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Master of corruption? where are you??

in Necromancer

Posted by: OlliX.1705

OlliX.1705

It was merged with the fall damage trait, it’s an adept trait in Curses.

[qT] Necro main.

[Report] PvP Forum Specialist Report

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Posted by: OlliX.1705

OlliX.1705

I noticed your info says you are a PvP guy, but as someone who prefers PvE:

Blast finishers. All the average Necro-hating speed clearing, gear checking, AP raging meta PuG really wants is moar might and moar might. Put at bare minimum 3 blasts, of which 2 can be easily achieved between weapons and utility skills. This would let us add 6 stacks of might and 12 if we try, which is more than several classes already can do, and all the complaints from non-necros about “u gots no utility” should dry up fast enough. That’s all it takes, no need even for a self fire field, in a group crying for might stacks (utility), SOMEBODY is going to have one.

Seriously, the only groups who really have business being so discriminating are clique-groups made of friends and guildies. But it still infected 80% or more of the PuG environment anyways. And while it doesn’t even really effect 99% of PvE, that 1% of the entire world of Tyria is ultimately crying over is “i needz moar might” and all the Necro lacks to offer something to the zerkzerkspeedmightmightmightmetametapinggear5kaporgtfo mentality that grips the dungeon community that is a few blasts.

And blasts would open up more than just might stacking, but that has always been the #1 complaint, even if they can’t be honest enough to say “give might” instead of “you lack utility.” Because I have “utility” to rival an Ele, the only big one missing is the might.

Sry for the rant, but I think seriously the PvE meta fix isn’t much more complex than that. The dps issues are all numbers, cooldowns, weapon skills, etc which systems to toy with those are obviously already existing.

Only thing I can’t do is stack the might on the group. Considering how the cards fell after the min/max crowd started to publish, that’s the basic mechanical issue for PvE. When this gets fixed, I think the Necro will be less reviled, similar at least to the Ranger’s latest longbow fix… not nearly so many LFG posts anymore hating on them. Hope to see that happen for Necro too.

Enough ranting

TLDR; Blast finishers, 2 that can be done with weapons/utilities and at least 1 more on a weapon swap, which will be more than several classes, but when people say Necro lacks “utility” the blasts for might stacking is all they really mean because we already have everything else short of stealth.

Couple of problems with this though:

  1. Theme – A necromancer doesn’t blast stuff. It doesn’t make sense that a necromancer would even want to blast most of his fields and the feel of a necromancer isn’t explosions.
  2. Purpose – Let’s say we instead create an ability to grant might through other means that is more necro-y (totally possible!). Why take necro still? Mesmer is having a hard time staying meta and it has a ton of utility in PvE! It’s just that guardian does it better. The only thing that keeps the mesmer in the meta is portal tricks. I think necromancer needs some reason to be taken besides just doing what the current meta values.

Examples?

  1. Life stealing/Life Stealing sharing
  2. Weakness
  3. Heavy vuln (Bitter Chill DEFINITELY delivers on this with well of darkness!)

1. I disagree. Combo finishers would make necro feel a lot more awesome and let us take advantage of the combo fields we have in our own wells to get blinds and lifesteal.
2. I absolutely agree that necro should have other things going for it. Mesmer is a class that also lacks a lot finishers, but mesmer has amazing party utility to make them worth bringing. I don’t think these things need to be exclusive to each other, necro could use both.
3. I definitely think we should get more way to play with this, and I think there are several ways to do that, but combo finishers fits well into your examples and would be nice to complement any other changes done to improve our abilities in those aspects.

  • Necro blast finishers + any well, and then chill of darkness and bitter chill traits. Now any well can be used by us to trigger that trait combo instead of just that one well. Plenty of blinds, chill and vuln to go around.
  • Projectiles and whirl finishers through dark fields grant lifesteal. Add some lifesteal share trait like you mentioned, and you can now support your party both through combo siphons and traited siphons.
[qT] Necro main.

[Report] PvP Forum Specialist Report

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Posted by: OlliX.1705

OlliX.1705

I noticed your info says you are a PvP guy, but as someone who prefers PvE:

Blast finishers.

This. A hundred times this. We NEED finishers. This is one of the reasons why we’re considered bad in PvE – We’re very limited in our ability to combo with other professions.

