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Traitworks: Dead Last

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Posted by: RashanDale.3609

RashanDale.3609

Shall we go on discussing other Trees?

Does everyone feel like we’ve reached a consensus on things?
Many people have mentioned that they would like to see some traits scrapped/merged, and I’m interested in seeing what you’d want to see in their place.

i feel like almost everything has already been discussed to death in this subforum. like every week another thread with suggestions for traits and skills pops up and the same old stuff gets repeated again. it’s pretty weird that some people just dont seem to get tired of it.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

Best WvW Class - 1 January 2014

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Posted by: RashanDale.3609

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In Zergs:
Warriors by far: theyre insanely tanky while still being able to dish out really good damage, having very good group supports and CC. their amount of condition-hate is ridiculous.
then guards: tanky as kitten, amazing group support, insane number of cleanses and group stability. guards were always op and they just get buffed and buffed.

It’s hard to say something about most other classes besides the ones i play, because the vast majority of WvWers seems to already have rerolled to heavies. I almost never see stuff like thieves or rangers in zergs. Mesmers are also pretty rare. they have amazing utilities but thats it.

Roaming:
Warrior: you dont need stealth when nothing can kill you anyway
Thief: because stealth. if you arent greedy, you will almost always get away.

The classes i play:
Necromancers: very powerful as wellomancers in zergs. when you roam, the non-existant mobility rly hurts. lack of hard damage mitigation and easy stability and all the condition hate are pretty awful aswell. Definitely not as OP as whiners make them seem to be. I would gladly trade in damage for some sustain and a way to keep enemies from running away.

Thieves: dont offer much to a zerg. amazing at roaming tho. not because theyre particularly powerful, they just dont die ever. stealth is still broken, it’s way too easy to get away with that.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

(edited by RashanDale.3609)

suggestion: New minion skins for necro

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Posted by: RashanDale.3609

RashanDale.3609

oh look! it’s this thread again…. -_-

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

Traitworks: Dead Last

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Posted by: RashanDale.3609

RashanDale.3609

Gluttony – I agree. Most seem to think its okay and some that it needs work. I would have to agree, while it is okay i do think a little buff would be nice.

i srsly cant understand why people consider gluttony weak. it’s 10%. as an adept minor. thats totally fine. i dont want this to become a second Illusionists celerity (when it was a 5pt-trait and pretty much a must have).

Spectral Mastery – Again, i would have to agree with the majority. It is okay but nothing again for this sort of tree that makes it worthy of a place on the bar.

what? cant say i fully understand the second sentence…
spectral mastery is fine. the usual 20% cooldown trait for utilities. it’s an adept. and the traitine fits aswell since spectral skills revolve around life force. if anything, the attunement is in the wrong place.

Reaper’s Mark – Again, most thinking it is okay or needing work and i would have to agree. compared to some like Mesmer getting Feedback bubble for example this one is rather lacking.

not a problem of this trait specifically. most people simply prefer a trait that helps them to stay alive and succeed instead of one that helps you when people are already down. i dont know any mesmers taking the feedback-bubble thing either.

Master of Terror – It is good, for the right builds. Personally i think it is in the wrong tree so i would have to agree with those that said it is okay.

why so?

Foot In The Grave – Agree with the majority, it needs work. 30point cost for 3 seconds? That is simply awful. Change it to stability while in Deathshroud (can be removed with skills) and then we can talk.

dont forget the fairly low cooldown. 3 seconds stab as a grandmaster is really good on a class with no stability. would be different if we had other sources of non-elite stability tho

Yeah totally true. Soul reapings traits are fine imo. Only thing which really bothers me is that strength of undeath is 5% where other classes get 10% as 25 point minor.

Isnt the 5% even correct? I remember people saying that it’s only 90 power instead of 5%…

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

(edited by RashanDale.3609)

Is it worth investing in a Torment Build?

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Posted by: RashanDale.3609

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Torment had to stay as a necromancer hallmark. “Tormenting” has nothing to do with a mesmer, warrior or thief. Plus we have only one skill with higher cooldown to use torment. They have to change burning and some bleeding to torment before.

yeah, no, that wont happen. it’s pretty unlikely that they remove torment from other classes again. and changing burning? that would mean anet has to admit making a mistake and this is simply not possible.

besides, i already hear ppl whining about “TORMENT OP!!11”…

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

Class balance in WvW is just fine

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Posted by: RashanDale.3609

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Balance is just as much about perception as reality.
You don’t want people even thinking that certain classes are “top shelf” and others are “underpowered” even if you want to scream “but that isn’t how either class should be played”.

