so people are used to take the best for different builds or use them as a filler.
It seems to me they’re the better developed traits.
Minion’s Traits are yet few and forced to space just between 2-3 trees, offering less build diversity. It seems that Minions aren’t that good without traits, compared to Corruption, Wells, Spectral or Sigil skills which are often “good” by standard, they perform well without the need of addictional traits (remember Flesh Golem is an Elite).
By the moment Marks should have been a tool characteristic of Necromancers, we have few traits emproving them, just a silly Spiteful Marks, a nice Greater Marks and eventually Staff Mastery which are the most forced in the Death tree.
Mark of Revival and Mark of Evasion are just “meh”. Too much situational. 2 wasted trait slots imho.
Leeching which should be another peculiar characteristic of Necromancer (it isn’t reported in this scheme) is just forced in the Blood tree and it’s really bad developed.
There are just 2 traits relative to boon hate and stripping.
Fear traits are just nice as they are atm, even being few and not implementable in every pvp build (excluding Fear of Death obviously, another wasted trait).
http://en.gw2skills.net/editor/?fQAQBAA
PS:
Blood Magic:
Vampiric Rituals: Wells siphon root every time they pulse.
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Life After Death – healing from boons, allies and siphons will now function while in Death Shroud.
Would be a decent Death trait to make finally Minion Master a competitive bunker.
But I see it better in the Blood Tree.
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Over the point that this trait made our Condition builds OP and viable meta, my only complain is that, while Guardians have blue flames for their own burning, we don’t have GREEN flames.
@alanis: I’ve specified On Death-proc traits for me are just to avoid, they’re hard to balance, too much situational. So if they follow the rule risk-reward: 1) If the reward is too much big -which is not atm because those traits suck- (in line with the effort for making a kill) it’s going to be OP in large scale fights; 2) if the reward is balanced for large scale fights then it’s gonna suck in small scale fights; 3) If you can’t afford to make a kill (1v1 situation) that trait is totally worthless, i’d rather having whatever trait which is going to give me some passive buff than doing nothing at all.
That’s because they should merge Reanimator trait with Death Nova.
@Balefire: that’s an image of mine, I sent you a PM.
Red Marked = Thrash traits.
Yellow = Needs some change.
Green = Best traits.
Unmarked = indifferent, decent or however a good filler.
Overall most traits regarding the Staff, Minions and Wells need to get merged, because alone they aren’t worth that much.
Traits regarding the Siphoning are a fail, excluding Vampiric Master.
Downed damage traits -in every class imo- (Death’s Embrace) need to go.
“On death-proc” traits are just worthless in general, they’re situational and don’t garant you the effect. They’re difficult to balance too (the situation changes from small scale fights to large scale fights, which makes the effect totally useless or overpowered) so i’d suggest avoiding them.
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Yes, use mouse to control the camera and other actions which would hinder your left hand when controlling your movement.
On the mouse i keep the dodgeroll, autorun and the key to look at your back with no need to rotate the camera.
The keybinding for the left hand are though to choose. The objective is to have all your most used spells under control while you can still move around freely with no hindrance; which is a problem by the moment you can’t decide the slot for your #1,2,3,4,5 spells.
WASD for the control of your character, I substituted the S backpedal with the turnaround 180° action AKA “About Face”, which is really nice in pvp (hard for jumping puzzles to get used to). N.B: Atm it’s a bit bugged, it seems you can keep hold just 2 keys together, so this action can be used mostly when you are autorunning.
https://forum-en.gw2archive.eu/forum/support/bugs/Can-t-bind-About-Face-to-Mouse-3/first#post3096688
F1,F2,F3.. keys are too much uncomfortable, so just forget them, unless you have a keyboard whith them stick to 1,2,3,4…
Shift for DeathShroud is awesome, Q for healing, E for Stunbreakers, C, V (uncomfortable, usually binded to mostly less used spells), R to switch weapons (epically comfortable), X for the Elite, forget about Z.
Of course remember to keep T for focus targeting (Ctrl+T for calling it), F for generic actions.
Keep in mind the function of Ctrl and Alt, to detect the nameplate of Hostile or Friendly targets. (A tip, disable the friendly nameplates on your option panel).
It would be great if they would implement the keybinding for the mouswheel, which i would bind with the next and previous target, by the moment the kittening TAB and combinations are the most uncomfortable keys ever.