May I suggest these baseline changes:

  • Put blast finishers on Unholy Feast, Enfeeble and Wail of Doom.
  • Put a whirl finisher on Ghastly Claws.
  • Put a leap finisher on Dark Path.
  • Make us able to trigger our own staff marks to utilise the blast finisher on Putrid Mark.

These changes would synergise with some of our traits too, making Weakening Shroud and Spiteful Spirit blast finishers upon entering Death Shroud.

It would also let us effectively combo with ourselves, blasting our wells’ dark fields to grant AoE blind, which could trigger the Chilling Darkness trait which in turn could trigger Bitter Chill if we had specialised for it.

This would be a powerful buff to PvE necromancers especially, but would greatly benefit us in any game mode. I do not think this is overpowered considering the free access to finishers that so many other classes have in addition to their other party buffs and utilities.

Necromancers would finally be wanted in PvE parties, which I think is something Anet really should push for with these changes. No class should be unwanted in any game mode.

[qT] Necro main.

Dhummfire clarification

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Posted by: OlliX.1705

OlliX.1705

With Unyielding Blast it pierces though, and should put burning on several foes. If Lingering Curse now also works through Death Shroud, that should increase the burning significantly too.

[qT] Necro main.

[Report] PvP Forum Specialist Report

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Posted by: OlliX.1705

OlliX.1705

  • A grandmaster trait that works like Spotter/Empower Allies/Strenght In Numbers except in reverse. It gives nearby enemies -150 Toughness and Vitality.
  • A trait that makes condition damage scale based on your Power.
  • A trait that makes Death Shroud relfect projectiles for a short time after entry.

Just some comments on the ideas I thought were interesting.

Negative Strength in Numbers fits well with the necro theme I think. It would need to reduce at least two stats for it to be worth a grandmaster I think, or reduce one stat significantly. Toughness and Vitality seems like a good idea, like you suggested.

Condi damage scale based on Power? I hope this isn’t one of those lame “gain 10% condition damage based on your power”, but Power just replacing the Condi damage entirely, which is a really interesting idea. A full power build with all the condi damage benefits sounds quite overpowered though, maybe only make it apply to certain conditions. Bleeding could be a good option since the cap is being raised and we apply quite a lot of that, another idea would be to apply it to Terror – power terrormancers anyone?

Reflecting projectiles at DS entry is great defensive utility, necro needs something like this.

[qT] Necro main.

My Suggestions for the overhaul

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Posted by: OlliX.1705

OlliX.1705

Deadly Strength – Vulnerability inflicts damage over time; scales off of ferocity.

Interesting trait, but I’m guessing it will suffer from the current condi problems where stacks gets overwritten, since this condition isn’t getting its stack size increased as far as I’m aware.

[qT] Necro main.

[Feedback] Spite: Signet Mastery Grandmaster?

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Posted by: OlliX.1705

OlliX.1705

I think this trait should also activate Signet of Spite when a foe hits 50%, and increasing might gain per signet use to 5 maybe?

[qT] Necro main.

Dhummfire clarification

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Posted by: OlliX.1705

OlliX.1705

It is 3sec duration per hit with no cooldown.

Burning will stack intensity now instead of duration, so one Dhuumfire blast won’t deal as much damage as before because it’s only one stack of burning.

[qT] Necro main.

Remove Deathly Invigoration

in Necromancer

Posted by: OlliX.1705

OlliX.1705

Lifesteal should work in Death Shroud, and that should be baseline.

[qT] Necro main.

Necro Spec Notes & Feedback

in Necromancer

Posted by: OlliX.1705

OlliX.1705

In essence. The feeling of flashing DS and getting benefits every time you do so is hurt majorly by the return of ICD on DS entry traits. In addition we have lost damage traits and a viable grandmaster curses trait. This makes dagger power necro undesirable.

I’m dreaming of a GW2 where I can flash Death Shroud for fury, vuln and a 100% crit enfeeble+unholy feast… preferably with blast finishers on both.

All we need is to get those cooldowns off weakening shroud and spiteful spirit, get some blast finishers on them and hopefully a useful grandmaster in curses. Would be one beast of a build.

[qT] Necro main.

Changes to Staff Mastery

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Posted by: OlliX.1705

OlliX.1705

Get rid of Soul Marks, add cooldown reduction to Greater Marks. Make 3% life force on mark trigger default staff behaviour.

[qT] Necro main.

Wait until Elite Specs come out

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Posted by: OlliX.1705

OlliX.1705

One good trait line won’t magically make 5 bad ones good.