So, if you find a population gravitating too heavily to some classes and builds, you are by definition out of balance. The game is designed around having all the classes be played more or less equally in WvW, PvE, PvP etc.

So the “eyeball” test for WvW is what classes are over represented. Then you ask, what do you have to do to change that to bring other classes “into parity”?

Now mind you, just because a class has/doesn’t numbers doesn’t mean it is balanced/unbalanced from a power and usefulness standpoint.

You have to balance for both.

But the two are TYPICALLY well correlated.

On that premise, melee is too prevalent (warriors/guardians). There are too few eles and rangers. In short, to achieve balance you need to make these classes more desirable.

Warriors have had the highest population since they were known as the worst class in the game.

you kittening kidding, right?
maybe they were considered bad in that dead minigame that is called ‘s/tpvp’, but never in WvW. And in PvE theyre by far the best class since release.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

Have you talked with Evon?

in A Very Merry Wintersday

Posted by: RashanDale.3609

RashanDale.3609

We’ve already established the fact that Scarlet wouldn’t have been a part of the Abaddon Fractal..

Source please

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

Have you talked with Evon?

in A Very Merry Wintersday

Posted by: RashanDale.3609

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I really wanted that abaddon fractal. fml

imagine evon had won. then scarlet wouldve been behind abaddons fall? shudder

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

Imbalanced class design heavily favors armor.

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Posted by: RashanDale.3609

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there are other reasons why heavies, especially guards are preferred:

-boons: if you compare them to conditions, boons are almost as easily applied but there are a lot more ways to counter conditions than boons. besides well of corruption and null field, theres isnt much to strip boons in an AoE. it’s pretty much impossible to strip stuff like stability cause it’s always covered by tons of other boons.

-insane condi cleanse. when some people here say that you should use conditions against the heavies im wondering if theyre even playing the game. warrior and guard are two of the classes with the biggest amount of cleanses. add to that the broken food buffs, runes and dogged march…

-incredible tankiness while still being able to deal high amounts of (aoe-)damage.

6. Guardians are the 2nd slowest class in game out of combat, Taking traveler’s runes is just stupid as well. Warriors.. I cant argue. Their GS mobility is kittened coupled with Sword.

what? necro is objectively the worst when it comes to mobility, after that i thought comes mesmer? cause they barely have any swiftness (guard has more) and a handful of teleports/gap closers (just like guard), which would put guard on place 3, after nec and mes.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

(edited by RashanDale.3609)

so what are you doing in dungeons?

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Posted by: RashanDale.3609

RashanDale.3609

And WvsW is hard? Made my day. Following a blue lantern is not that hard.

yeah, do you realise that there are a lot more things to wvw than karmatrain? like fights between two actually organised groups? roaming?

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

Necro Patch Notes - 12-10-13

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Posted by: RashanDale.3609

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Do you guys read the warrior forums?

They know that the nerf didn’t touch them: that their whining worked. That they juggle their traits and do the same damage with the same builds as before and that, contrary o descriptions, skill animations aren’t really different than before.

Now they are whining about rifle warriors.

Necromancer damage were never the problem. Conditions were never the problem.

The problem was always and will be always that melee brutes don’t like skirmisher characters and prefer to face others in melee where they have a built in advantage.

The end.

It’s a shame that ths class can’t have any surviability skills because of this, but it will be fun to watch OP warriors whinge about OP warriors countering them.

This so much. Same with Guardians.

i got quite a lot of guild mates playing heavies who constantly whine about dem evil conditions and how they kill them in a split second in WvW. Despite having insane amount of cleanses and all this broken -cond.duration-stuff they still manage to cry and whine about necs.
For some fukcing reason they just expect that they are supposed to be completely free of conditions most of the time so they can mash their #1 undisturbed and at the same time theyre wondering why we barely have any necros/engis anymore but more than 50% heavies in our guildzerg.

