Suggestion for Necromancers Lack of Block/Vigor/Evade/Invulnerable
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Suggestion for Necromancers Lack of Block/Vigor/Evade/Invulnerable
I’m sure this or something similar has been suggested before, but not that I have seen, so here is my suggestion for Necromancer’s lack of vigor/evade/invulnerable/block.
F2 Key: Hollow Shroud (Could use a better name.)
Cooldown: 0~30 Seconds (Because it is gated by Lifeforce a CD may not be needed)
Effect: Evade 3/4 sec or Block 2 sec
(The duration are examples and should be increased/decreased based on CD/Lifeforce used, or both.)
Requires: Minimum 50% Lifeforce and Consumes 25% Lifeforce
Essentially giving us 2 (3 if generating LF) extra Damage Avoidance moves. Putting us significantly above where we are, but still behind Evade Ranger/Thief, Focus Guardian, and Shield/Toolkit Engineer, etc.
This also comes at a cost of Health/Damage, in that we are skillfully trading a massive amount of Lifeforce for a short active defense. (Blocking or Evading a blow could generate LF though, punishing the enemy for less skilled play and allowing us recuperate our cost.)
I personally think that a high up time on vigor or a block/evade that does not draw Lifeforce would most likely be overpowered, (Resulting in nerfs to DS or our offensive capabilities.) as we have a massive health pool due to high base health + deathshroud. This solution would avoid that issue, while still giving us the tools to avoid insta-downs and mass spikes.
(I originally posted this in the Necromancer Profession forum but felt it might be better suited to here.)
Suggestion for Necromancers Lack of Block/Vigor/Evade/Invulnerable
Was just a fairly large discussion on condition damage (essentially vs power) a couple days ago.
Worth reading, as it sums up the current struggles with condition damage nicely.
Suggestion for Necromancers Lack of Block/Vigor/Evade/Invulnerable
Balekai.6083
I would like to finally see conditions do damage to objects and some bonus for keeping or maintaining condition stacks (or maybe Anet can actually find a way to raise the cap).
Oh ya forgot about objects. <sighs> (Teq Fingers, WvW Doors, Siege, etc.)
Suggestion for Necromancers Lack of Block/Vigor/Evade/Invulnerable
Not to be taken as a “don’t go Conditions damage”; I was a condition Necro for the first thousand or so hours. My frustration with condition damage is that in many meaningful aspects of the game it is marginalized by the mechanics of the game.
Cleanses primary follow a LIFO system — Last in First Out — so your bleed or vulnerablity (ideally) will be cleansed first. (Relatively fine with this system, as it makes DPS condition covering a skill.)
Application follows a FIFO system (as far as we can tell), First in First Out, which means another players 2 sec 0 condition damage bleed on crit (that they can’t control) will remove my Blood is Power 42 sec 2100 condition damage bleed. (This for me is a huge concern because of clipping ~ a non-condition specced character that is forced to take the minor (IE. Barbed precision in Curses) can actually signicantly reduce your dps.)
WvW: I play on Tarnished Coast (so Tier 1.5 :P)
Large Scale:
Pretty well every large scale fight has massive (Relatively Passive – IE. Added effects to utilities) condition cleanses.
Many classes can AoE Cleanse (5 Targets). Some examples: Warrior Warhorn Converts One, Shouts + Soldier Runes Clear Two, and Guardian Shout + Soldiers Convert One/Clear One.
On top of this in T1 and T2 it is common to come across Zergs running Lemongrass-esq food (-40% condition duration). (If you don’t have at least 40% condition increase to compensate Terror will not even tick once and Dhuumfire will tick only once instead of 3 times.)(http://wiki.guildwars2.com/wiki/Bowl_of_Lemongrass_Poultry_Soup)
Havoc (Small Squad WvW)
Conditions are more powerful, but it is not uncommon to come across a small squad with 2 or so Warriors/Guardians with AoE cleanses or players running Runes of Melandru + Lemongrass (Total 65% passive condition duration reduction)
PvE Dungeons
Most trash dies too fast for it to really matter, but on boss fights a single Necro can hit bleed cap (using 133% duration bleeds, due to the way the GM Curses scepter trait works). So even passive (crit procs etc.) clipping hurts your damage.
This also has the sad effect of making my condition build feel lack luster if we have more then one condition class in a dungeon.
PvE Meta-Bosses
With the FIFO application system, condition damage is essentially null. At least on Tarnished Coast crits from the number of players that show up will push off almost all meaningful damage.
Open World Champs
On higher pop./higher guested servers, you will not be able to get credit on the majority champions (particularly Frostgorge) with conditions.
sPvP
Conditions are an effective tool; many of Necro’s most powerful builds are condition based. Limited types of gear, small team sizes, and no food make a huge difference.
My hope at this point is that:
“We’re also looking to make conditions scale better in PvE/WvW leveling so that they’re more viable at different junctures in the level scale.”
Source: https://forum-en.gw2archive.eu/forum/game/gw2/October-15th-balance-skills-updates-preview
Means they are looking into ways of addressing the problems above.
