Thats not much of an argument, what if you want minion stuff and dont care about toughness? What if you’d rather have…precision or whatever.
What if you want stability and don’t want crit damage?
What if you want targettable wells but not Condmg?
What if you want peanut butter and chocolate and all the grocery stores are all closed and you’re out of Reeses? WHAT THEN, HUH?
It’s a big game, and therefore you’d think there would be ROOM for us.
When you see the response to the feedback, you go ahead and let us know Valkie
What do you swap in for bosses?
My personal theory is that some necro made the mistake of dropping in on the node point the dev’s warrior wanted to capture.
The really sad part is how little they’d have to do to make torch outstanding.
1. Make the “fury when on fire” trait work with the self-immolation of torch 4.
2. Add 1s burning to torch 5 and 3s burning to torch 4(2nd).
3. Make the first tick of torch 5 clear one condition from you.
4. Don’t nerf the heck out of the existing damage while doing this.
Prestochango! A weapon that competes with the other offhands!
naaaaa at 900 range it still hits often enough. Making it instant is a bit OP because then you can’t see it coming to dodge or block etc
That’s not the point at all. If it “hits often enough” at 900, then making it instant up to 900 wouldn’t make a lot of difference, right?
The point is that the slow part BEGINS at 900 or 600 instead of starting at 0. That would drastically increase the accuracy between 900-1200.
The buff to the mob that prevents a second quickening prevents it from being spammed on the same mob. The cooldown is so you can use it on more than one mob.
Well, yes. You could use several necros to get conditions up to the caps.
Or you just just use several elementalists to just kill them all in 1/10 the time.
This suggestion started off as a general suggestion to fix the conditions scaling problem arenanet doesn’t seem inclined to address. After fear became no longer a viable CC option (which it never was, really. many bosses were already immune), I looked in vain for something we could bring to the table that wasn’t yet another repeat of other classes.
The Quickening(spectral or corruption): Target experiences damaging conditions instantly and crippling conditions for longer. The next 4s of Bleed, Burn, poison and terror are applied and removed at once. All other conditions are extended by 1s
Cooldown: 15s with 1s cast time. Target receives a buff that prevents quickening for the next 10-15s (this is to prevent multiple necros from spiking huge durations of burning from multiple elementalists)
This would establish the necro as the only class able to alleviate the condition scaling problem, and let them spike their own damage somewhat.
An alternate version might treat condition quickening like a reverse haste.
It’s silent because who uses it? I certainly didn’t notice.
How is it possible that a blatant nerf like this doesn’t even get mentioned in the patch notes? It’s not like the fear change where they were supposedly fixing a global issue. It’s a specific, purposeful nerf to one skill directly. There literally is no possible excuse not to mention it.
Oh, and another limit to think about is that it takes a full second to cast epi, so you always lose a full second off the ticks. Very important if you start thinking of spreading a short-duration condition like fear or chill.
Same as any other AoE. 5 target limitation. It spreads copies using the necro’s stats.
Well, you can poison yourself then transfer the poison off with dagger 4.
After a day, went to the mists and found the answer fighting the ranger bot.
Only Aegis, Shelter, SoW confirmed. Protector’s strike not tested.
No projectile finishers or the reflector conferred might or flames, although the aegis at 50% minor trait threw me for a while till I realized what was happening.
Only one of those blocks is duration based instead of stopping a limited amount of strikes. Therefore, the only way you could use defender’s flame as a poor man’s retaliation is with shelter, and that’s also the only way to get a high stack of might through Might of the Protector.
I’m sure arenanet will comp you gold because they removed the heavily-abused lynchpin of your gimmick build. Just file a bug report!
If you want to hit things with a GS and get life for it, there’s a trait for that(buffed 2 patches ago)… There’s also a major healing trait inside the same tree as the trait you claim you just can’t use anymore. That’s two viable options right there.
God, and people accuse the necros of being whiny. Having to choose between two great heals in the same trait line is the kind of dilemma they’d kill to have. Did you know they’re seriously posting builds to down themselves so they can squeeze a few extra ticks of fear out of their build? Are you seriously now at the point where you’re more effective in a downed state then out of it?
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Hey, that gives me an idea. Maybe the projectile could be instant out to 600 or 900 range and THEN turn into a slowball for the remaining distance? That’d make the weapon a LOT more viable!
You’re absolutely right. It does create a bit of a problem when you trait for healing upon group boons then immediately run off into the wilderness on your own.