But of course it’s never the warrs/guards and boons in general that are OP…

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

(edited by RashanDale.3609)

on a scale from 1 to 10

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Posted by: RashanDale.3609

RashanDale.3609

-1 for no heal
-2 for this weakening shroud-crap and the staff nerf.
-1 for diamond skin
-2 for not having balanced more than the stuff they previewed a fukcing month ago
-2 for not changing or removing dumbfire. what a shame, they had some really good ideas there…

so im at 2/10

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

(edited by RashanDale.3609)

Necro Patch Notes - 12-10-13

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Posted by: RashanDale.3609

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• Curses IV—Enfeeble: Decreased the weakness duration to 2 seconds. Decreased the bleeding to 1 stack and 6 seconds. Removed the cooldown.

This is insulting… i feel insulted by this, 2 seconds is something trolls / noobs from you own in PvP would say while raging. I can’t believe this is real… maybe it should have been 1 second… to make sure no one will ever take that trait again…

https://forum-en.gw2archive.eu/forum/professions/necromancer/Dec-10th-Balance-Preview-Necromancer/page/9#post3164604

here, for some reason they always take 50% increased condition duration and shorter DS-recharge into account when talking about weakening shroud.

I just saw a vid of a necro vs a diamond skin ele……I felt sick watching it.

it’s not like everyone and their mothers knew already what a terrible idea such a trait is.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

so what are you doing in dungeons?

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Posted by: RashanDale.3609

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PVT, clerics…I wish they would put in templates you can ping so I could more easily avoid such time wasters in PuGs.

I wish they would put in an ignore-function in these forums so i could more easily avoid such air wasters like you.

it’s PvE, which is easy as hell. just use whatever you want or think is fun (as long as you manage to stay alive with that)

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

so what are you doing in dungeons?

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Posted by: RashanDale.3609

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i use my wvw-powermancer gear with 30/x/x/x/30. PvE isnt worth it to get special equipment for it.

or i just use my warrior

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

How to Not Get Shafted

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Posted by: RashanDale.3609

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So vote with your Wallet.

Thats easier said than done.
I havent spend any real money since Halloween last year cause of the bad balance. Cant spend less than nothing

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

Warrior new healing skill

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Posted by: RashanDale.3609

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those are level 1 stats. It heals for 3600ish on use, then heals for all damage taken beyond that point.

the exact value isnt the point. i was just wondering how to interpret it. if it’s a base heal or the amount you get healed for per attack…

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

Warrior new healing skill

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Posted by: RashanDale.3609

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The Engineer heal looks quality. THAT is how ALL the heals should be. Has that great risk reward play to it, what do Necros get? a crappy heal when attacked and a active heal that helps everyone else who already has heals of there own….

Pathetic heal choice.

i somehow fail to see where the risk of the engi-heal is…

as for the warrior heal:
http://www.gw2db.com/skills/23544-defiant-stance
it’s only 3 seconds.
depends how it works i think. if it has a base heal and converts all damage, even conditions, into health, then it’s OP.
if it only blocks attacks and heals for a fixed amount (the 125 in the link) per attack, then it’s fine, i think.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

Suggestion for dark path

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Posted by: RashanDale.3609

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DP is already one of the best 2-3 spells we have. Its fine as is, and doesn’t need to be OP.

I agree with Dalanor, Muchacho and Bhawb on this one. This just shows how bad our spells are compared to the ones of other classes.
Considering necro’s are supposed to have the best ways for chasing and keeping enemies near them, it’s just not right that other classes have similar skills that do way better.

besides better tracking and faster projectile, i think this skill should be split in two, just like they did with Flanking Strike.

First part inflicts chill, bleed and marks the target, second one instantly teleports (no range restriction) and chills again.

Would be better if you can decide when you want to port instead of being ported automatically after a delay.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

[Merged] Signet of Vampirism and related changes

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Posted by: RashanDale.3609

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I found this on reddit earlier today :

-Signet of Vampirism: Signet Passive: Siphon life from enemies that strike you. Signet Active: Mark an enemy. Allied players will steal life from that enemy.

http://i.imgur.com/f1hCfRG.png

http://www.reddit.com/r/Guildwars2/comments/1ryeur/8_brand_new_healing_skills_previewed_this_friday/cdsiaax

Would be really interesting if it is true. Some nice combo with retaliation, the active part would be nice for those chanelled skills + group support + minion master sustain.

why are there so many lifeleech-like heals there?

this should be necro-only stuff. im a little bit mad now

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

Discussion about our Weapons

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Posted by: RashanDale.3609

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What weapons do you feel fall short?
The axe, for the obvious, already mentioned reasons. Right now it’s like a slightly weaker dagger-clone for occasions where you cant go into melee range. Most of the time you use it for Axe#2 and use the other skills just to pass the time until #2 is available again.
Axe#1: complete garbage that hits like a wet paper.
Axe#3: boon-rip and cripple is ok, damage and cripple are a bit underwhelming tho and the retal is way too long (but thats a general problem with retaliation. too long durations, relatively weak effect, overly punishing against multi-hit attacks).