[qT] Necro main.

[Report] PvP Forum Specialist Report

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Posted by: OlliX.1705

OlliX.1705

[qT] Necro main.

Necro Spec Notes & Feedback

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Posted by: OlliX.1705

OlliX.1705

Feedback on trait changes, part 3.

Soul Reaping:
Related baseline changes: Marks grant 3% life force on activation. This helps staff users build life force, and we can stick with one staff trait instead of two.
Minors:

  • Gluttony – Looks fine.
  • Last Grasp – Looks good.
  • Strength of Undeath – This is also fine.

Adepts:

  • Unyielding Blast – This is a great trait. Does not need change.
  • Soul Marks – I think having two staff traits in two different lines is a bit much. I suggest removing this trait and making the life force gain from marks baseline. Cooldown reduction can be merged into the Greater Marks trait in Death Magic. To replace this, maybe we could get a buffed version of Reaper’s Precision with an internal cooldown, maybe with some additional effect.
  • Speed of Shadows – This looks fine.

Masters:

  • Spectral Mastery – All spectral traits in one. This needed to happen.
  • Vital Persistence – Great buff to an already good trait.
  • Master of Terror – It’s good, but consider reducing the cooldown on downedstate fear to 60 seconds. Necros die a lot.

Grandmasters:

  • Foot in the Grave – Shortest stunbreak in the game, and has some CC mitigation. It’s good as it is.
  • Death Perception – This trait is good as it currently is.
  • Dhuumfire – Spammable fireballs with no cooldown. Looks great.
[qT] Necro main.

Necro Spec Notes & Feedback

in Necromancer

Posted by: OlliX.1705

OlliX.1705

Feedback on trait changes, part 2.

Death Magic:
Minors:

  • Armored Shroud – Looks fine.
  • Soul Comprehension – This also looks fine.
  • Beyond the Veil – The duration on this is pretty short, but I guess the fact that it applies to your minions makes up for that. I would like to see it apply to allies as well.

Adepts:

  • Flesh of the Master – Looks good.
  • Shrouded Removal – Removing 1 condition is pretty weak. This should also remove 1 condition from allies. Gives us a way to help out in a party.
  • Putrid Defense – I like the idea, but is 10% looks pretty weak. Increase it to 15%.

Masters:

  • Greater Marks – This trait is useful, but we have another staff trait in a different line. I think we should merge Soul Marks into this trait and add -20% recharge on staff skills, 3% life force should be baseline.
  • Reaper’s Protection – Good defensive trait. Works well with Terror.
  • Deadly Strength – Decent power buff I guess. I like that the bonus improves in Death Shroud.

Grandmasters:

  • Death Nova – Good trait, can be quite devastating. Synergises with Putrid Defense.
  • Necromantic Corruption – I think this is a really great trait. The only problem is that we now have two minion grandmasters in Death Magic. Move this trait to Blood Magic, and give room for a grandmaster that fits into other builds. We have a defensive trait and we have a minion trait, so I’m thinking maybe we should have a trait that grants strong utility and fits well into any type of build.
  • Unholy Sanctuary – The idea is good, but it feels very weak when you use it. I think the base heal should be increased, and I also think it should allow Regeneration to work at 50% effectiveness in Death Shroud.

Blood Magic:
Related baseline changes: Siphons work through death shroud. This change must happen or this trait line will still clash horribly with our class mechanic.
Minors:

  • Full of Life – This looks fine.
  • Vampiric – Merged with Vampiric Master, I like the change.
  • Blood to Power – Looks fine too.
    Adepts:
  • Ritual of Life – Not something I see myself using, but maybe someone will find use for it. Maybe increase revive speed a little to make it more potent.
  • Bloodthirst – I think we have too many siphon traits. I suggest removing this trait from adept and combining it with Vampiric Precision as a master trait.
  • Mark of Evasion – I like what it does, but remove cooldown. The cooldown limits it a lot.

Masters:

  • Quickening Thirst – This is good. Not needing two daggers for the movement speed is great.
  • Vampiric Precision – I feel that this trait by itself is pretty weak, I suggest a merge with Bloodlust and siphoning for nearby allies as well as yourself when you critical hit.
  • Transfusion – Transfusion is a pretty decent heal for allies. I think it’s good as is.

