- Allow external healing to pass through RS/DS- and that’s it!
I actually agree with you on this one. I think it is a bad design desicion. Shroud should allow healing (or atleast x% of it, where x is variable).
I don’t think shroud should allow healing even a percent of it.
The problem with allowing even percents of healing through shroud is that the duration of shroud is extremely variable, and shroud is a 6 second cd. Even if only say 20% of healing goes through we’d likely see reaper/tempest or reaper/druid duos being nearly unkillable because enough healing would get through shroud to prevent a spike when the necro exits shroud.
What might be interesting is something that heals for a fixed amount every time we are affected by a external heal while in shroud. So say heal for 900 every time we get a external heal. The fixed nature of this makes it infinitely more balanceable.
Actually getting 900 health back on an external heal would be more op then just to allow healing in shroud. For example the bm trait transfusion then instead of 292*12 (for base necro 9) would give hp 900*12 to a friendly necro in shroud. But there are other examples of small heals (regneration, aoe passive heals like Soothing Mist) that would then became quite strong on necros.
But that not my point. My point is that healing should be allowed in shroud and if it makes necros to strong rebalance/rework the shroud. I simply dont think its a good idea to have a frequently used mechanic that completly prevents something integral like healing.
Though i would already be happy with regneration and all the heals from runes/sigils and necromancer skills/traits (like Parasitic Contagion, blood bond, well of blood etc.) would work while in shroud. Not that this would be optimal but past that point i actually wouldnt care much.
In wvw zerg fights power necro with wells is meta. In any other area condition necro is considered superior aka meta.
- Allow external healing to pass through RS/DS- and that’s it!
I actually agree with you on this one. I think it is a bad design desicion. Shroud should allow healing (or atleast x% of it, where x is variable).
Non Raiders blocked from XP bar spirit shards
in Guild Wars 2: Heart of Thorns
Posted by: Muchacho.2390
Honestly i cannot understand this, why do players defend such a problematic system.
Even if it was easy to unlocky the raid masteries, why is it bad to simply add a repeatable mastery track that works everywhere and doesnt have any requirments just to ensure that xp doesnt go to waste no matter what the reason is for not completing the normal mastery tracks (be it for a lack of mastery points or a lack of raid/fractals/whatever unlocks).
Heck i dont even think implementing such a track would be hard since WvW/spvp already has such tracks, so why cant pve have it?
Takes developer time to develop. Mastery tracks currently do not award anything. It was clearly intended that the raid mastery line was to only be obtainable by completing one of the raid encounters. It was clearly intended that one would need to complete all Maguuma masteries to enable the ability to get spirit shards from leveling. Many players went and completed one of the raid encounters to unlock that mastery line. There’s really no reason that’s been given against what was designed other than people who don’t want to do it but feel they’re entitled to get that anyway.
Well i wouldnt really call it entitled, its just kitten spirit shards. Its not like they are hard to get though other means. Not to mention that before HoT and the mastery system you always got them (or their predecessors) though xp. So technically it more like wanting something back, you previously had.
But that not really my point anyway. Heck my problem isnt even that you need raids to unlock certain masteries. My problem (and the reason why i think the whole system is problematic) is that you can get into situations where your xp doesnt to anything. This can also happen because you dont have enough mastery points so technically even raiders are affected by it.
Non Raiders blocked from XP bar spirit shards
in Guild Wars 2: Heart of Thorns
Posted by: Muchacho.2390
Honestly i cannot understand this, why do players defend such a problematic system.
Even if it was easy to unlocky the raid masteries, why is it bad to simply add a repeatable mastery track that works everywhere and doesnt have any requirments just to ensure that xp doesnt go to waste no matter what the reason is for not completing the normal mastery tracks (be it for a lack of mastery points or a lack of raid/fractals/whatever unlocks).
Heck i dont even think implementing such a track would be hard since WvW/spvp already has such tracks, so why cant pve have it?
(edited by Muchacho.2390)
I played mainly Necro and engie/scrapper, but i have played guard and warrior too and try other classes.
Something you will note when playing different classes is Necro is the only one providing no support at all to their team. So playing with lot of defensive talent means you are doing nothing for the team but surviving (may be) when elems (for exemple) still fart boon, heal and dispell.