Good. Then they can finally pump up necro lifesteal without the result after sigils being overpowered.
If you want altruistic healing, it helps to be altruistic.
Or you can swap 2 traits and go with meditation heals, no other changes needed.
Only the builds that were using AH but completely ignoring the “altruistic” part were nerfed. You still have a LOT of sources of those heals, but now you actually have to benefit others to get those heals. Symbols, virtues, shouts, EmpMight – none of these were touched. It’s only the people who spin to win and expect to get a free heal out of the deal who are hurting.
You have to be altruistic to get the healing. Mad?
Oh, and in case you didn’t notice, meditation-based healing is in the same trait line. Maybe getting back to viable won’t take as much change as you think it will.
Some bosses like the toughest char in the room, some like the glass cannons. Are your stats noticeably different from your mates?
I haven’t made my decision yet. I don’t use my necro for any kind of heavy lifting, and she’s my only viable puzzle-jumper right now (other 2 are Norn and Charr, last slots taken by chars I’m using as bank space).
if I do one of the options, it’ll be 1. Either I’ll start using my bank char warrior actively or roll a Asura Elementalist. They have better freeze durations anyway.
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The problem it that it’s all tradeoff and no range :P
Edit to answer clumsy:
Barbed Precision: Critical hits have a 66% chance to cause bleeding.
… It’s a 5pt minor trait, so you see results immediately, and it’s fairly good.
Reaper’s Precision: You have a 33% chance to gain 1% life force on critical hits.
… Combined with Axe 2, just spin to win (Death shroud).
Withering Precision: 25% chance to cause weakness on critical hits.
… Very situational, can be nice.
Vampiric Precision: Siphon health whenever you critical hit.
… They say they buffed this. Then again, they say necros are fine, too.
Weapon runes: Too many choices to list.
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I will still play my Necro in WvW, but I probably won’t throw him in fractals or dungeons anymore. being left with no way to interrupt champs/bosses is utterly idiotic when all other classes can block.
Don’t worry. Savan said we can just dodge! I’m sure that any minute he’ll be here with his Necro Vigor build so we can dodge a lot, just like he says.
> Downed State Terror
Also known as the “I’ll kill myself and then you’ll ALL be sorry!” build.
The most feared class in Tyria.
(read that sentence more literally than would be normal)
It entirely depends on how much you’re relying on on-crit procs. If they’re only moderately important or not important, then try a different weapon.
I use axe because I throw out the AoE before I DS and lifesteal. Best practice is to pretend #1 was removed from the game.
The fact that you can ask that question proves you haven’t even attempted to check the numerous threads on this subject, where you’ll find several reasons.
Good day.
Both axe and dagger work fairly well for power/crit builds. The reason for it is the large number of hits it takes to get the job done, which gives you proc chances on your on-crit skills. Otherwise, it wouldn’t matter if it took you 8 hits or 1 hit to deal the same damage. It averages out over time.
You’re absolutely right. Why bother having a downed state? Lets just make guaranteed finishes a class feature of all classes!
Calling it a class concept doesn’t magically make all it’s applications balanced.
Pets are a class concept. Do you think if they put out a pet tomorrow that could instafinish a downed player as one of its skills, that that would be balanced, because pets are a class concept?
Oh, and please tell me how a necro stops a stealth finish. THIS I’ve got to hear.
Actually no. Spamming more of these threads will make a forum mod lock them out before the devs even see it to be troubled.
It is already not possible to shout any louder. Devs probably already heard. They simply do not care, or they believe that evidence to the contrary, they can just buff the ability and people will suddenly be fine with it.
It cannot and does not enter their heads that the big issue here is forcing it on people who don’t want it. The reason it does not enter their heads is because moving the traits around so that minion masters get the minions is for some reason totally unthinkable. It must require a meeting or something, and necro doesn’t rate a meeting.
Right. It didn’t affect any of the AH builds except those that relied heavily on critting over and over for the vigor procs, which doesn’t seem like the intent of the AH trait at all.
You’ve got to be altruistic to get the healing.
Now THAT sounds like a solid plan. Carry on!
Mr Guardian Who Doesn’t like Necros Sir.
Maybe you need to try a hammer instead of a greatsword when fighting a necro.
No stability, remember? Hello?
Ha. Including a “when disabled” trait as part of your ATTACK PLAN is just sad.