Grandmasters:

  • Vampiric Rituals – All well traits added into one big trait. I think this is a good change, as the siphon part in itself always seemed pretty weak to me. I would also suggest adding 2 seconds extra duration to wells.
  • Unholy Martyr – I really like the idea here, but it’s way too weak. It needs to transfer conditions to you at a faster rate. It also needs a way to get rid of these conditions. I suggest this change: Conditions transfer to you every second instead of every 3 seconds, and Life Blast transfers a condition to foes it hits, just like Plague Blast.
  • Deathly Invigoration – This trait was made horrible by putting the heal upon entering Death Shroud. Unless this heal now works through Death Shrould it will remain horrible. I suggest removing this trait and putting Necromantic Corruption from the Death Magic trait line here instead.

To be continued…

[qT] Necro main.

Necro Spec Notes & Feedback

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Posted by: OlliX.1705

OlliX.1705

I seriously hope ArenaNet reads the feedback in this thread. After last night I have strong doubts about if they do, and if they even play this class, but they asked for feedback and here is my feedback.

I have now looked through each of the necromancer traits and given them all some thought. I’ve added comments to each of them and suggestions on how to change them, or where to move them or remove them in certain cases.

Spite:
Minors:

  • Spiteful Renewal – Looks really good for sustain, I like it.
  • Death’s Embrace – The 5 second cooldown really limits the potential of this. Change cooldown to 2 seconds.
  • Siphoned Power – The change to this trait is welcome, but the cooldown makes it nearly useless. Change cooldown to 1 second.

Adepts:

  • Spiteful Talisman – Rewards boon hate, nice damage increase. Good trait.
  • Reaper’s Might – Not a bad trait, but I think this trait would be a lot more useful if Life Blast also granted Might to allies is passed through.
  • Bitter Chill – I like this idea, and the potential synergy with Chilling Darkness in the Curses Line.

Masters:

  • Chill of Death – No changes, looks good. Synergises with both Bitter Chill and Spiteful Talisman if one should choose one of those.
  • Death Shiver – Fits well in the Spite traitline, looks useful in this spot.
  • Axe Training – This trait looks awful. Axe is already weak enough as is. It’s a big nerf to our current Axe trait, making the damage boost dependant on cripple, and the cooldown reduction dependant on a very weak auto attack. Leave it how it already is: +10% damage, -20% recharge and not dependant on cripple and auto attacking.

Grandmasters:

  • Signet Mastery – I like what this does, but it does look weak for a grandmaster trait. I suggest to add an additional effect that activates Signet of Spite when a foe reaches 50% health.
  • Close to Death – This trait is good as it is.
  • Spiteful Spirit – I like the idea of this trait, but it still seems a little bit weak for a grandmaster. Remove the cooldown and make it a blast finisher. The finisher will make it a great party utility, and binding the cooldown to death shrould instead of axe makes it easier to manage.

Curses:
Minors:

  • Barbed Precision – Great improvement to an already good minor.
  • Furious Demise – This trait is a good personal damage boost through Fury, but make this apply to allies too. Party buffs is something the necromancer severely lacks, so that would be a great change.
  • Target the Weak – I personally prefer to leave it how it already is: +2% damage for each condition. The new effect is useful too, but I think the old is better.

Adepts:

  • Toxic Landing – I don’t mind merging the fall damage and corruption trait, but granting yourself weakness whenever you take fall damage sucks. I think this trait also should grant 2 seconds of Resistance when you cast a corruption skill.
  • Weakening Shroud – I don’t like the changes made to this trait. The new version casts a more potent version than the one we currently have, but at a much longer cooldown. Leave it as a weaker version of Enfeebling Blood bound only to the cooldown of Death Shroud. Also add blast finisher for some much needed party utility.
  • Chilling Darkness – Good synergy with Bitter Chill in the Spite traitline. I would also suggest adding +5% damage to chilled foes.

Masters:

  • Reaper’s Precision – This trait is very weak. Remove it and let Terror take its place.
  • Path of Corruption – Looks good.
  • Banshee’s Wail – Great trait, does not need any changes.

Grandmasters:

  • Lingering Curse – This trait looks great.
  • Parasitic Contagion – Great buff to this trait, and it fits better in this trait line too. Might be hard to maintain in PvP and WvW, but has good potential for sustain. I can see it being an especially powerful sustain option in PvE.
  • Terror – Terror is good, but I don’t think it should be a grandmaster. Let it take Reaper’s Precision’s spot as a master trait instead. Replace this with a strong trait that caters to power builds. Curses has no good grandmaster options for power builds.