So, at the end, you understand that the only thing Necromancer can efficiently bring in PvP are damage and corruption.As a matter of fact I do play necro, I get focused hard but won’t go down easy at all
Why GS? I love it, nightfall+death spiral+grave digger for massive cleave during teamfights, I start from distance with wells to build some LF, drop then a darkness well followed by gravedigger, when the well is over..drop nightfall and continue the aoe assault, if the enemy still standing: F1-5-4-2
I do believe you don’t need a video to see the kind of dmg I do…am I right?
I don’t play meta and you don’t see GS in PvP…but neither you see d/w tempest duelling/supporting team but I can, now whether or not people like it…I do well with this build, both in 1vs1 and teamfight scenarios.
I don’t heal people….I blind/cripple/chill/cleave the enemy..it’s called offensive support
If you call my build no support….I invite you right now to join me for a quick series of ranked matches, you’ll see that strong blind application can change the tides of battle rather quickly and that direct dmg necro can deal unholy amounts of dmg.
I’m not saying that this is a god given build and neither that you will win every 1vs1…but they will struggle to bring you down
If you believe that the only form of support your team need is healing..don’t play necro, if you think that boon corruption is the way to go in soloq where there is no coordination or similar..by all means keep playing carrion/triple signet corruptmancer and play zergmode…if you want sustain and still be useful…necro can do that also
There are alot of things wrong with this build.
To name some even if you run greatsword dont take soul eater. You wont get much of the lifesteal from gravedigger and the cd reduction is not worth giving up chilling victory and taking chilling death with a pure power amulet is bad. Blighters boon+ chilling victory+ strength sigil alone will make your build alot better. I also wouldnt take well of darkness, the cd is too long for what it does. You want some defensive aoe take corrosive poison cloud, it lasts longer has a shorter cd and poison, weakness and projectile hate together are better then simple blinds.
Well our power weapons are not in a good spot so you shouldnt expect much.
And while warhorn is certainly not a must have, it is de facto our best offhand weapon and works well with mainhand dagger. Also for pvp/wvw i would always take staff as one weapon set no matter the build.
I just don’t get it!
Eles must use earth line 24/7 to survive dmg while necros here refuse to use Death magic
-Warriors must take discipline
-Revs must take retribution
-Engies take Invention
-Mesmers take Inspiration
-Rangers take Nature magic
-Guardians take valour
-Thieves take TrickeryBut you necro take spite and blood magic or soul reaping…no death magic then you come here claiming misery on how high the sustain is on other classes when they all take the sustain line and you don’t
Death Magic is the equivalent of Earth Line:
: + 180 toughness when in shroud
: passive 20% LF regeneration from kills
: gain protection when leaving shroudAnd you can ask to buff Unholy martyr so….
Why the hell necros ask for sustain buffs when you refuse to use your predefined defensive line to start with?
A meta reaper asking for sustain buffs is the equivalent of a fire/water/tempest mender ele asking for sustain buffs….ofc we all know what would be the community reaction :" d’huu you have earth line and that’s plenty of defense , take it and kitten"kitten if necros think they should be allowed to have sustain while not using any sustain line..then all professions should have the same luxury, I want to be free of using a fire/air ele in pvp without being exploded in 3s, can I have it?
I want to play a markmanship/skirmishing druid and be a kitten..can I have it?
I want to play a zeal/radiance dragonhunter and still have huge sustain…can I have it also?
etc etcWhat about you necros stop copy/paste Nos build and start using death magic line for your soloq experience?
Everybody must have tradeoffs if you want see big numbers on the screen or drop people fast with a condi burst..then something must be given in return
kitten really
The sad fact about deathmagic is that every other traitline can give you better survivability even spite if you use blighters boon.
Currently there is only one reason to take deathmagic and that is a minion build.
For deathmagic to become a worthwhile defense traitline it needs alot of buffs and it needs to get rid of soul comprehension.
No i dont think the are considered projectiles. You can test it in the spvp area. The caster mobs with the guild lord have a skill that generates a projectile reflect field and the shouts arent affected by it (unlike for example he gs pull grasping darkness, honestly that skill shouldnt be a projectile at all…).
