Showing Posts For Ravien.4823:
We do have “strong” aoe, I feel. But it’s more situational and takes a lot longer to stack up and is easily removed. Our AOE isn’t better, just situationally stronger in some cases (and weaker in others)
I love Necro but really hope they actually start fixing our issues.
I like it too! I was just thinking about giving the useless Jagged Horror a leap attack yesterday. It might be good for all minions but should have a cooldown, and burrowing is way cooler!
I don’t see what the big deal is. On my server EB rarely, if ever, has a queue. If somebody wants to run around and “farm” presents, more power to them. It’s not like they are taking up a spot that would otherwise go to a contributing pvper.
And I don’t know about the rest of the WvWers, but I rather enjoy the fact that I can still obtain some of the holiday and pve content while doing WvW. WvW is what I enjoy most in the game, and I’d rather be doing that than running around pve zones to collect presents. If I see a present, I run over and grab it. They are like 10 seconds out of the way. They are hardly even worth noting, certainly not intrusive to pvp combat from what I’ve seen.
If anything, I’ve gotten a few kills off players who were fighting the present mobs.
WvW has so many others issues to be complaining about, this is not one of them. If anything, WvW needs MORE rewards that are on par with pve content (look at how much gold you earn in 20 minutes in a dungeon compared with half a day in WvW). We should be appreciative that the devs have added these to WvW, I know I am!
But if they are spawning on top of mortars, that does need fixing. They shouldn’t spawn in structures.
i hope this never gets fixed then XD
You can be sure it will get fixed as if it were a priority because Necro should be forced to hit 3 buttons for every 1 button another class pushes to make up for having extra hitpoints.
Quoted for truth. Seriously, that’s how I see it so far. Necro takes more skill (buttons?) to play well compared to some of the other professions, just to be less effective.
Don’t worry, thieves will probably still be able to shoot clusterbombs over walls from a safe distance out of LoS, doing as much damage instantly as Mark of Blood does over it’s entire duration, while at a safer vantage point.
I don’t think Epidemic is overpowered in any way with all the condition removal being used in WvW. You use Epidemic, and some other Necro uses Staff 4, so much for your Epidemic.
I tested with a stop watch running along a straight wall in wvw. If you dual wield daggers with this trait, the move speed increase seems the same as if you use Signet of the Locust. Does not stack with the signet or swiftness. Pretty nice change, if you dual daggers.
Signet of the Locust and Quickening Thirst do not stack.
However, having a mainhand dagger and an offhand dagger stack to the same 25% speed increase as the signet. Thus, if you have quickening thirst and dual wield daggers, you don’t need the signet.
I tested this with a stopwatch.
It’s hard to not think that JQ and SoS are teaming up on us (SBI) in EB when I run into situations like the following:
All crossed swords being on SBI territory. (Very frequent. More often than not we are holding out against both JQ and SoS attack forces on either side, and it’s everything we can do to hold on to our own territories, let alone attack anyone else’s)
JQ defending SoS Dolyaks headed into SM when we are trying to keep it supply starved. The JQ killed me, then backed off and let the Dolyak live with 10% life and a single SoS defender. (Happened the other day. Yes, JQ, that whole time we spent “double teaming” you with SoS, we kept up constant treb on SM and kept its walls down.)
SoS trebbing our towers while JQ attacks that very same tower, taking down the walls for JQ.
I know there’s not “an alliance” per say, and maybe it just happens whenever I play, but I do notice a lot of things like this happening. Of course it’s not the whole server, but still… I mean, at least make it a little less obvious, you know? Kill the freaking Dolyaks maybe?
I have a similar problem with bow and steal stealth. With a melee weapon, 99% of the time I become stealthed my auto-attack correctly cancels and I do not unstealth, however with a bow sometimes I do.
I think it might be because you have a projectile (in this case, bullet) en-route to the target before you become stealthed, then the bullet hits the target while you are stealthed, and since you just dealt damage to an enemy while stealthed, you become revealed. Maybe.
More testing would be needed but I bet this is why. It would be nice if stealthing didn’t cancel on an auto attack that was already on the way to the target before you actually stealthed.
I think before any other changes are made, fix the AI and see how we do for a month.
Actually, I’m glad they look pretty much the same so enemies can’t tell them apart and don’t know which ones to dodge through and which ones would fear them away!
However, I would love for them to look a lot cooler looking. They are kinda meh, their ground effect could use sprucing up and give them an actual animation when they trigger, you can hardly notice!
Mark of Blood + the trait that gives a mark of blood on dodge = high uptime regen on your minions.
It’s not going to keep all of them alive versus heavy AOE mobs, however. Heavy AOE mobs are one of the weaknesses of minions, but it’s to be expected. Just resummon them faster than they die, as long as you have at least 1 minion of some kind up, you got a meatshield to hide behind.
I LOVE big fights! I spam staff marks mainly, while using Epidemic every chance I get. Death Shroud is a great tool to staying alive in a zerg versus zerg fight. Of course if you get caught IN the enemy zerg, you’re going to die, but that is usually through your own fault.
Sure, everyone might have condition removal, but most people aren’t going to spam it the second you cast your bleeds. Every ~6 seconds you are putting 3 bleeds on people in a large aoe with staff 2, and every 15 seconds you’re spreading those 3 bleeds to everyone else.
Also, think of it this way: while you are leisurely dropping marks, you are forcing a lot of enemy players to use their heal spells/condition removal abilities, leaving them open to attacks from the rest of your team. No heal spell = they fall back.
Also with Epidemic ignoring LOS there’s nothing like dropping bleeds on somebody who is on a wall, then when they run out of LOS, you cast Epidemic and bleed all the people around them who though they were safe.
I seem to get a lot of loot bags on my Necro by spamming aoe conditions and spreading them with Epidemic. (Way more loot than on my level 60 thief)
I don’t have a problem with thieves who stay stealth, preventing a cap. (okay, so I do, they shouldn’t prevent a cap while stealth but at least you can kill them, just might take some time)
I do have a problem with the invisible guy who was preventing us from taking RQ last week. The invisible guy that I could chain melee attacks off of, that somebody rooted so we could tell he was there, yet we could not kill him. Ever. I think 5 people spammed pretty much every attack and nothing worked, even though like I said my melee attacks were chaining as if they were hitting a target.
It’s exploiting (game bugs?) like that, that leaves a sore taste in my mouth. Please, don’t exploit. I mean really, if you’re going to exploit now, it’s just hurting you in the long run when they fix it and you can no longer rely on them.
I use Carrion gear exclusively (perhaps I could use a combination for better effect though) and I feel I am extremely strong in WvW. One on one perhaps not so much, but in any group battle (like pretty much all battles) I have the tank to only die when I either make a mistake or the enemy zergs us. A high health means you can shrug off conditions, not that they are really a problem for us anyway. Thieves will do decent damage to you but as long as you are not alone you can live just fine.
Your damage is quite respectful, and while staff 1 doesn’t have that great scaling, the extra power helps you kill siege from a distance. (Remember staff 1 has something like a 1400-1500 effective range)
I’ve gotten past campers at the beast room before by working together with the 3rd server (no communication) and using a thief’s aoe stealth skills to remain stealthed long enough to get up there.
They might have had an arrow cart, but one arrow cart won’t stop ~10 people from reaching the top, especially when half of them are stealthed by a thief (doesn’t break on damage) and have swiftness to make the jumps in combat.
Of course, 1 measly arrow cart isn’t comparable to what they could have been using to camp with.