To be continued…

[qT] Necro main.

Terror should become baseline

in Necromancer

Posted by: OlliX.1705

OlliX.1705

Yes please, or make it minor.

[qT] Necro main.

Wisdom from Drarnor

in Necromancer

Posted by: OlliX.1705

OlliX.1705

Spoj had a pretty good suggestion I think:

  • First i would move lingering curse down to master to replace reapers precision. This keeps condi builds viable and allows them to choose terror or parasitic contagion.
  • Then bring in Bitter Chill as a grandmaster. But in addition to apply vuln on chill. Make it grant +5% damage to chilled foes.
  • Parasitic contagion is fine where it is.
  • Terror is fine where it is. I think choosing between this extra burst and contagions sustain is a nice meaningful decision.

Personally I think either idea is good. I just want a good power option instead of being forced to take something useless if I go into that line.

[qT] Necro main.

Necro Spec Notes & Feedback

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Posted by: OlliX.1705

OlliX.1705

Another thing I forgot to add in my last post. Why do we not have a power grandmaster trait in Curses? I want Banshee’s Wail and Target the Weak, but getting forced into a useless grandmaster.

[qT] Necro main.

Necro Spec Notes & Feedback

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Posted by: OlliX.1705

OlliX.1705

The minor trait that gives might when you hit an enemy under 50% looks like it would be really powerful with a dagger. Used with Chill of Death, Bitter Chill and Close to Death should be quite the damage boost when you get your target to 50%.

Other than this I really don’t see anything that benefits us for PvE, and nothing super significant for PvP.

I like the thought of a Dhuumfire DS build with Scepter and Minion trait, but that’s a cool idea other than anything. Not sure if it will actually be useful, especially considering how horrible the minion AI is, and getting CC’d will still be a kitten.

[qT] Necro main.

Necromancer Changes Are Kitten Garbage

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Posted by: OlliX.1705

OlliX.1705

There were some positive things though. No ICD on Dhuumfire, 100% condi duration on scepter, and Minion condi transfer trait seems pretty amazing. Could probably create some monster MM condi/ds build with this? Unyielding blast + Dhummfire should grant burning on each hit right? Will be interesting to see.

[qT] Necro main.

Necromancer Changes Are Kitten Garbage

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Posted by: OlliX.1705

OlliX.1705

This fixed none of our issues. Blood magic still sucks, we still are super vulnerable to focus fire and we’re useless in PvE. Incredibly disappointing. Do the devs even play this class?

[qT] Necro main.

Necromancer Specialization

in Necromancer

Posted by: OlliX.1705

OlliX.1705

I’m happy about the change to wells, I use that trait most of the time anyways.

The main things I am excited about though, is that trait lines are not bound to stats anymore. This combined with the extra trait points we can allocate looks like it might greatly increase viable builds.

I am not too bothered about losing a lot of current traits, most of them were useless anyways and it seems like they are trying to make every trait useful.

Whether we’ll be of any use in PvE parties remains to see. Hopefully we get some much needed reworks in addition to all this. Looks like they are making changes to Death Shoud, so maybe we will get something there.

[qT] Necro main.

Necromancer Change Wish List

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Posted by: OlliX.1705

OlliX.1705

Alright, making a wishlist. The first couple are the ones I’d consider highest priority, and probably easiest to implement. ^^

What: Combo finishers.
Why: Necro does not have a lot of finishers. Adding more finishers will make us more useful when grouped with other players. Lack of party utility is a main reason for necro being excluded in PvE content.
Suggestions:

  • Enfeebling Blood (and Weakening Shroud trait) is now a blast finisher.
  • Wail of Doom and Unholy Feast are other good candidates for blast finisher.
  • Ghastly Claws is now a whirl finisher.
  • Dark Path is now a leap finisher.
  • Necrotic Grasp is now a 100% projectile finisher.

What: Projectile mitigation.
Why: Every other class has some way to deal with projectiles. This is another useful utility that necromancers don’t have access to.
Suggestions:

  • Corrosive Poison Cloud now destroys projectiles.
  • Spectral Wall now reflects projectiles.

What: Axe
Why: Axe is pretty useless for anything other than quick life force before entering death shroud. It could do with a good increase in damage and some cleave or extra range to make it useful in other scenarios.
Suggestions:

  • Rending Claws deals more damage and hits up to 3 enemies. Ghastly Claws also hits up to 3 enemies.
  • Rending Claws and Ghastly Claws has their range increased to 900.