What weapons do you almost like, or like conceptually, but feel they have issues performing as well as they should?

Dagger:
It’s ok for roaming and in PvE, for bigger fights it just lacks the cleave (which would be fine if Axe would become our designated cleave weapon). In PvE it also has the problem that theres no need to use anything besides Dagger#1, which makes it a really boring weapon.
The #2 is pretty weak and has a long wind up time. I think this needs a serious buff to both, so it starts leeching faster and also heals more (lower the damage, if you want). Turning it into an Aoe-heal so that allies around you get healed for 50% could also be a good way to give the necro some much needed group support or might make dagger more interesting for minion masters.
I also feel that this weapon could need a gap-closer; it’s pretty hard to stay on people with only Dagger#3 and DS#2 (but thats a general necro-issue when fighting mobile classes).

Staff:
Staff is some sort of weird power/condition/support-hybrid weapon that lost most of its support now. The direct damage is really weirdly distributed. Staff#1 does ok damage, IF it hits and putrid mark hits like a truck, while the rest of the skills scale pretty bad with power. the power-scaling should be more balanced.
Staff#1: if it hits multiple enemies it deals ok direct damage and generates a ton of life force. but thats rarely the case in WvW and often not worth the cast time. This needs to be made more reliable.
Mark of Blood: it’s a solid skill to deal good condition-damage, but it could need a better power-scaling. Luckily the loss of 1 bleedstack doesnt affect WvW, it hurts the skill a lot.
Chillblains: fine, nothing wrong with it.
Putrid mark: im fine with the restriction to 3 conditions, but the loss of the group cleanse is awful and should be reversed. this is way easier than trying to give staff some group support elsewhere.

Focus
Bhawb already said most there is to say about focus.
Spinal shivers has way too long cast time, isnt relevant in PvE cause of lack of boons and the damage is underwhelming. If you remove 2-3 boons with this, it should really hurt.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

[Merged] Signet of Vampirism and related changes

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Posted by: RashanDale.3609

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we have a well, a minion and another unspecified heal, so a signet or a spectral heal might be a good idea.

For the spectral heal maybe:
-1.5sec. channel, you cant move while channeling it
-youre invulnerable while doing that
-you get life force when you get hit while channeling

as for a good heal-signet: i have no idea

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

Healing in DS please.

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Posted by: RashanDale.3609

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im fine with not being able to be healed by other people while in DS (even if it’s stupid and i think it should work at least as a reduced rate), but Lifesteal should work 100%. not as some major trait or anything like that. we already have enough vampiric traits, if more are added they should do something more original, not a near-obligatory thing that should be part of lifesteal by default.

imo it’s just bad design that a fairly big and rather unique part of the class is countered by its class mechanic.
(and technically, it’s not even healing in the first place. you dont heal your HP, you steal them, after all)

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

(edited by RashanDale.3609)

Charr or Asura engineer?

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Posted by: RashanDale.3609

RashanDale.3609

Also, Charr run on all fours….ugh.

They dont if you use skills which means they run 99% of time on two legs.

When fighting, sure. But open world & WvW roaming, ugh all fours.

srsly, just use a skill now and then while running. your char will draw his/her weapon and run on two legs.
four legged run is really not difficult to avoid at all.

or use the “draw/sheathe weapon”-key

Monocle looks fine and gasmask looks awesome.

oh kitten , i need this thing! looks awesome indeed.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

3 out of 4 players is either war or gaurd

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Posted by: RashanDale.3609

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why should you try to play another class and suffer in zergs when a warrior or guardian is just so much easier to play and pretty much better at everything?

both are incredibly tanky while still being able to dish out high amounts of AoE-damage and provide very good (the best, in case of guardian) group support.