Imho you can’t use the mouse just for the movement control, by the moment you have, as you said, more Aoes to place.
I suggest using the last made option to cast aoes on the release of the key, while maybe autorunning, it’s a bit uncomfortable by the moment you have to release the camera controls, but the instruments we have are these, unless ANET won’t study a better way to control your character you have no other choice.
Have fun!
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Yay, tone down AI and make better the telegraphing from heavy attaks.. so that EVERYONE can show some skill.
ROFL
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@Fortus, it’s useless discussing, Developers didn’t made something useful about it since release, in their game Thieves gonna oneshot, bishot, trishot you anyway, and thief users won’t admit its facerollOP bringing water to their own watermill.
They’re worse than phiranas, even if you politely ask some good discussion they are going to strip the flesh off you alive.
Just avoid, it’s a battle lost since the beginning.
Spamming dodgerolls when thieves gonna go in stealth? rofl.
Guess what?
[img]https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/27538/gw402b.jpg[/img]
The thief blablabla worst class atm blablabla ….
PS: The screenshot is legit, call lier someone else.
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Well when 85% of the gear design on this game is kitten, and all you have left is to pick 1 piece randomly from different equipments sets..
Meh, I told ALL OF THIS more than 10 months ago, but the fashion at that time was saying “Stop crying about Necromancer, ANET gonna fix it!” and calling people arguing like we were doing “cryiers”, “QQers”, etc.
Now I see a lot of these people which defended ANET strictly arguing EXACTLY what I was arguing that time…
People, wake up, let’s leave this knowledge to the next generation Necromancers, stop buying gems, stop wasting time playing with an half working tool.
*GAME INNOVATION.
*gamers have purchased over 3 million copies of Guild Wars 2 since launch, and the press has repeatedly called it the best MMO of 2012.
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http://www.gw2db.com/skills/23579-signet-of-vampirism
For Necromancer we have another spell which has no synergy with Death Shroud.
In Pve it would be good in supportive builds. Why they didn’t work on making Well of Blood or Blood Fiend better is something which has no answer.
In Pvp it will be a total fail. The passive doesn’t work under DS, the heal won’t work under DS, it’s not unblockable, can be dodged, can be blocked by aegis, (if not the previous) the Necromancer can be CCed to death while the effect worns off, it can bel LOSed, you can stealth it and say goodbye, … who can add more, then add please.
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Consider it hasn’t even AGAIN synergy with DeathShroud, if you land it successfully then you have to rush DS, all those healings gonna get wasted.
Over the fact that Consume Conditions could work as an emergency heal by taking time and swapping between DS > plague > DS waiting for his cooldown, having an istant healing, this new spell seems to be used preventively.
What ANET doesn’t understand is that giving SO EASILY the chance to the opponent to decide what to do to nullify a spell is what makes useless most of our spells.
Check DeathShroud#5, check Minions’ survivability, check condition stacking, check the easiness our opponents run out of Poison Clouds and Wells.. they haven’t a good BACKFIRE to make the opponent think about it twice.
What do you get for killing our minions? A light damage and some poison (while wasting GrandMaster trait)? Same for DS#5, light damage and a short immobilization condition or another ridicle low damaging DotCondition? What about removing our conditions? They just do it and they get no backfire for it.
Given the actual Anticondition Meta, these backfires are RIDICLE.
Spending a dodgeroll? No problem, Aegis, Stability, Vigor, Stealth, Invuln, Extreme Disengage, etc. to save your kitten next time.
For whom remembers these great spells, they work as a good example.
http://wiki.guildwars.com/wiki/Backfire
http://wiki.guildwars.com/wiki/Empathy
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TBH there are only two ways in which to “fix” the necro at this point.
1) Give us a reliable disengage. No I’m not talking a worm that allows your opponents to catch you with in 2 seconds because they have the ability to actually move faster than a snail on Prozac.
2) Make us truly fearful to get close to, DS 4 and 5, could have been this, but they fall short by needing a long recharge before they deliver their minor damage.
Until either one of these two are seriously looked into, then tweaking a few numbers on our weapons/utilities/traits will still make us the first target in any match.
The dumbfire/fear combo is our only viable build and considered dangerous with a high condi. However for a class that is suppose to be versatile it doesn’t make the case by being pigeon holed and again falls short.