What: Life force in condi builds.
Why: No life force can be critical for any necro build, but especially condition focused builds take a long time to do this and are severely crippled without life force.
Suggestion:

  • Necrotic Grasp now has a slightly faster cast time and applies torment (or some other condition) on hit to make it worth auto attacking with.

What: Stunbreak.
Why: Our stunbreaks have long cooldowns and could use some improvement, especially with our inability to mitigate damage and CC, or disengage from fights.
Suggestions:

  • Signet of the Locust is now an instant cast stunbreak.
  • Well of Power is now instant cast.
  • Overall cooldown reduction on stunbreaks.

What: Most lifesteal traits are not very potent at all.
Why: Life steal traits is not an important part in any popular builds because of how weak it is. Exceptions being Transfusion and Vampiric Master which are fairly potent. Increasing how they scale with your stats would make them good options for extra damage as well as sustain.
Suggestions:

  • Healing from siphons now scale a lot more with healing power.
  • Damage from siphons now scale a lot more with power.

What: Healing and Death Shroud.
Why: Blood Magic conflicts with a core mechanic of our class, regeneration becomes useless and party members can do nothing to help us when we use it. Some healing in death shroud would help improve our sustain, which is pretty bad in its current state and also make this trait line more useful.
Suggestions:

  • Healing from traits now work through death shroud.
  • Outside heals and regeneration also works, but at reduced effectiveness.

What: Minion AI.
Why: Minions don’t attack half of the time, pathing is also an issue.
Suggestion: Fix it please. :p

[qT] Necro main.

[Theorycrafting]Necromancer Stronghold

in Necromancer

Posted by: OlliX.1705

OlliX.1705

Also been playing stronghold as power necro, and I’m absolutely loving it. Life force is everywhere, so it’s not nearly as much of a problem as it is in conquest.

[qT] Necro main.

Serious hidden nerf for necromancer !!

in Necromancer

Posted by: OlliX.1705

OlliX.1705

Totally off-topic, but I don’t see anything in the OP. From the posts I gathered that it’s got to do with WoP but man this is irking me. Does he have me blocked ingame or what? Does it even say anything in the OP?

Yea, I don’t see anything in the OP either.

[qT] Necro main.

Foot in Grave Stunbreak!

in Necromancer

Posted by: OlliX.1705

OlliX.1705

Wow. I was not expecting Anet to listen to the necro community, but they did. Maybe there is still hope for us guys!

[qT] Necro main.

Ranger Pets Bugged [merged]

in Bugs: Game, Forum, Website

Posted by: OlliX.1705

OlliX.1705

This has been causing a problem in pretty much every dungeon I’ve done where we had a ranger in the party. Hope it gets fixed soon.

[qT] Necro main.

In the stress test any play a Non-Rev?

in Guild Wars 2: Heart of Thorns

Posted by: OlliX.1705

OlliX.1705

I made a Necromancer after playing around with the Revenant for about an hour. Nothing new for the necro as far as I could see.

[qT] Necro main.

Resistance for necros

in Necromancer

Posted by: OlliX.1705

OlliX.1705

I would like to see it added to the Master of Corruption trait.

This is exactly what I was thinking too. It would make sense to have a trait to give resistance when you use corruption skills, might as well make it part of the existing corruption trait.

[qT] Necro main.

Threads like these...

in Necromancer

Posted by: OlliX.1705

OlliX.1705

I suggest giving all necros a special icon like a commander tag that’s visible on the enemy’s minimap at all times for easier counterplay.

[qT] Necro main.

Fear don't count as an interrupt anymore

in Necromancer

Posted by: OlliX.1705

OlliX.1705

And if you dont mind me asking,where exactly is the forum specialist for necromancers?

He’s actually been posting in the Necromancer forum for a long time, he just doesn’t have the official title under his name yet.

I’ll be seriously disappointed if it isn’t spoj.

It’s Drarnor. ;P

[qT] Necro main.

How to make Foot in the Grave worth taking

in Necromancer

Posted by: OlliX.1705

OlliX.1705

Should either pulse stability or have a stunbreak in addition to its current effect. Another option is to make it an adept trait or a minor trait.

[qT] Necro main.