Non Raiders blocked from XP bar spirit shards
in Guild Wars 2: Heart of Thorns
Posted by: Muchacho.2390
I just thought it would be nice for non raiders to still be able to get spirit shards.
They can.
Well yes. I meant via the xp bar fill though.
They can.
Sure. In core maps. Not in HoT ones, where the current new action is.
That is nice but then how do you explain the fact that I get spirit shards by opening chests in HoT ? And no I haven’t entered any raid instances
Your post is kinda pointless since if you would be more careful with reading you would know that he comment was about the spirit shards from the xp bar not other sources.
Honestly i cannot even understand why there are even people, who think it is fine the way the mastery system is currently implemented. Heck even if all mastery tracks could be used without requirments, it would still a problematic system because you also need the mastery points and if you dont have any you cannot advance. And I know getting mastery points isnt hard. But thats not my point, my point is that if there are rewards for xp gain after level 80, they shouldnt have the requirement of completing all your mastery tracks, when said tracks also require more then just xp. Hence why i think the whole mastery system needs a repeatable track without any requirments apart from level 80.
If you do still feel the need to make a new Grandmaster trait, replace Unholy Martyr. That one doesn’t get used for a good reason.
Actually it gets used. It is part of the meta build in spvp. Though i agree that it would be the best choice for a better gm trait.
Non Raiders blocked from XP bar spirit shards
in Guild Wars 2: Heart of Thorns
Posted by: Muchacho.2390
It’s probably been said over a dozen times in this thread, but what they really need to do is just make the spirit shard reward an infinitely repeatable mastery track that doesn’t require mastery points. That way, if for any reason you’re not able to work on your masteries, you can just switch to spirit shards instead so your XP gain isn’t totally going to waste.
This is what should happen.
Well i like the current unholy feast as a skill but i dont think axe is the right weapon for it so i wouldnt be too sad about a change like yours.
For your unholy frevor change i think you mean recharge of axe (not greatsword) skills.
I dont understand this this is a dh complaint thread or is it about pulls in general?
Because if it is about pulls in general i dont know what the op whats to say. Are they too strong? Hell no i would say to that especially if alot of them are buggy as hell ( i know mainly from the necro pulls).
By the way underwater necro also has a pull on spear namely deadly catch. In fact there alot of pulls for underwater weapons nobody mentioned yet.
Mhh isnt signet necro, which is a boonstripping build, the necro meta build? So why do you say there is little to none boon stripping going on in the season, when one profession is specially brought for booncorruption in the pro games?
I actually really like the idea of our shroud (even if i complain alot about it, though thats more because the implementation is a bit lackluster). I also like to play the dark mage archtypes in my rpgs so its not surprising that i also played necro in gw1 (though ritualist was my main).
I dont like your changes. I actually like the fact that our shroud is a transformation. Only because Anet implemented it badly (which in my opinion has alot to do with the fact that shroud was our down state at one point) doesnt mean having a transformation as f-skill is bad.
Honestly it also wouldnt be hard to fix the problems shroud has. In the past there where a lot of good suggestions about it.
.
Well i think it was a good think that they changed deathly chill to it current iteration. It was terrible for pve because the damage didnt stack making 2 condi necro with the trait bad. Now it doesnt matter.
Now of course wether the damage of this trait is in a good place or not i am not sure.
Has DS its own weapon strenght or it uses the one from the weapon you have?
DS and RS use the strengh of your currently equipped weapon (Mainhand skill 1-3, Offhand skill 4-5, Twohand weapon skill 1-5).
Two hand weapons deal 10% more (base-)damage than 1 hand weapons, so your shroud also deals 10% more (direct! not condi) damage if you switch to it while having Staff or GS equipped. You lose 10% damage if you run Dagger/Axe/Scepter.
.Does DS benefit from the damage modifier from traits like unholy fervor?
Yes.
.Reapershroud uses as weapon strength a (i think its exotic) hammer.
I should test this at the golem. Atm. I am pretty sure that my RS damage is significantly higher when having a twohand weapon equipped.