I’d propose Stealth. The Necromancer moves to a spectral realm, or turns into mist (vampiric like skill) to reposition himself. Maybe filling the Death Shroud. Or whatever…
Or maybe experiment something with Necrotic Travel, in GW1 there were multiple of those mobility spells.
My minion master is actually getting a boost =D I’m okay with this. >.>
Like saying “They’re giving me moneys, just 1 cent, but I’m ok with it”
> Maybe make minors garanting boons(ex: retalation, protection, Aegis, etc.) to both you and your minions like the Mesmer’s Vengeful Images. Permanent buff? Buff on proc? Buff while in/out DS? Proc on dodgeroll?
Or better, garanting those buffs in an Aoe?
http://wiki.guildwars2.com/wiki/Vengeful_Images
http://wiki.guildwars2.com/wiki/Companion%27s_Defense
> And what about something like Ranger’s Fortifying Bond? http://wiki.guildwars2.com/wiki/Fortifying_Bond
> Or maybe some minor Trait involving Life Force generating from friendly units’ death.
The point is Minions should be usable in whatever build like mesmer’s clones and phantasms (correct me if I am wrong), and not just in a pure MM build, so that the Minion’s Traits in different tree line could be useful to every build.
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I can say, man, I wasted 5-6 months playing, over 12 months of activity ingame and on forums, waiting for a balance.
They promised balance, all that we saw were nerfs, unbalance to make the class seem competitive for the last World Tourney (Dhuumfire), then nerfs to balance their errors(Nerf Torment), promises, fake buffs(Siphoning, Minion’s HP), declared ninja-nerfs (RIP Staff#4), nerfs.
It’s a nice game, but it’s a total fail if you play to be a Necromancer.
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Even if there weren’t a cap, Jagged Horrors have almost little impact on the MinionMancer build. (and given that, it would have no utility in whatever other build)
Protection of the Horde, Deadly Strenght = a ridicle low quantity of Toughness and Power.
Death Nova would be one of the best traits with Reanimator, for Aoe Poison Field which deals simply a ridicle amount of damage, can help with spreading Weakeness BUT it still isn’t a controllable action, so it loses a great part of its utility.
Necromantic Corruption… but really, who is even playing this? With the pathig problem and the slow speed of Jagged Horrors it wouldn’t even be that valuable in PVP.
Fetid Consumption is the best trait Reanimator would work together.
The point is this since September 2012. They have totally no idea of what they’re doing. They just had to mantain Necromancer as a profession because of it being a core profession in GW1, but they clearly don’t want to put any effort in emproving it.
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Well, they promised great changes before the 2014.
This is what i was expecting, thanks ANET, you gave me the right reason to stay away from this game for other 3-4 months.
The fun starts when you start learning, playing randomly. After that comes the competition, which ruins the fun in a lot of games.
What i’d suggest is to not expend so much resources and hopes on an unbalanced Pvp game.
Do not invest your pride on your skill in a video game.
Another good thread going to get wasted on the bottom of the last pages of the Forum. YAY!
Bumping an useful thread when a lot of people make useless suggestions that are going to overwhelm the forum pagees.
It’s really strange they can’t afford to make some new keybinds in 1+ year of this game life. It would emprove the fight quality more than the work they made on the preferences for the tab targeting…
They yet said they won’t agree on the use of third part programs, but this passive attitude is going to push the customers to another direction.
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It would be nice if Protection of the Horde would buff all the party, then Reanimator with a lower iCD would be a valuable option, so suggesting a more teamplay mechanic.
It would be nice if Jagged Horrors on death would give life force to the Necromancer.
It would be more useful if Jagged Horrors would cripple instead of bleeding the opponent.
The only real complaint I see with that is:
1. Death Nova. One minion spawned runs out, deals 1.7k damage, helps spawn another, which runs out, etc. It would have a ramping up effect, eventually you’d have a pretty consistent 5 minions dying often enough (obviously this is ideal and uncommon situations) that are dealing 8500 damage per wave. Not saying its enough of a reason, but I could see it being a possible consideration.
This was exactly what Minions were in the early GW1 (over than a flesh wall), and as i see, it’s a perfect attrition/deterrence playstyle option.
The fact they aren’t controllable and you cannot decide when they have to die is the perfect counterbalance it needs.
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“Questionable design”.. It’s an year we deal with this problem.