[Suggestion] Signet of the Locust

in Necromancer

Posted by: OlliX.1705

OlliX.1705

I think it should be an instant cast stunbreak.

[qT] Necro main.

Condition stack increases PASSED 25!!

in Necromancer

Posted by: OlliX.1705

OlliX.1705

Viable condi builds would be really nice to give a bit more variety to the PvE meta. Will be interesting to see how this works out in the end.

[qT] Necro main.

Biggest pew EVER screenie contest

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Posted by: OlliX.1705

OlliX.1705

Show picture or didn’t happen.

You’re welcome.

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[qT] Necro main.

Biggest pew EVER screenie contest

in Necromancer

Posted by: OlliX.1705

OlliX.1705

Think my highest ever pew was somewhere between 11k and 12k, but it was on one of those mordrem that’s weak from behind… and I was behind it. Not sure if that counts. :p

I’ll take a screenshot I guess if I get a really high crit one of these days.

[qT] Necro main.

Fear don't count as an interrupt anymore

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Posted by: OlliX.1705

OlliX.1705

Yea, perplexity will be pretty useless until this is fixed.

[qT] Necro main.

Fear don't count as an interrupt anymore

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Posted by: OlliX.1705

OlliX.1705

An update here. I’ve tested this a few times now, and you’re absolutely right. Fear does not count as an interrupt anymore. It does interrupt attacks, but you don’t get the “interrupt” message.

[qT] Necro main.

Fear don't count as an interrupt anymore

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Posted by: OlliX.1705

OlliX.1705

Right… so it interrupts stuff, but the game does not recognise it as an interrupt… I’ll keep an eye out for that.

[qT] Necro main.

SC/DA; AX/DA build

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Posted by: OlliX.1705

OlliX.1705

Zerker + conditions? Not too sure about this. ^^

[qT] Necro main.

Real reason Necromancers are useless

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Posted by: OlliX.1705

OlliX.1705

I swear, if I had infinite dodges I’d actually be on level with other classes in PvP. :P

[qT] Necro main.

Fear don't count as an interrupt anymore

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Posted by: OlliX.1705

OlliX.1705

So basically… it’s still an interrupt, but does not trigger the rune effect? You could probably have stated that more clearly to begin with.

Can’t really help with that since I don’t use perplexity on my necro. You should report the bug if you haven’t already.

[qT] Necro main.

Rune Inquiry

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Posted by: OlliX.1705

OlliX.1705

I use strength on my zerker set and traveler on my condi set.

[qT] Necro main.

Fear don't count as an interrupt anymore

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Posted by: OlliX.1705

OlliX.1705

Fear still works. Your opponent must have had invulnerability or stability, or maybe you were blinded. Been playing terrormancer in PvP for the last hour or so, and fear has been working for me.

[qT] Necro main.

Necromancer General Changes

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Posted by: OlliX.1705

OlliX.1705

I’d rather the marks on staff stay the same. If they had different colours it would be too easy for enemies in PvP to tell which mark is which.

[qT] Necro main.

Great sword skin favorites?

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Posted by: OlliX.1705

OlliX.1705

Was gonna use the mordrem greatsword, but I changed my mind. If my necro still has the same look as she has now I might go with the mistforged hero greatsword.

[qT] Necro main.

Why isn't weakening shroud a blast finisher?

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Posted by: OlliX.1705

OlliX.1705

This is a great idea. A blast on enfeebling blood would definitely make me feel more useful in a party setting.

[qT] Necro main.

Foot in the Grave is useless now

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Posted by: OlliX.1705

OlliX.1705

This trait should be an adept trait or minor trait.

To actually be a good grandmaster traid I’d suggest adding a stun break to entering death shroud, or changing it to pulsing stability in death shroud. I’m more in favour of the latter.

[qT] Necro main.

Dagger Main Hand

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Posted by: OlliX.1705

OlliX.1705

I think the skills we currently have on dagger can be quite useful. You might not get too much use for the 3rd skill in PvE, but the small heal from the 2nd skill can be very useful in some situations when you need some extra health but heal is on cooldown. I use it a lot when kiting Mai Trin when I pug fractals.

The auto attack is great and the only change I’d wish for that is to make it cleave an extra enemy. I’m all for skill 2 hitting multiple enemies as long as they don’t reduce its effectiveness too much on single targets.

Out of all our weapons dagger is the one I’m the most satisfied with, I’d rather have them give the axe a good rework.

[qT] Necro main.