Well i am pretty sure its a hammer since killing in reaper shoud advances the hammer mastery achivement.
Well unless it was changed in a patch since HoT release Death shroud and Reapershroud are different.
Reapershroud uses as weapon strength a (i think its exotic) hammer .
Death shroud actually uses the weapon strength from the weapons you have equipped. Also if you have ace/focus equiped the 1-3 skills use the axe value and the 4-5 skills the focus value. Even traits like unholy ferver should increase the damage of your 1-3 skills when an axe is equipped (well atleast that was the case before the trait rework patch and that was because the trait actually increased simply the weapon damage, which is obviously the same as normal damage increase since all variables of the damage formular are mulitplicative).
The solution is to not buff or nerf corruption mancer in any way and seek to buff a necro spec that can be self reliant in solo q. I would recommend anet buff power reaper and give gs defensive utility. Anet just needs to modify traits in such way that its not possible to use the power spec buffs on the condi spec.
I agree with that. Power weapons espcially greatsword would be good choices for defensive buffs.
None of you proposed changes are QoL changes so please dont use that term here. Well flesh golem working underwater could be considered a QoL change but the rest definitly not.
Now to your changes…
1. Well if you put dark pact on axe you would have to increase it range to 900 like the other axe skills. I agree that unholy feast would work better on a melee weapon like mainhand dagger but i somehow doubt that Anet would seroiusly change those to skills.
2. Well i am all for more stability on necro but i am not sure if spectral armor is the right place for it.
3. That wouldnt help spectral graps at all. The problem with the skill is that it is a unreliable projectile and the typical pull bugs (e.g. the skill doesnt pull directly to you since the enemy gets stuck on terrian).
4. Just no.
5. Yeah i agree with that.
The solution is not to buff Necro’s defensive or offensive capabilities. The solution is to nerf everything that was introduced with the HoT release in varying degrees. Make the numbers game smaller and LF will naturally become a stronger defensive tool.
Death magic was shiet pre HoT
And it still is. And thats mainly because of soul comprehension. On death trats are terrible in spvp in general but this trait is even bad where on death traits can be good. That minor trait needs to go.
For offhand dagger:
deathly swarm: generates now 1% lf per enemy hit.
enfeebling blood: also now generates 3% lf per enemy hit and is now a blastfinisher.
For focus:
Reapers touch: Instead of regeneration it gives a better boon like protection, fury or stability. Honestly regeneration is probably the worst boon necro can have, its just useless a good amount of time (shroud).
Spinal shiver: Ether more damage or better cast time
Also, I thought the original bloodstone was housed in the fire islands, where it was blown into 5 pieces by a massive eruption, which scattered the pieces throughout Tyria.
Nope that was never the case. The gw1 manual stated only that they gods used the bloodstone together the magic back from the races then split it and tossed the piece in Abaddons mouth. And after a while an eruption caused the the bloodstone pieces to be scattered around tyria.
There is nothing wrong with necromancers. We simply don’t do well in spike metas, which is what this meta is.
We do extremely well in bruiser and bunker metas, which is why we did so well in season 1 and 2.The meta will change as it always does and we will be fine again.
Actually there is alot of things wrong with necros. And a lot of it is tied to shroud. It is kinda ironic the thing i like the most about necros is the thing that is mechanically the most troublesome, namely thier shroud. And the problems are not spvp specific it is a problem for all game types.
And to name the biggest one, it is the interaction between healing and shroud. Honestly a from that a profession assumes as often as necros do with their shroud shouldnt prevent healing. I can understand that they are hestitatent to change it because simply allowing all healing while in shroud would change the balance drastically. But it is frustrating that regneration (a boon necros actually have good access to) wont do anything half the time not to mentions traits like Parasitic Contagion and blood bond (though in the case of blood bond i think it is a bug since the SoV active works though shroud).
But honestly that are topics discussed in the necro forum to death and only after 3 years they realised that it was a bad idea for the siphon traits not to work properly in shroud. I can even remember the time when necros couldnt stomp/rez in shroud…
And the best part about those were that there were always people who would say those things are op but look now none of them are.you may thank anet not to take that is a consensus in many fantasy games:
healing damages undead beings
and shroud is a sort of undead form
Well that was never the case in gw though. In gw1 you could heal you undead minions just fine with all healing spells. Only holy damage did double damage to undeads.