Guardians have always been stupidly OP and they just keep getting buffed. Almost the same with warriors, which were always really good in WvW. but at least they get nerfed a bit again in the december-update.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

I would pay money/gems for...

in Guild Wars 2 Discussion

Posted by: RashanDale.3609

RashanDale.3609

1.good, charr-fitting armor that goes well with tails/horns and isnt a kittening skirt
2.new skill-skins/animations for things like summons/banners/engi-turrets etc.
3.the ability to dye more parts of a piece of armor, like cof’s flames or currently undyable parts on some armor pieces (sylvari t2 for example)
4.some more NORMAL townclothing that fits into the game world and isnt some holiday-gimmick-stuff
5.an option that removes most of the clutter on my screen like the personal/living story garbage in the top right corner, the xp-bar or all the symbols in the top left corner.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

(edited by RashanDale.3609)

Defeated State

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Posted by: RashanDale.3609

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Awesome idea, Buzzcrave, i love that. especially since it’s not just the usual whining about downed state. should be implemented as soon as possible.

also, how about not allowing ppl to ress in enemy territory, like inside keeps/towers/camps?

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

Runes/Sigils and PvP

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Posted by: RashanDale.3609

RashanDale.3609

Well, this seems like a great place to ask!

  • What runes/sigils would you like to see added to PvP?
  • And for any adventurous readers, what different stat combinations on amulets?

Nerf perplexity’s base duration and add an ICD, then add them.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

Staff 4 changes?

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Posted by: RashanDale.3609

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But almost everyone agrees its just not a great skill anymore. OH Dagger 4 is a better skill in almost every single way (shorter CD, blind, and better transferring).

Stop saying this. i dont want THEM to notice that and stealthnerf dagger#4 to kitten aswell.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

Lich Form Deathly Claws

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Posted by: RashanDale.3609

RashanDale.3609

Im not entirely sure but isnt one of the reasons Lich form is bad is because it butchers your crit damage. Also dagger is way better unless you use some pvt spec.

butchering crit damage? do you mean a change in crit damage calculation? because the actual crit damage value (in the char screen) stays the same (minus the weapon stats, i think).

Also in no unverse can you call a jump from 2 to 4k of the main damage scaling stat “not useful”

uhm, yes, you can. In our universe for example, where that jump is offset by a bad scaling, slow speed and the fact that the stats are capped when youre downleveled.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

(edited by RashanDale.3609)

Necro - WvW roaming - V.9 - Gold League

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Posted by: RashanDale.3609

RashanDale.3609

I can’t watch the video, the music is not licensed for my country

get a proxy

but i got the same question: youre using torment AND earth? how does that work together? currently thinking about switching from earth to torment, but not sure whats better. another unique condition every 7+ secs or another bleed every 2+ secs…

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

Dec. 10th Balance Preview (Necromancer)

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Posted by: RashanDale.3609

RashanDale.3609

I think you meant 30/20/0/0/20 which is generally accepted as one of the best condition builds, which is what you run this with, and also not including food, but only including condition duration runes. With food it actually goes to.

54% uptime @ 2s
82% uptime @ 3s

Jon

A bit late, but: Have you ever considered nerfing the food if thats the problem? It’s pretty weird to begin with, since it gives +-40% AND 70 of another attribute, while most food gives 100 of stat A and 70 or 10% of stat B.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

Dec. 10th Balance Preview (Necromancer)

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Posted by: RashanDale.3609

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We will talk today about changing duration on weakening shroud instead of cooldown .

[…]

Thanks,

Jon

Yay, finally, thats great news

Now all we need is another redpost regarding lifesteal and our other kitten-tier minor traits.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

Dec. 10th Balance Preview (Necromancer)

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Posted by: RashanDale.3609

RashanDale.3609

You’re misunderstanding me.

Im not misunderstanding you, i just dont agree with you.

Guess what, even with an ICD, these traits now work better in most situations for every single build, whereas right now siphoning is complete kitten for any non-minion build, or any build without 30 points invested, 4 wells, and dagger/warhorn (which makes no sense at all).

O RLY? why do you even mention this? Pretty much everyone outside of Anet’s balancing department knows that. I never said that the current vampirism and its numbers are good in any way, im just saying that an ICD is a bad idea.