Suggestion for Necromancers Lack of Block/Vigor/Evade/Invulnerable
Been alittle over a year and still loving my Necro!
(My Old Look https://forum-en.gw2archive.eu/forum/professions/necromancer/Lets-see-your-Necromancers/page/4)
And New Looks:
Suggestion for Necromancers Lack of Block/Vigor/Evade/Invulnerable
Moa Morph despawns all Necromancer Minions, but does not kill all Engineer Turrets, Ranger Spirits, Guardian Weapons, or Elementalist Elementals.
Suggestion for Necromancers Lack of Block/Vigor/Evade/Invulnerable
(edited by Myrkr.5803)
I imagine it is universal ~ but Same here, Mini Watch Knight missing after patch
Suggestion for Necromancers Lack of Block/Vigor/Evade/Invulnerable
Something I found usefully when killing them, was fear works. So staff #5 and DS #3 work wonders if Chomper is closer then you to the meat.
I also found it easier to track the meat when it was thrown, then to see it on the ground.
Suggestion for Necromancers Lack of Block/Vigor/Evade/Invulnerable
Beat Liadri on my Necromancer, power build, no endurance foods/buffs. While it is easy to make an error on this fight. The AoE patterns are set – it isn’t luck based. There are not enough orbs to waste all of our endurance. That said the fight is amazingly challenging, so don’t give up if it takes you a bunch of tries. It took me a long time to get the pattern down.
The things that helped me when I beat her was dodging LESS. If you watch the Shadow AoE pattern on the first phase, you shouldn’t have to dodge at all.
In the bottom ring with Norn Ringmaster (I am uncertain if the pattern is different in each arena, but over three different days/overflows the pattern in that arena was the same.):
Phase 1: Deathshroud to limit her Auto-Attack damage as much as you can.
-Be in a Party and Target Liadri
-Run towards orb, Axe 3 as you get close.
-Run just past first light pool towards 1st Vision. Shadow AoE will hit behind with its edge at the light pool
-Kite back across light pool. Shadow AoE will hit other side, with the edge right on the pool again. (Vision should hit pool so use first crystal)
-Second Light pool will spawn at the edge of the ring, target second vision, go a bit towards but NOT all the way. Shadow AoE will hit with the light pool in middle.
-When AoE is over run to pool, spectral grasp Vision to pool. Hit with crystal 2.
-Next light pool should be up and to the left of the Second (if you had back to the ring edge)
-If you were fast enough on spectral grasp run towards boss a bit and a Vision will be in line with the next pool and walk right into it.
Orb very soon the majority of my attempts I was able to enter phase 2 and Lich form before pull- (if you get a bad pull Axe 3 and Dodge inside the AoE. Dodge in the 2nd Second, should make the AoE miss, this should be the first time you have to dodge.)
-Hit with 3rd Crystal
Phase 2:
Movement
-The Shadow AoEs hit in an hour glass pattern and NEVER hit the same section twice. Stick close-ish to the middle (less travel amount)
-If you get crippled/pulled Dodge inside the AoE, then Circle kite in that section while AoE hits the alternate section.
-If its ever safe to – kite through the light wells to clear up some adds.
You shouldn’t have to dodge at all while Lich/Spectral walk is up. So if at all possible save the dodges for when you don’t have stability
Rotation
-Hit your Target Key for Liadri, Pop Spectral Walk + Lich, Auto-Attack her down till lich ends.
-Depending on build/stats she should be 0~15% remaining life. For me I finished her off with Axe ~ Death Shroud Auto Crits (Deathly Precision)
Hopefully the description of the pattern helps Again it is very difficult ~ I failed many many (most of them in my last section of attempts I had her to the sub 10% mark, which is crushing lol) times before I got the pattern down solid!
Suggestion for Necromancers Lack of Block/Vigor/Evade/Invulnerable
Deathshroud:
+ 1 vs 1 it feels like a strong defensive tool (and Offensive tool from Power builds)
- Lackluster in Team Fights (and PvE due to insta-kill effects in higher content)
Suggestion 1: 1~3 sec of Aegis/Block “base” when you enter Deathshroud
Suggestion 2: Reasonable access to Vigor
- Difficult for Condition Necros to access in comparison to Power Necros
Suggestion 1: 2~5% on Scepter (1) 3rd attack
Suggestion 2: 3~5% per target on Scepter (2) (would be stronger in team fights then 1 vs 1)
– Significant DPS drop for Condition Necros (if you stay in DS past Torment/Fear)
Suggestion 1: I would love if DS (1),(2),(3) (or at least (1) and (2) changed with
MH weapon.)
Dagger DS: (1) Cleaving Attacks (2) Leaping to Target (3) Knockdown + Flurry
Axe DS: (1) Exploding Life Blast (2) ? (Boons) (3) Block (each block generates LF)
Scepter: (1) Torment/Bleed/Poison (2) Miasma (Weakness/Chill Aoe) (3) ???