Also with that argument necros shouldnt get healing while in Lich form, which i would argue is also an undead form. Not to mention all the undead minions, which you can heal just fine.
Honestly if it was some rare elite from you only use every 3 minutes, like plague or lichform, i would probably not care but shroud is something necros actually spend a lot time in it.
And to name the biggest one, it is the interaction between healing and shroud. Honestly a from that a profession assumes as often as necros do with their shroud shouldnt prevent healing. I can understand that they are hestitatent to change it because simply allowing all healing while in shroud would change the balance drastically. But it is frustrating that regneration (a boon necros actually have good access to) wont do anything half the time not to mentions traits like Parasitic Contagion and blood bond (though in the case of blood bond i think it is a bug since the SoV active works though shroud).
Allowing personal leeches in shroud might be interesting.
Honestly If I where to make a change to necro it would simply be access to vigor. The nerf to Sigil of Energy hurt.
Fun fact necros already have access to vigor. Well of power transforms bleeds into vigor and with corruption skills you get selfbleeds (plague and blood is power) as necro. Though obviously no necro will ever take well of power and a self bleeding corruption skill in a spvp build (well plague maybe but thats a 180 sec cd skill) because that wouldnt be a good build. It is better just to get the vigor from team mates.
(edited by Muchacho.2390)
There is nothing wrong with necromancers. We simply don’t do well in spike metas, which is what this meta is.
We do extremely well in bruiser and bunker metas, which is why we did so well in season 1 and 2.The meta will change as it always does and we will be fine again.
Actually there is alot of things wrong with necros. And a lot of it is tied to shroud. It is kinda ironic the thing i like the most about necros is the thing that is mechanically the most troublesome, namely thier shroud. And the problems are not spvp specific it is a problem for all game types.
And to name the biggest one, it is the interaction between healing and shroud. Honestly a from that a profession assumes as often as necros do with their shroud shouldnt prevent healing. I can understand that they are hestitatent to change it because simply allowing all healing while in shroud would change the balance drastically. But it is frustrating that regneration (a boon necros actually have good access to) wont do anything half the time not to mentions traits like Parasitic Contagion and blood bond (though in the case of blood bond i think it is a bug since the SoV active works though shroud).
But honestly that are topics discussed in the necro forum to death and only after 3 years they realised that it was a bad idea for the siphon traits not to work properly in shroud. I can even remember the time when necros couldnt stomp/rez in shroud…
And the best part about those were that there were always people who would say those things are op but look now none of them are.
Only because Orr and the Fire Islands are close doesnt mean Zhaitan would send his troops there. So why would there be leftovers?
Well i certainly wouldnt want to do it on a class that cannot reset (e.g. spectal walk, portel etc.)
There will be no new professions, sorry to say that (well unless Anet changes thier stance on the matter). The only new thing we can expect are new elite specs. And i dont think the other casters will get the dark magic theme. So you can only expect a new necro elite spec that maybe suits your taste more.
Well or they can just change necros to be able to stand on their own without a need of a babysitter (which i think is the actual point you want to make).
Masteries Suggestion: Spirit Shard mastery
in Guild Wars 2: Heart of Thorns
Posted by: Muchacho.2390
As someone who doesnt do raids hence doesnt have the raid masteries unlocked, i would like this. Currently i get nothing out of the exp in expension maps.
I don’t need to speculate whether or not it works, it does. I’ve played it as have others. Feel free to step into 001. The same people who play it there play it in ranked as well.
It is not speculation. It is looking at the numbers. And i dont see how you can get, with such a low number of bleeds (and the lack of other damage conditions), condition damage that comes even close to to the numbers scepter or even staff can produce.
Chilling darkness along with Deathly Chill. There are several competent necros that play the build or its variant.
I am pretty sure that wont work. Chilling darkness has a 3 sec cd and nightfall (the only blind on gs) has 4 pulses every 2 seconds that means the trait only procs from the first and the third pulse that means 2 stacks of bleed. Combine that with grasping darkness you have 3 stacks of bleed outside of the auto. I am pretty sure that is terrible for a condition build. Both Scepter and staff can pump out much more condition damage.