What’s being ignored is the fact that as it currently stands with no ICD, siphoning will always have to be balanced to what a dagger/warhorn build with 4 wells and 30 traits invested will do, otherwise those builds will become OP. What does that mean? It means anything that isn’t that build cannot be sustain. It makes no sense that one defensive measure should be useless to all builds but 1.

Giving all vampirics except vampiric rituals that internal cooldown just shafts many other builds and brings every weapon and playstyle besides wells down to pretty much the same amount of life siphoned, no matter the weapon, attacks and most importantly, no matter how many enemies youre dealing with. Which, again, is not how it should be in my opinion; weapons with lower range and more risk should be able to siphon more (only issue here are the staffmarks) and necros with more enemies around should be able to siphon more, even without wells.

If youre so afraid of a 4wells+vampire-combo (or any kind of build that can generate a large amount of lifesteal in a short time), a (high) capped amount of lifesteal in a certain time would keep that in check just as well, without hurting other builds.

And please stop highlighting random words in your posts, makes it a pain to read them.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: RashanDale.3609

RashanDale.3609

It’s not about the weapon, it’s about what the traits can do for you.

what does this even mean? the soul marks in soul reaping make sense, true. still, it’s 3-4 traits for one single weapon, which is too much.
other classes get roughly the same benefits for one weapon with less traits.

and while spiteful mark is pretty bad, it still exists and easily couldve been merged with one of the other traits by now. or removed.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

Any WvW Conditionmancer Zerg build?

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Posted by: RashanDale.3609

RashanDale.3609

All the guides i’ve been looking at are directed at power builds running wells. i get this, the more you hit the more you tag and more wxp and loot you get, however my necro is fully geared already in condition gear and i cant afford to regear it. is there a build out there that focus’s on conditions for wvw?
Would it be worth running a well build anyway?

i dont recommend it. thanks to broken foodbuffs, OP runes and cleansing running rampant in WvW, it’s just frustrating. especially since everyone and their mothers are running guardians/warriors cause of their insane anti-condition stuff.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: RashanDale.3609

RashanDale.3609

(Not sure what the viability of Minion Masters are in PVE. What if this power summoned 2 Jagged Horrors instead of 1?)

a jagged horror has 0 use. 2*0=0
wont change a thing.

Staff: Mastery and Greater Marks
Dagger: Mastery and Quickening Thirst
Scepter: Mastery is only one, but wouldn’t be too hard to add cooldown reduction here too (more preferably increased range, but that might be deemed too powerful).

You forgot Soul Marks and +10%markdamage (i forgot the name). could be merged aswell.
hell, it boggles my mind how something like this can still be in the game… 4 traits, spread across 3 different traitlines. just for 1 kittening weapon.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

Reanimator changes

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Posted by: RashanDale.3609

RashanDale.3609

If they keep buffing reanimator till when it procs at a decent rate (which it still doesn’t, it needs a 10 ICD and to proc on more than just enemy death), it will give good benefit to every build.

If they try to push it up so it becomes useful for everyone, then chances are good it’ll be utterly insane for any MM build. Whether or not that’s a good thing, I’m not sure.

if they change the horror so it simply runs to your current target and explodes in its face (like an illusion or a slightly smarter bone minion), all might be fine. +minion damage wont affect it, -minion-recharge, minion-lifesteal and minion-boon-rip wouldn’t either.
the only synergies it would have are protection of the horde(for a short time) and death nova.

or you could alter its attack so it deals minimal direct damage, but has other effects. like more bleed. or a cripple. this way +minion-damage wont do anything.

or you dont allow it to attack at all but give it an aura, that poisons, cripples or does other stuff. again, minion-damage and the minion-on-hit-traits wont buff it this way.

not saying this is the way to go but i think it’s possible to make reanimator and the jagged horror as a minion useful for non-MMs without making it overpowered for minion masters.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

Dec. 10th Balance Preview (Necromancer)

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Posted by: RashanDale.3609

RashanDale.3609

It wouldn’t hurt anyone unless they remained the same HP per hit (which they wouldn’t, the point is the ICD allows them to control HP/s, and then buff it now that they don’t have any ridiculous situations with wells/AoEs).

it would because it reduces daggers steal by a lot.

It sets up Well specs as the only ones that can siphon AoE.

yes, exactly. thats what i said and critisised the idea for. this shouldnt be limited to wells.