Maybe necro needs a skill to put themselves into a downed state.
You’re right. Because other classes have broken traits, we therefore must be at the exact same power level as them, with the exact same amount and severity of problems.
Savan, since I apparently can’t ignore you I might as well reply to you.
No, you weren’t being referred to as a staunch Necro supporter… Sheobix was, as anyone who has read previous threads in this forum or can correctly parse the plain english Oldbugga was typing already knows.
And no, not everyone avoids necros because they read something in the official forums. How much of the playerbase do you think is in this thread, anyway? And even if we adopted some kind of Omerta about the failures in class design, how do you propose to cleanse the dozens of non-official GW2 forums of double-plus badthink?
Sometimes you can’t mask the smell of a decomposing body with a air freshener. It just stinks too much.
Reading the feedback in the jumping puzzle thread, I have some conclusions and a resulting suggestion:
1. Everyone agreed the puzzle this time was easier, not everyone agreed that this was a good thing. But many did.
2. Some people hate jumping puzzles, others hate timed ones. Not sure you can satisfy them without removing timing altogether.
3. Pretty much every comment on the subject of splitting up the route came down in favor of the move… this really helped the overcrowding issue and even added a small amount of replay value.
4. There were a fair amount of calls for different difficulty levels… but a lot of those people didn’t want to reward the more difficult path.
It’s 3 and 4 I want to address. Making the three paths easy, medium and difficult seems like an obvious move, but what should be the reward for choosing a more difficult path? There seemed to be a particular bias against giving hard jumpers more goodies.
At first I thought maybe make the harder paths shorter, rewarding more skilled players with getting it over with faster, but shorter paths tend to reduce the difficulty… and falling down increases the time, so this idea seemed to contradict itself.
But then it hit me: mere visible recognition might be enough to incentivise the harder puzzles. Here’s how it works: Everyone gets the same level of reward, but at the end of each path, you get a special set of 3 one-use dyes which can ONLY be applied to the final reward. The most visually appealing and more expensive dyes are for the harder runs. So say everyone gets a backpack, but those people who complete it at the hardest level gets to choose from Abyss, Midnight Fire and another expensive non-black dye, medium gets to choose from gold and blue rare colors for their backpack, and easymode gets the same stats on their backpack but they can choose from brown, brown, and brown :P
That way people can self-select based on their epeen level, which dovetails nicely with the epeen levels of the people agitating for harder puzzles. I say that’s win, win and win.
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Thanks Sheobix, didn’t know we had that capability.
Well, we’re talking with some… um… people who supposedly run dungeons but somehow thinks the daze change and fear change aren’t significant…. which means they’ve been running dungeons without expending any effort to keep bosses off of people. Also, they understand necro so little that they doesn’t understand that we see better benefits from BOTH vit and tough than other classes do.
I don’t see why we’re even trying to convince such people. Especially when they tell us that we want to just mash buttons then immediately admit they aren’t even attempting CC.
How well would he do going for spreading chills instead of fear? Doesn’t chill still bypass defiant?
For bosses, swap out withering for either reaper’s or targettable wells if you plan to use them (unlikely).
I’m really not sure how many times I have to say I don’t care about sPvP in this thread before it gets across. Good job hijacking the thread guys. Either way I rolled it, I’m enjoying it, and you guys can keep the post.
Nice bluff but from your “glory? It’s a video game. I think you may want to evaluate your priorities in life or something.” comment, it’s clear you were spouting off without knowing what glory was. Sorry if providing you information that you clearly were lacking is now “hijacking”.
I’m glad you’re liking necro, and as long as you remain a PvE hero safely outside a dungeon, you’ll have a lot of fun. Just don’t come back here complaining when you try something outside of the starter areas, because we did our best to warn you.
Dude. kitten not everything is about gear. And glory? It’s a video game. I think you may want to evaluate your priorities in life or something.
Um, you might want to consult the wiki on glory before you put your foot in your…
Ouch. that looks painful. Should I get a guardian to fix you up?
Actually, there are two things that do make a difference in wvw: Portal bombing makes mesmers valuable as a class, and escapes are valuable when things go wrong. Neither of these are necro class features. Oh, and wall of reflect, but we don’t have that.
But if you like hiding near a jumping puzzle and killing upleveled noobs, our class mechanics work great for that. Hard to get away from and all that.
QFT, but I think we can agree that it’ll take big changes before we see significant numbers of MM in WvW or sPvP, right?