There is absolutly no reason why you would ever take GS in a condi build unless you want to mess around.
the only thing necro needs as far as buffs is maybe to GS or focus since neither are viable in really any game mode
Well GS is somewhat viable in WvW zerg fights (and open world pve but you can run anything in open world pve..) but generally i think all power necro weapons are not in a good spot. Condi necro is meta for pve, spvp and WvW roaming. Power necros are only really meta in zerg fights due wells.
yeah you “can” use GS in pve but from what im told (i dont pve) its not optimal most want a condi necro in pve content
and i have done some wvw so i know power necro is used there but even then u run dagger warhorn or axe warhorn…..i couldnt imagine trying to go in for melee with GS in wvw and being very effective
edit- i have roamed with GS but i was forcing it lol was tired of dagger which is clearly the best choice.
Nope you can actually run gs in WvW zerg fights. In a midline build you can actually take it as an alternative to the axe/wh combo. Hence why i said somewhat. That said i think necros are best in their backline postion but then they dont even take reaper. Lifeblast is actually quite good with is baseline piecing and no damage falloff.
And yeah you are right that gs is part of the better necro power builds in pve but i think that condi builds are superior in pve or in other words power necro is not meta in pve.
GS is good for pvp as hybrid or pure condition build as well.
No its not. How could a weapon without any damage condition be good in a condition build? And dont say deathly chill. It may work for a hybrid build (which i heavely doubt) but certainly not for a pure condi build.
My mistake. GW2 uses a funky system like that.
How is it funky? The skill says how often it hits (important to know if you opponent has retal for example) and how much damage it will do as a whole. The coefficents on the wiki are actually something players calculated with the damage formular. They arent given in game but basically are the best value to decide how stong a skill is power damage wise.
Though i admit it is a bit inconsistent. Nightfall for example only shows only the damage of one pulse. Though it states it has 4 pulses and doesnt to the (x-times) damage like other multihit attacks do.
0.77*power twice every 0.95 seconds is not practically non existent. It’s low, there’s a difference. Dagger #1 multipliers are .9 twice, .7 and 1.2 over 2.1 seconds. So the effective multipliers-per-second for AA are:
1.62 for axe (1.78 with Unholy Fervor) (Rending Claws)
1.76 for dagger (but can target 2 enemies if they’re within range)
1.2 for greatsword (but can target 3 enemies and gravedigger spam)
0.96 for Life Rend (1.13 with Reaper’s Onslaught) (Reaper’s Shroud, but can hit 3-5 targets
1.0 for Life Blast (up to 5 targets provided they’re in a line)Just for emphasis, dagger AA is 8% higher than axe AA on a single target without unholy fervor and the same with it.
Then the question becomes what game mode are you playing and what are you trying to do? If you have a single target, axe is on par with dagger. Two targets? Dagger is twice as good.
But don’t take my word for it, go whack on a golem.
Sorry but you math is wrong the 0.77 is for both attacks together so the coefficent per second for rending claws is more like 0.81. And the dagger auto is more like 1.33
the only thing necro needs as far as buffs is maybe to GS or focus since neither are viable in really any game mode
Well GS is somewhat viable in WvW zerg fights (and open world pve but you can run anything in open world pve..) but generally i think all power necro weapons are not in a good spot. Condi necro is meta for pve, spvp and WvW roaming. Power necros are only really meta in zerg fights due wells.
Unholy feast is a skill i would rather want to use in the middle of a fight, while the other 2 skills are more about staying back and attacking with safe distence.
You say this like you’d have a choice in that matter. But it’s never going to happen in real fights, because: 1. Opponents will come to you. 2. You will go into melee range when you’re using Shroud, when you have to fight on point, when you’re rezzing/stomping someone or several other reasons I can’t think of atm.
The assumption you could stay at range all the times just because you’re using a ranged weapon makes no sense for any class, but least of all for the necro.
And the irony here is, if you actually could stay ranged there’d be all the more reasons to buff Rending Claws because the only way you’re landing any proper damage with axe is by combining Ghastly Claws and Unholy Feast with other (melee) skills.I dont know but i feel it would better if dagger 3 and axe 3 switched places and dark pact got a range increase to 900.
That would be terrible.
When people see the axe and they look at the range 900 and 600 range skill facts on it, they tend to think: yeah that’s a ranged weapon therefore it will be used at range.
Like I argued above, this is not true, you will have to fight in melee range regardless of your weapon set. Depending on the situation, the axe will be used anywhere between zero and its maximum range, just like the scepter or the staff. And this certainly wouldn’t change if the axe suddenly got a 3 sec immob on a 25 sec cd.
The dagger’s auto attack, however, only works at up to 130 range. The dagger needs that immobilize in order to lock people down and land some aa hits. Crippling someone at 600 range wouldn’t help at all.I’m not saying that both Unholy Feast or Dark Pact couldn’t be improved, but they certainly are on the right weapons.
Well you are not wrong but you are not completly right. Yes as necro you cannot avoid getting in melee situations and maybe you are even right that giving axe dark pact instead of unholy feast wouldnt help (dark pact is probably indeed fine on dagger) but i still think unholy feast doesnt work well with axe (even when both the auto and ghostly claws were still 600 range). I think you cannot deny the fact that unholy feast works the best in the middle of enemies (after all it is a skill centered around you and gives retal, the boon you want to have when everyone hits you) and that is certainly not the place you want to be with an single target ranged weapon. I think something like a power version of grasping dead would be better for axe.
Ahh but honestly this is probably a pointless discusion anyway since i doubt Anet would change axe to the that degree. More likely they will just change some numbers…
If you doubled the damage or attack speed of Rending Claws it would become meta instantly. Dagger already barely beats it on DPS.
I’m not sure where your math is but dagger auto attack is still 60% percent stronger the axe auto in pure damage. bareley does not cut it. I ‘m not even sure axe will be meta if they doubled the auto because dagger isn’t even close to meta.
I went and whacked a golem in the raid test area. A power necro is almost certainly going to use wells, so drop those. The damage difference is like 10%. You’re also not going to only use auto attack. A weapon is a set of skills, not one skill.
He was talking about the auto attacks and he is right the difference is about a little more then 60% for the auto attacks. And if you factor in the axe trait and ghastly claws the damage difference is around 13-16%. Without the trait is is probably more around 30%. Also wells dont matter since they dont depend on the weaponset.
But honestly i think a big problem for axe is its skill set. While unholy feast is a really good skill i dont think it works well for axes intended purpose of a ranged weapon. Unholy feast is a skill i would rather want to use in the middle of a fight, while the other 2 skills are more about staying back and attacking with safe distence. So even if unholy feast helps with kiting due the cripple, i think it is a little out of place. I dont know but i feel it would better if dagger 3 and axe 3 switched places and dark pact got a range increase to 900.
(edited by Muchacho.2390)
Signet of Leeching
20s CD
Passive: You steal life each time you strike a foe.
Active: All allies gain the ability to steal HP each time they hit for a limited amount of time.
How would that interact with the signet trait (also the boon corrupt part)? It nether as an aoe effect nor is targeted at an enemy. So no boon corrupt then?
Why do you think she trusts him? I thought she was more interested in how he came back (my guess would be she wants to bring her sister back) and hence cooperated with him.
Honestly both of our pulls should be better. We are supposed to be the profession that is hard to run from. That imo should mean that are pulls are hard to avoid and reliable (no getting stuck in terrian halfway) also they should be faster und projectile hate shoudnt work on them (maybe they should even be unblockable).
- Shroud is not a second health bar. It is a ‘downed delayer’. If it was a second health bar, Necromancer could heal in it.
Something i think they totally should…
So your saying just play DH and win? Ha, you know the trap trick only works the first time. If you don’t learn then its natural selection…
The funny thing is people keep saying that but none of them must play necromancers.