By the way, for the sake of all the community we shall check if someone is interested into making this huge work. Tests, maths, brainstorming, …free work again..
This is the most recent:
https://forum-en.gw2archive.eu/forum/professions/necromancer/Necromancer-Bug-Compilation-Mk-II/page/5
Once there was this thread:
https://forum-en.gw2archive.eu/forum/professions/necromancer/Necromancer-bugs-compilation-discontinued/page/16#post1216949
Outdated January wiki:
http://wiki.guildwars2.com/wiki/Necromancer_bug_compilation
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It still needs a lot of effort to work competitively and with synergy.
The recent buff helped a bit, but didn’t do the real work.
As the title says, it would be much better if the Mouse Wheel could be keybinded.
Over the zoom option it could be an awesome key to bind targeting keys.
It would make the fight easier and make a smarter use of the automatic targeting controls.
Trust me, the Tab key it’s pretty unconfortable when talking about efficency in command controls, given the fact you should yet use your left hand to control the direction of your movement and most of the skills.
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I found the problem.
About Face action won’t work (whatever key you bind it onto) if there are more than 1 keys pressed.
Example: I’m holding the right mouse to control the camera, meanwhile i’m pressing W to move forward (two keys held); pressing the About Face keybind won’t work.
If you try moving while in autorun and holding the Right Mouse (one only key held), when pressing “About Face” this action will be done.
I tried the same without holding any mouse key and autorunning. In whatever situation, if you hold more than one key, the “About Face” command won’t be done.
PS: I keybinded the About Face command on the S key.
This bug is enough boring, considering the importance of this action during a pvp situation.
The buff to minions’ health is nice, somehow helps, it makes Reanimator less useless, it helps in standard level instances.. But still minions go down to whatever aoe.
The healing from Transfusion is nice, but still on a cooldown of 40 seconds is pretty situational.
It would be nice if the cooldown reduction from Traits would be raised to 50% and if minions would share the Boons with the master like the Ranger’s ROE
Yet suggested, probably every idea we had, every word we spent, every minute we stayed on this forum is all wasted.
They won’t listen to us.
August, September, October, ….
Meh… Can I at least add “betatester” for ANET on my curriculum?
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GW2: the best design failure since 2012.
The pinkish red could be darker though/not as pink.
I agree, it’s a pity ANET gave us so many limitation with colors..
Burgundy it’s the best dark-red we can find around. Others go to the brown side.
6/10
It’s somehow decent but i don’t like the combination of colors and armor pieces.
omfg…
What has Necromancer to do with these qeerish mangas and animes?
Absolutely not.
Sincerely, I love the Necromancer for everything that isn’t in this game.
Bought Gw2 just because i’m a Necromancer (and GW) fan.
I don’t play anymore, it’s enough for an answer.
Let’s hope the new patches gonna add more “ecromancer” to the “N”.
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I don’t agree with the most of people claiming the GS as a necromancer weapon, it’s another design flaw. (Necromancer isn’t a kittening Death Knight, exorcize your mind corrupted by WoW).
At least it shouldn’t be used for meleeing, but as a caster weapon, a catalyst.
I agree with the torch (just with the prerequisite of having a spectral/evil look) and somehow with a one-handed sword having ranged spells, so not used for melee attacks.
I also totally agree with the idea of making a weapon working together with the Minion thematic, both to summon or to support them (healing them, boosting their damage [consider the old “Order spells”Order of Apostasy, Pain, Undeath, Vampire from GW1], et similia).
Do not forget we also need weapons working together with Wells, Marks and Death Shroud. We need more Synergy.
PS: As ronpierce promoted on another thread, i agree with the idea of having “bundles” like those from the Engineer (or Ritualist in Gw1) which takes in consideration the theme of the flesh mutation or demonic flesh, maybe approaching to the Vampiric or Corruptor themes..
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Yay I stayed awake all night to get the “Nail Clipper” achievement!
I’m the best Nail Clipper in the world, yay. Now i can do whatever work I like, I am superior.
I AM THE ALPHA NERD!
OMG…
@knbBlack templar:
Check this thread. Ronpierce did a great job.
My hopinion: Minion Mancer has no good design; it’s pretty raw and somehow it’s a slighly decent build.
It is funny for generic pve and pvp but it’s not competitive in advanced game. In Fractals and World event it suffers heavily from Aoes, in competitive pvp it’s not really competitive, it’s pretty situational.