Dagger specs could have the same or increased HP/s siphon gain that they have now, the only difference is that staff/scepter wouldn’t be sitting at half or less of the gain just because they attack slower.

yep, thats what i said ._.
and thats fair since scepter/staff has a range of 900/1200 and can kite while a dagger has to go into melee range, take a risk and eat more damage.

instead of an internal cooldown, they could still cap the maximum amount of lifesteal within a given time so things wont get out of hand

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

Dec. 10th Balance Preview (Necromancer)

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Posted by: RashanDale.3609

RashanDale.3609

Only put ICDs on Vampiric and Vampiric Precision, because those are traits that most builds who want siphoning would want to take. That opens them up to far more builds, so any necro can have Blood Magic sustain. Then keep Vampiric Rituals as no ICD, because those traits are “gated” by how many wells you take and the duration of those wells; just like minion traits are gated by minions, and as such can have high siphoning without it becoming an issue.

this would only benefit well users while leaving all other necro specs still in a bad spot in that scenario.
necro has quite a few AoE-attacks besides the wells, like staff, whorn and life transfer and shackles and with these, other necro-specs could get a good increase in sustain against multiple opponents via lifesteal.

an internal cooldown would also severely cut the siphons of dagger and axe. these weapons have lower range than staff/scepter so i think it’s only fair when they leech more. currently, they could do that thanks to their fast and often hitting attacks (some (more) aoe on them would be useful tho for more siphons); an internal cooldown would break that.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

(edited by RashanDale.3609)

Dec. 10th Balance Preview (Necromancer)

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Posted by: RashanDale.3609

RashanDale.3609

Defiant needs a redesign. Fear and control are the necromancer’s main defenses, along with Death Shroud, and to make every boss and champion in the game immune to that, breaks the balance.

it’s not only defiant. a lot of our defensive conditions like freeze, weakness, cripple dont have any effect cause bosses simply dont use the affected mechanics. they dont dodge, sometimes dont move at all (or just teleport anyway) and freeze seems to do next to nothing to their skill usage.

same problem with boons and boonripping btw.

Necromancers need their invulnerability back. Death Shroud soaks up a lot of damage, but it spills into our actual health pool. This does not scale with some of the insta-kill attacks that some bosses pack in PVE. As long as necromancers don’t get a replacement invulnerability skill, there is a class unbalance. We are the only class that has to rely on 2 dodges, and nothing else.

i rly wonder why the damage from pve-bosses is so over the top in the first place. subject alpha for example blasts straight through ~21k HP and 17k DS (with a decent amount of toughness). almost every other classes wouldve been killed twice or three times if they would attempt to face-tank these hits.

Oh I know. I was one of the people that suggested giving DS an internal loss per second throttle to keep it on par with the defense options other classes get.

I’m pretty sure a lot of ppl suggested that already. i mean the discussions in this forum repeat themselves every week.
This change with a throttle of like ~50% LF/sec. max wouldnt be OP at all, imo (but im sure all the warriors/guardians will cry bloody murder again anyway), it just seems that Anet is still too scared to make any big changes to our class mechanic that are actually beneficial to necs.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

Dec. 10th Balance Preview (Necromancer)

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Posted by: RashanDale.3609

RashanDale.3609

I’ll repeat a suggestion I’ve seen before (Bhawb I think)

If they are worried about AE builds getting OP with lifeleech that is actually worth a kitten ; then just add a 1 sec internal cooldown to the traits like what was done with lifeleech food. Then both single target and AE builds get roughly the same benefit from vampiric traits and they can be scaled actual sustain levels.

But 1v2/1v3 is one of the scenarios where necro has the most problems, since its main defence only blocks a fixed amount of damage, unlike said blocks, evades and whatnot (there are some suggestions to limit the amount of life force you can lose in a certain amount of time, but thats probably not gonna happen. just like the healing/leech while in DS).

And thats were lifeleech could help, especially because they scale with the number of enemies. Spectral had that too until it got butchered with that internal cooldown.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

Dec. 10th Balance Preview (Necromancer)

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Posted by: RashanDale.3609

RashanDale.3609

It is currently 6/15, which with condition duration and other weakness inate to most PvP builds (only thing they usually look at) does equate to near 100% weakness.

i know what it is right now… -.-

but he wasnt talking about any other weakness. it was only about this one trait.

and 6s/15s = 100% uptime is just as incorrect.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

Dec. 10th Balance Preview (Necromancer)

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Posted by: RashanDale.3609

RashanDale.3609

Weakening Shroud
This trait as it currently stands on live is a borderline grandmaster trait. It is near 100% AoE weakness uptime for a small investment. The new version is still probably worthy of master tier with almost 50% AoE weakness uptime. This line has a lot of powerful traits, but suffers from having only 1 choice at grandmaster tier.

in what world is 6s/25s = almost 50%?