CC + tRAps is death to any necromancer. The highest most precious comodity in this game right now is stability and necromancers have the least
Actually I just want to remind everyone what necromancers lack
- The least Stability in the game
- The least (zero) blocks in the game
- The least (zero) invulnerability in the game
- The least mobility in the game
- The least hard cc in the game
- The least healing in the gameI’m pretty sure I can go on. So maybe you’re right. Just don’t play necromancers this season is maybe what Anet is trying to tell everyone huh?
Oh and you’re comment means nothing when talking about objectives like Chieftain / Svanir and Lords.
EDIT: and another thing.
ITs funny that you bring up the exact same retort every other person brings up when talking about DH. I’m tier 7 Diamond and there are STILL full teams of DH. I’m sure when and if I get to legendary it will be even worse. 4+ DH a game. about 6 on average. This is not amber.
So what you’re saying is NOBODY has figured out how to not die by DH. Not even in Legendary. lol
No, thieves have the least stability in this game. You can pop reaper and ult and you automatically get stacks of stability. And necros SHOULD have the least healing… They have access to two health pools. Duh?
Are you sure? I thought shroud was the trade off for extra dodges, blocks, mobility and invulerabilities.
Also necro dont have the least healing but alot of their healing ether get negated by shroud (see Regeneration, Parasitic Contagion etc.) or requires to hit things (dagger 2, the bloodmagic traits, SoV etc.).
Well the no healing part in shroud is a relict from the time when shroud was the necro down state but the devs are to affraid to change this (heck it took them 3 year until necros could stomp/rezz in shroud not counting exploits). They think it would be op and maybe it is but it still is a kitten design desicion to give a profession a class mechanic that completly prevents healing. However given how fast necro get bursted down in pro games and how strong the sustain of some professions are i currently dont think it would be op at all.
And for the hitting things part, well pvp is probably the area where this is the most unreliable from of sustain.
Not that i dont agree with you but of all transformations shroud is a bit special. It is the only transformation that uses an extra health pool.
The orginal reason why we didnt get healing in shroud was because otherwise we could simply rotate between them (though i think the really reason was that shroud simply used to be our down-state and they never properly changed it). Personally i dont think healing though shroud would be that strong anymore hence why i think the first improvements of shroud should be in the healing aspect.
Regarding the useablity of our 6-0 skills in shroud i am actually not sure if i am for it or against it. I would probably already be happy if we could see our cds in shroud and maybe we get at some point a new e spec with glyphs that actually change to special skills while in shroud. Or maybe just give shroud its own set of 6-0 skills?
True, it’s the only transformation that uses a different kind of health bar, but I still don’t think that’s an excuse for the issues that shroud has. I think you’re right about the issues stemming from shroud being very different in beta… but they had 4 years to fix or re-shape it or its code. It takes half that time to make a whole video game from scratch…. and that’s what I find upsetting haha.. the negligence.
I dont mean it as an excuse. I also dont think that they would have problems with changing the code. I think that they avoid fixing the issuses shroud has because it can require alot more balancing. So my guess is if we see any big changes to shroud it will be around the time of the next expension.
Further, Logan repeatedly claims Rytlock got the sword from Ascalon.
Well since it was an ascalonian royal sword, wouldnt the most likely assumuption that Rytlock found it in the ruins of Ascalon. I mean would Logan know it left Ascalon with Rurik?
And just a thought occured to me – Druids can use their celestial form (which can also be considered a ‘transformation’) while also seeing AND using their utilities, and heal skill… annnnnnnd elite skills… while maintaining passive signet effects and while being fully receptive to heals.
*Slowly spins around in spinny chair to face Anet * *squints *
Not that i dont agree with you but of all transformations shroud is a bit special. It is the only transformation that uses an extra health pool.
The orginal reason why we didnt get healing in shroud was because otherwise we could simply rotate between them (though i think the really reason was that shroud simply used to be our down-state and they never properly changed it). Personally i dont think healing though shroud would be that strong anymore hence why i think the first improvements of shroud should be in the healing aspect.
Regarding the useablity of our 6-0 skills in shroud i am actually not sure if i am for it or against it. I would probably already be happy if we could see our cds in shroud and maybe we get at some point a new e spec with glyphs that actually change to special skills while in shroud. Or maybe just give shroud its own set of 6-0 skills?