Staff: Current DS Abilities
- Locks out utilities (while in and for about a sec when you come out)
Suggestion 1: Bug Fix the Utility lockout on Exit. DS is a powerful mechanic so
losing access to utilities while in shroud (especially if the abilities change with
MH weapon, may be necessary)
- We trade, vigor, block, evade, mobility, stealth, and disengage for it
Suggestion 1: DS (2) being an instant ground targeted “blink” would be nice
Suggestion 2: 1~3 sec of Aegis “base” when you enter Deathshroud
Suggestion 3: Reasonable access to Vigor
Dhuumfire:
+ Access to another condition to apply pressure and “condi-spike”
-Honestly doesn’t fit the direction I thought/wanted Necro to go
(Based on Dev Posts and Class Concept)
Suggestion 1: Get rid of Dhuumfire and move necro towards Attrition
Fix Death Magic Traits to provide more defense against team fights
Fix Blood Magic Traits to provide more sustain (life drain in DS etc)
*Allow more sustain for multi-targets compared to 1 vs 1 or we may
become unbeatable 1 vs 1 (Health down to 50%, DS to LF0%, Life is
full again repeat)
Very rarely post but almost exclusively play necro ~1200 hrs Necro of ~1300 hrs total. So I want Necros to be powerful in their niche, but not overpower across the board. Also I’m sure alot of Necros would love some variation in DS abilities
Suggestion for Necromancers Lack of Block/Vigor/Evade/Invulnerable
Golem Rushes
A third suggestion would be to make golem purchasable with Badges of Honor Only (and Not Gold) as the current prevailing tactic of build 5 Golems and Zerging greatly diminishes the value Fortification upgrades.
If they were to cost around 50-100 then a Golem/Golem rush would only be used to break heavily fortified keeps as a coordinated effort to gain a foothold in a borderland not as dime a dozen map zerg.
Essentially right now 5g can wipe out every upgrade on 2~5 keeps (in a matter of minutes).
Suggestion for Necromancers Lack of Block/Vigor/Evade/Invulnerable
(edited by Myrkr.5803)
Also from my other suggestion post (as we still see a fair number of bugged events):
Bugged Events/Skill Points:
Auto – “Full Resets” if the Event if they have not been completed with in 10/30/60 mins (Depending on Event – Temples and Dragons are long so require a longer time vs. a Skill Challenge)
This would fix the majority of world/pve glitches without direct intervention and only occasionally impact players (can be minimized by finding a timer “sweet spot”, ie a point where it is rare that the temple/dragon would still be up – but short enough that it is not bugged until the next server reset.)
Suggestion for Necromancers Lack of Block/Vigor/Evade/Invulnerable
A good way to keep the Crafting Professions useful and keep WvW dynamic, would be to have each crafting profession make components of siege weapons.
For example:
Armorsmith:
Light Mithril Plating (Golem +15% Speed, -10% Health)
Heavy Orichalcum Plating (Golem +20% Health, -10% Speed, -5% Damage)
Leatherworker: Harnesses/Padding
Huntsman: Slings/Cords
Weaponsmith: Spikes/Ammo Types (Shrapnel/Heavy/Explosive)
Artificer: Magic Ammo (Frost, Fire, Poison)
Jewelcraft: Magic Enhancements (Ram puts an absorption barrier up every 30sec)/(Ballista Reduces damage from the front by x%)
Cook: Enhanced Oil/x
Then use the Mystic Forge to Combine Blueprints (Or Superior Blueprints) with the enhancements. (Therefore limiting the end product to 3 custom pieces), allowing players to make unique siege weapons tailored to their needs and fueling the raw materials market
Suggestion for Necromancers Lack of Block/Vigor/Evade/Invulnerable
Not sure if this should be in suggestions or bugs.
Bugged Events/Skill Points:
Auto – “Full Resets” if the Event if they have not been completed with in 10/30/60 mins (Depending on Event – Temples and Dragons are long so require a longer time vs. a Skill Challenge)
This would fix the majority of world/pve glitches without direct intervention and only occasionally impact players (can be minimized by finding a timer “sweet spot”, ie a point where it is rare that the temple/dragon would still be up – but short enough that it is not bugged until the next server reset.)
WvWvW Hacks/Cheats:
Keep cannot taken (standing in the Circle) and Orbs cannot be picked up/Altar broken until at least one section of the outter and inner wall have be knocked down (Within the last 10/15 mins).
This will stop people from glitching/flying through walls.
Keep Walls and Door can only take a maximum of expected damage from each source. (Say a treb does a 1000 damage of 100000 health, then thats the max the door/wall can take from a single source.)
In theory this would give players at least a 100 hits to get there and see a hacker hitting the wall to report etc.
(I’m not a big fan of limiting the way people play WvWvW – but I cannot see any serious impact these changes would have on legitimate players. They are however bandaid solutions meant to limit the impact of hacks/cheat etc unfortunately not completely remove it)
Suggestion for Necromancers Lack of Block/Vigor/Evade/Invulnerable
(edited by Myrkr.5803)
Finally got my necro to a point I like! Just want the Shoulders from HotW (Maybe Gloves and Boots)
Suggestion for Necromancers Lack of Block/Vigor/Evade/Invulnerable