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

Reanimator changes

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Posted by: RashanDale.3609

RashanDale.3609

There are 3 issues that make Reanimator a bad trait in my opinion:
1.The combination of degeneration and that it triggers on death: with both of these it’s very likely that the useless horror is dead before you fight again. Imo they should either remove the degen (and limit the number of horrors maybe) or change the functionality to: “Whenever something near the necro dies, the necromancers next attack summons a horror”.

2.that it only triggers when you kill something. which is fine in pve and areas where things die regularly. but until that happens the trait is completely useless and i would definitely prefer something that actually helps me killing stuff. What i’d like to see: ’Every 30-45 seconds a jagged horror spawns (again, a limit 1-3 maybe). if something dies near the necromancer, the internal cooldown is reduced to 15 seconds).

3.The horror itself doesnt actually do much. it should really get the bone minions explosion, at least.

I dont have a problem with getting a minion as a non-minion master. this is the necro after all; it fits the theme and as long as the minion is useful without the respective MM-traits, theres nothing wrong with that.

but as long as it is a on-death-trait and the horror stays as useless as it is, reduced cooldown wont help at all.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

(edited by RashanDale.3609)

Dec. 10th Balance Preview (Necromancer)

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Posted by: RashanDale.3609

RashanDale.3609

It’s like ANet telling us: “For god’s sake just reroll a guard or warrior already”.

so much this. Why do Guardians constantly get buffs? they need to get hit with the nerfbat, hard and often; not buffed...

Mark of Blood. Removed 1 bleed in PvP only.
Signet of Spite: Removed one bleed.

The kitten? The first one hits Staff way too hard.

Spite 15 – Death into Life. Increased conversion from 5% to 7%

Healing power is kitten, especially for nec. This wont change anything

Curses VIII – Banshee’s Wail. Increase cooldown reduction from 15% to 20%.

The 15% and the extended duration was already good enough. pointless buff.

Curses IV – Weakening Shroud. Increase recharge from 15 to 25.

Welp. Nerfed into uselessness…

Death 5 – Reanimator. Decreased cooldown from 30s to 15s.

Oh kittenmit, now it’s pretty obvious that theyre mocking us…decreasing cooldown doesnt do anything as long as the horror itself is still so kittening useless…

Blood Magic 25 – Blood to Power. Decreased health threshold from 90% to 75%. Increase Power from 90 to 120.

Same here. Just remove it already and give us something fun and useful instead…

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

upcoming changes

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Posted by: RashanDale.3609

RashanDale.3609

new stuff? ugh, they cant even fix our current issues…

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

Official thief notes for Oct. 15

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Posted by: RashanDale.3609

RashanDale.3609

the only bad change i see there is the Larcenous strike nerf, which i just dont understand. Boon-ripping is the main purpose of that skill, why didnt they nerf another aspect of it instead? tone down the damage or change it to 1rip+1steal. something like that…

What? alot of people, myself included, used it to simply gap close and evade hence why most would simply dodge out of the 2nd attack chain. Larc strike still does good dmg, be happy.

let me rephrase that:
I think, boonripping should be the main purpose of the skill, not the evade, damage, etc.. So i would rather see Anet nerfing it in another way than lowering the amount of removed boons. As i said, by nerfing the damage or the evade instead.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

Official thief notes for Oct. 15

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Posted by: RashanDale.3609

RashanDale.3609

the only bad change i see there is the Larcenous strike nerf, which i just dont understand. Boon-ripping is the main purpose of that skill, why didnt they nerf another aspect of it instead? tone down the damage or change it to 1rip+1steal. something like that…

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

October 15th Patch - Necromancer Edition

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Posted by: RashanDale.3609

RashanDale.3609

cant log into GW2 atm, so here a few questions:
-the pathetic scaling of deathly invigoration is still pathetic? or was that increased aswell?
-is the transfusion scaling 20% for the entire heal or 20% per pulse?

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold