Staying realistic I would like to see:
- Improvements to life force generation
- flesh wurm cast time improvement
- bleeds from dhuumfire nerf reverted
- corrupt boon, spectral grasp and dark path being a little more reliable/general improvement
I’m pretty impressed with what I’ve seen from these skill bars so far. Here’s to hoping the other 2 deliver as well.
Last fix I would implement is for “Signet of Spite” to have an increased casting time as well as a renewed telegraphing – I’m thinking from 3/4 to 1½. It’s simply impossible to dodge that skill if you’re playing against an asura, and it’s incredibly difficult against a normal sized human – it shouldn’t be.
Signet of Spite is 3/4 second cast already and has a big ‘ol symbol of the signet appear over the caster’s head. I could see arguing for the symbol to appear at the start of the cast rather than about 1/3 through, however.
But you gotta remember how strong a skill it is. To me (and those that I mainly play with) it’s the strongest skill with the worst telegraphing. I can’t remember that I’ve ever dodged that skill on purpose. That’s not saying it can’t be done, but in a fight, having to watch extremely closely for an important skill is not optimal.
I’ve dodged “Steal” more times than I’ve dodged Signet of Spite, which should say something.
I wish I understood how strong this skill allegedly is since I never use it and see it as generally not very effective. I almost never see it used, anyway.
This is not the only example on this forum of people complaining about a class where it is strongest while the players who main that class reference where the class could be improved.
I really think everyone can get on board with making mesmers better where the class lags behind others, while simultaneously not making them crazy OP in 1v1. I’m not sure how to go about doing that myself, but it seems like an obvious middle ground.
Everyone with the kittens Greatsword and Sword. Honestly, those are the two most common used weapons among professions. You have ranger, warrior, mesmer, and guardian who can all use both these weapons and they are for the most part good options for all of them.
Why no love for Maces? Why can’t necromancers get a mace? Why does it always have to be swords?
I think it’s more of a lore thing.
Clearly almost any class. A necromancer is perhaps the worst choice though since some heals would be wasted on death shroud.
I would have picked an ele or warrior though. Lots of AOE and hard to kill in their own right.
Awesome, was waiting to here which classes would be next. Thanks for the update.
I roam on a necro, and I laugh at people when they run from me in Ana tempt to bruise their ego into fighting me again. It works about a third of the time.
But usually getting laughed at isn’t positive in any way.
I want a death shroud quality of life redesign before I care about switching dark path, plus how does that work with path of corruption? I"m far more concerned with death shroud being more friendly with or the necro and everyone else than changing dark path.
Even the best soloQ players lose a third of their games or more. Makes me wonder what goes through the minds of people who rage about a loss, since everyone has lost matches and will lose matches.
Sad joke:
Make it also allow healing in DS. why do we so much regen, wells, transufion, TEAMMATES, just so they cancel other out…. If 100% healing in DS is too strong, nerf it by 8% after a yearThe real, wnb constructive part:
Make heals heal DS hp. I seriously have no idea why it wasnt like this in first place.Honestly it is funny. Anet are so repulsed that necro might actually become good.
There is a two tier system in this game. Necros and rangers are the two classes neglected by anet imo.
What is wrong with making necro the best class. Why is it ok in PvP to have 2 warriors in alot of teams for 12 months. Why is it ok for 2 eles to be in alot of teams for the last 4 months and for the first year of the game. Why is it ok for these things to happen and yet there is no nerf or hotfix to these classes.
However after the dhumfire change necro finally became used in most teams (not even all teams). it still had weaknesses but they almost instantly hotfixed necro and continued to nerf it even when it wasnt played often. necro wasn’t played before the feature patch and yet the only major nerf in that patch was to necro (dhumfire). And that wasn’t an 8% shave either. It was a total nerf of the main trait necros have (that and terror).
Why is necro so different. Why if necro became so good it would be run as a 2-of in pvp teams (like warrior) would it be hotfixed instantly?
What is the problem. Warriors/thieves/guardians/eles they have had the best classes in the game for most of the game. They have had long entended peroids of being so brokenly powerful that you NEED them in pvp to win.
Why can’t ranger and necros be given that chance? Just make it so teams have 2 necros/2 rangers. Warriors had their time thinking they are pro with easy mode play.
One rule for necros/rangers and one rule for the others.
Also the changes necros and rangers get are always comical. A total lack of understanding of the classes whose USP’s are broken. Then classes like engis get really in depth changes and warriors just get brokenly good stuff which gets “shaved” by 8% every 12 months (whilst also mega buffing other parts of the class).
As much as I want to see my main class of necros improved, saying things like “warriors had their time” is terrible logic to buff them and rangers.
The issue here is that not only is this trait weak, all necro healing is weak. It’s stupid that I can spend 2 grandmaster traits to heal myself and they can’t work at the same time, and each of them is balanced as if they can.
Getting LF on every hit doesn’t make you better against CC or focus fire… at all. If you get focused and CCed you aren’t casting anything period.
That’s exactly what I was getting at. That is counter play.
There is supposed to be counterplay to LF gain, that way the enemy actually has a way to avoid your sustain. That is why sustain tends to be tied to skills that have counterplay, or AAs that can be avoided in some way. But simply putting it on every single ability base is too much.
Would still be weak to focus and CC.
Heres my breakdown of GW2 proffesion balance, as seen in the forums:
Warrior: OP
Guardian: OP
Necromancer (condi and terror): OP
Mesmer: OP
Elementalist: OP
Engineer (nades): OP
Ranger (condi): OP
Thief: OPAm I missing anything?
Forgot turret engis.
My suggestion is to reduce total DS by 30% giving you 91% of the current DS with 6 in soul reaping. Then introduce a 1% life force gain on every hit, creating scaling on necros sustain in teamfights. Then allow stomping rezzing and other interactions in ds, and allow siphons to work in DS. That would be a good start to fixing the sustain of necros.
I’ve had this exact idea, although reducing DS a little more would probably be needed depending on what counts as a hit.
I was thinking literally every time you hit something. If grasping dead hit 5 people you would get 5% life force. That way you would have much more deathshroud for team fights and much less for one on ones. The actual amount of DS compared to now would need to be figured out. I picked 30% because you wouldn’t get one shotted out of it in full zerkers still.
I seriously agree with this. It would really go a long way in fixing necro issues and fixing the QQ that people have about necros simultaneously, if it came with a few other weapon reworks.
I just want life force and DS to be more possible to balance the two of them attrition style if I’m a skilled enough player, like an ele can keep themselves healed. I don’t want it to be “decide the fight before my life force is gone” because otherwise I’m a sitting duck.
Eles, necros, guardians and warriors will be the best options, with warriors and eles probably being the best at dealing dps and guardians the best with support. Necros will get focused but a well positioned necro can do a lot of damage too.
My suggestion is to reduce total DS by 30% giving you 91% of the current DS with 6 in soul reaping. Then introduce a 1% life force gain on every hit, creating scaling on necros sustain in teamfights. Then allow stomping rezzing and other interactions in ds, and allow siphons to work in DS. That would be a good start to fixing the sustain of necros.
I’ve had this exact idea, although reducing DS a little more would probably be needed depending on what counts as a hit.
Omegas, trebs and catapults. Sometimes a ballista in the right spot.
This.
There is a difference. Atm, as you say, DS interactions are an exploit. Exploits are forbidden unless you want to get banned. They are, as far as I understand it, not wanted by Anet. Thus, I and several necros I know don’t use that exploit. Implementing it as a feature would drastically change the impact of DS interactions, because then everybody be able to do it just like that. It would change a big part of casual player experiences. Don’t know if necors use it in official torments. But it being an exploit would than get them banned, because it would have been recorded and official…
I agree. Lets make sure the class without notable team utility is prevented from having a strippable boon – that doesn’t last the full duration of the stomp – so that they could contribute to team fights and take advantage of their otherwise flashy but not fully useful grandmaster trait. Definitely.
Your sarcasm aside, I did not call for it not being possible. I just pointed out, that it is not a feature yet but a bug/exploit. Personally I’d find it too strong to be able to interact in death shroud with the surroundings (read — stomp/ress/commune/etc.). But that is just my opinion. Of course your are entitled to your own.
What about it makes it too strong? The class is considered below average in most situations. I don’t see having some stability during a stomp being too strong at all, especially for a class with no notable niche besides boon stripping which isn’t all that strong with boon spam.
Currently about 125 gold to avoid buying some cheap items and equipping them.
I hardly ever even use the regular stuff since they took it out from the dailies. No reason to really gather. I wanted them when they first released but now I definitely wouldn’t get them, even if I had the 375 gold to spare.
Daily Gatherer is still in there. It was being cycled out for a while, but it has been there every day for some time now.
Yeah but not every day like it used to be, and now it seems to be easier to get dailies without running to nodes.
Hotjoin is practice. Either learning new professions or specs or becoming a better pvp player – although it doesn’t really promote the best tactics – is what hotjoin is for mainly. Also killing time before a queue pops or just some pvp without any real consequences for leavin or losing.
Here’s the thing that I hope gets passed on or addressed: it only takes 1 person to ruin a match. If 60% of people don’t mind the map, 30% love it, and 10% AFK it, it could still ruin almost every match.
It only takes one and it happens on skyhammer more than any other map. It should definitely be looked into.
There are 3 more ready ups at 2 week intervals, but we also need the ToL to wrap up too? Which I think would happen sooner than the RUs, but still I’m sure that also needs to happen.
Currently about 125 gold to avoid buying some cheap items and equipping them.
I hardly ever even use the regular stuff since they took it out from the dailies. No reason to really gather. I wanted them when they first released but now I definitely wouldn’t get them, even if I had the 375 gold to spare.
There is a difference. Atm, as you say, DS interactions are an exploit. Exploits are forbidden unless you want to get banned. They are, as far as I understand it, not wanted by Anet. Thus, I and several necros I know don’t use that exploit. Implementing it as a feature would drastically change the impact of DS interactions, because then everybody be able to do it just like that. It would change a big part of casual player experiences. Don’t know if necors use it in official torments. But it being an exploit would than get them banned, because it would have been recorded and official…
I agree. Lets make sure the class without notable team utility is prevented from having a strippable boon – that doesn’t last the full duration of the stomp – so that they could contribute to team fights and take advantage of their otherwise flashy but not fully useful grandmaster trait. Definitely.
You really need to start making better points about what you think is OP and why. You can’t just start threads saying this is OP that is OP, especially regarding the mesmer GS because you seem to admit that you don’t know what is happening when the mes is hitting you.
Plus a lot of your issues seem like they are fixable without toying with class balance. But the others you need to elaborate and make better points because its just QQ as you state it.
On the contrary, since the heavy armor classes are in the best positions in the game as a whole, and they constantly say its not a big difference, why not just remove the difference? I mean it’s negligible as is, so just remove it entirely.
Some players, especially bad ones, will find a way to blame the team’s failures on others while avoiding responsibility for themselves. It’s like a bully, they take it out on others.
The other day I was called a noob along with another teammate for retaking our home point by a guy who was getting farmed off point. I’ve had a guy call the whole team noobs while he claimed to be fighting 3 people on skyhammer alone, when there were at least 3 enemies on the rest of the map holding their points. I’ve had a player I really respected throw a hissy because his teammates died – he wasn’t sure why, but somehow missed the warrior who came up from the other side of the point that swung the team fight.
It happens, and it is really difficult to avoid. I’m no elite player but if be willing to talk in game if you want to add me.
I almost just want to take lich form for a condi build so I ckittene #5 for Huge boon strip/condi cleanse real quick. still stomp and rez hmhmm….No I can’t people will make fun of me :C
You can lich-stomp and I youll generate more wtf and cheers than laughter if you pull it off
+the full CD has been fixed
Back on topic, Id say we cant afford plague anymore
You got so many bad matchups as a necro that extra 2s CC is needed and it still mostly isnt enough.
How do you lich stomp? 0-0 it has a cast time, so you can’t cast it while stomping…
It’s like shroud stomping from what I understand.
I start duels at 50%. If someone wants to duel with me having 0 life force than I refuse, because its a big advantage for whoever I’m fighting.
My opinion may not be popular or accepted but to me it’s like you said, fighting without my class mechanic and main defense.
If you have AOE, just group them all together in a certain spot and don’t get knocked down and/or stunned if they start hitting you hard. More of a problem for squishy builds.
If you have more single target damage, but the scouts first – you can pull them pretty far from the camp. Then kill the super and the guard since they are easily kited.
Its very good! Constant poison and blind/weakness depending on what skill you use. Also gives a safe stomp and pretty much safe res if you spam blind with it. Bunker guards hate poison when its permanent with 3 guys beating down on him/her.
Pretty sure u cant use the blind when stomping can you? The problem is people play around it. You go plague and warrior just goes away from you and longbows you with burning you cant remove and bleeds, or an engi does the same. Plague form makes you less tanky if they are applying conditions – or so it seems.
Plague still pulses even when stomping or rezzing.
Now if only everyone who soloQs could read and practice this, it might make games more competitive.
But realistically it only takes 1 or 2 bad players to ruin a whole match.
- A necromancer cleaving weapon, either through redesign or a new weapon
- the absence of more active defenses (only class without vigor and others as discussed ad nauseam)
- Reducing cast times to flesh wurm and various other skillsIt was intended. As of now, anet doesn’t want necromancer to have mobility. They also said the lack of cleaving should be a necromancer weakness, so it’s pretty much working as intended as well.
- Improving movement speed of staff 1 so that it is a more reliable skill, since it’s not necessarily weak but ineffective due to the slowness.
I feel like staff 1 just lacks synergy with 2,3,4,5 overall. I think they should completly rework it.
I agree for the rest of the balance suggestion.
@BrunoBRS.5178
Leave it to the moderator. Don’t act like one, it’s annoying. For the record, I don’t see you out there walking children in nature.
The lack of mobility would be easier to accept if we didn’t trade all mobility and active defenses for death shroud in its current state. Right now it’s simply not an even trade, and you can see this with the simple “focus the necro” sub-meta you see in pvp.
Cleave might currently be intended, but due to necro’s standing in PVE, and given other necro weaknesses like sustain and stability, I don’t really see a necro cutting down warriors and guardians with a new cleaving weapon – not that you implied this. I don’t think it would change much in pvp but would make a huge difference in PVE.
Thank you for your post.
Thanks for the bumps, but I’m only interested in discussing my main class in regards to upcoming balance changes.
(edited by Roe.3679)
8/10 good stuff, love charrs
My fem human necro on the attack!:
7/10 , I prefer more darkish necros
What headpiece is that?
can people please stop putting “skill bar” on the title to try and grab free clicks? you’re not discussing skill bar (the mini-show), you’re discussing necro balance. so don’t put it on the title.
It’s in reference to the upcoming skill bar discussions as I clearly state in the first paragraph.
I would appreciate if you left feedback regarding the topic and not trivial details in the title.
(edited by Roe.3679)
https://forum-en.gw2archive.eu/forum/professions/balance/Necro-Why-Unholy-Sanctuary-seems-so-weak/first#post4003721
- Summary: Discusses why a 30 point trait that gives occasional regeneration is weak.
https://forum-en.gw2archive.eu/forum/professions/balance/PvX-Necro-SoV-by-the-numbers/first#post3967658
- Summary: Discusses why SoV comes up short against many other heal skills.
Necro QoL/General
https://forum-en.gw2archive.eu/forum/professions/balance/The-truth-about-profession-balance
- Summary: Outlines issues that Necromancers have and speculates to their origin, as well as outlines why Necromancer features look good on paper but less so in practice.
https://forum-en.gw2archive.eu/forum/professions/balance/Necromancer-Dark-Path-range-out-of-range/first#post4086921
- Summary: Discusses the ease that Dark Path can be outrun and ways to improve it.
https://forum-en.gw2archive.eu/forum/professions/balance/PvP-The-state-of-Necromancers-in-PvP/first
- Summary: Discusses many Necromancer weakness and causes of said weaknesses in PVP.
https://forum-en.gw2archive.eu/forum/professions/balance/Necro-dude-you-CANNOT-get-away-from/first#post4001986
- Summary: Discusses how a necromancers lack of chasing can regularly mean that they can still be escaped, despite the class aim to be hard to escape from.
https://forum-en.gw2archive.eu/forum/professions/balance/PvX-Necro-Bugs
- Summary: Outlines a multitude of bugs that affect the class.
https://forum-en.gw2archive.eu/forum/professions/balance/Necro-Flesh-wurm-cast-time/first#post3967258
- Summary: Outlines reasons to and reasons why small buffs to Flesh Wurm could improve the class.
https://forum-en.gw2archive.eu/forum/professions/balance/Now-that-Dumbfire-is-gone
- Summary: Asks for buffs to “shaved” skills since Dhuumfire was nerfed in sPvP.
https://forum-en.gw2archive.eu/forum/professions/balance/PvP-X-Necro-Can-i-haz-swap-sigl-on-DS-plz
- Summary: Requests that necromancers can swap weapons in DS like they could at launch.
https://forum-en.gw2archive.eu/forum/pvp/pvp/One-necromancer-in-semifinals-zero-in-finals/first
- Summary: Discusses weaknesses of necromancers in high end PvP.
These topics don’t even begin to really touch on:
- the lack of blast finishers and combo fields on necromancer weapons (least of any class)
- the complete absence of movement abilities on weapons (only class without any)
- huge variation of life force regeneration among builds
- the absence of more active defenses (only class without vigor and others as discussed ad nauseam)
- Very long cast times/after casts
I’m posting this not to demand answers, or to get promises, but to ask for recognition of the class weaknesses and hope to give ammunition for the Necro Skill Bar. Another reason is to highlight that there are dozens of viable suggestions in these posts as well. If that isn’t enough, check out the necromancer subforum. I remain hopeful that many of these changes can be made while remaining balanced and addressing the real issues that hold the class back in some regards. From these topics, I think it’s safe to assume that those main issues would be:
- A necromancer cleaving weapon, either through redesign or a new weapon
- A more friendly DS that gives more information to teams and the necro themselves, and potentially a revised life force pool and life force regeneration to allow for less tankiness and more skill based attrition.
- Allowing Necro more functionality and synergy in DS on some level (no heals/healing traits or signets work in DS, and weapon swapping is disabled).
In the short term, some changes that could make sense are:
- Improving movement speed of staff 1 so that it is a more reliable skill, since it’s not necessarily weak but ineffective due to the slowness.
- I’m not sure what would be best, but making axe more useful
- Improving reliability of skills that fail regularly like Corrupt Boon and Dark Path
- Reducing cooldowns on stun breaks, especially spectral skills
- Improvements to active life force regeneration
- Reducing cast times to flesh wurm and various other skills
- Allowing Necro traits to work through death shroud, even if other heals don’t for now (examples of traits would be parasitic contagion, siphons, potentially signet of vampirism) AND potentially giving necromancers their version of Soothing Mist that can work through death shroud.
- Adding blast finishers to offhand dagger and warhorn, and potentially combo fields (i.e. a dark field on grasping dead)
- Adding back in some of the bleeds lost due to dhuumfire nerfs.
TL;DR – Necros are lacking and could use some love.
Thanks for reading. Please feel free to add your thoughts as well.
(edited by Roe.3679)
According to the balance update, the following is the description of necromancer changes for 9/9:
Anet:Necromancer
Our focus for necromancers in this balance update has been on improving their survivability through utilities and traits as well as improving the overall effectiveness of their melee and skirmishing weapons. You’ll see that the dagger auto-attack will now hit two targets, while the axe’s animations have been tuned to be more fluid. Along with weapon skill updates, your utility skills have been updated to provide more survivability over time.
Changing 1 single utility is hardly enough to give meaningful impact to necromancer sustain and doesn’t even fit in line with your own description.
Below are issues and suggestions regarding necromancers from a post I made some time ago.
Necro PVE
https://forum-en.gw2archive.eu/forum/professions/balance/Anet-this-is-just-wrong
-Summary: Necromancers unwanted in PVE Dungeons, this is unacceptable.
https://forum-en.gw2archive.eu/forum/professions/balance/Necromancer-utility-idea-Bone-Wall/first#post4191750
- Summary: Idea that addresses necromancer’s lack of group utility in PVE groups.
https://forum-en.gw2archive.eu/forum/professions/balance/PvE-Necro-needs-team-support-buffs/first#post4168935
- Summary: Ideas to improve necro, needed because of lack of utility for groups in PVE and cleave damage.
https://forum-en.gw2archive.eu/forum/professions/balance/PvE-Necro-Sig-of-Undeath-shorter-cast
- Summary: Signet of Undeath’s cast time is too long to be meaningful and the passive is weak too.
https://forum-en.gw2archive.eu/forum/professions/balance/Necro-Cleaving-Weapon/first#post4124139
- Summary: Necromancers lack cleave – only class that does.
https://forum-en.gw2archive.eu/forum/professions/balance/Suggestion-Necros-stronger-as-fight-goes-on/first#post4124077
- Summary: Highlights the idea that necromancers should be stronger as a fight goes on, although they currently don’t do that.
https://forum-en.gw2archive.eu/forum/professions/balance/PvE-Necromancer-Can-we-get-a-rebalance/first#post3995987
- Summary: Necromancer is unwanted in PVE, concerned for lack of direction.
Necro Stunbreaks
https://forum-en.gw2archive.eu/forum/professions/balance/necro-Well-of-power-a-secondrate-stun-break/first#post4201607
- Summary: Well of Power doesn’t function as well as most other stunbreaks.
Necro Traits
https://forum-en.gw2archive.eu/forum/professions/balance/Necromancer-Foot-in-the-Grave/first#post4200217
- Summary: Foot in the Grave is weak, despite high hypothetical stability uptimes. Promotes potential fixes to justify 30 point trait.
https://forum-en.gw2archive.eu/forum/professions/balance/Necromancer-Path-of-Midnight/first#post4190025
- Summary: Path of midnight offers a strangely smaller reduction in cast times compared to many other cooldown reducing traits.
https://forum-en.gw2archive.eu/forum/professions/balance/PVE-PVP-I-hate-necro-traits/first#post4177832
- Summary: Outlines weak Necromancer traits and lack of trait synergy.
Lack of DS Synergy/Functionality/Design
https://forum-en.gw2archive.eu/forum/professions/balance/Why-can-t-necros-stomp-and-res-in-DS/first#post4198456
- Summary: Discusses necromancers being unable to stomp and rez in DS.
https://forum-en.gw2archive.eu/forum/professions/balance/Death-Shroud-Show-Skills-6-10-Cooldown/first#post4185839
- Summary: Display utilities while in DS so necros can make better decisions about leaving DS.
https://forum-en.gw2archive.eu/forum/professions/balance/Deathshroud-or-why-Blood-magic-is-pointless/first#post4093766
- Summary: DS prevents heals from all sources, including our own traits and class minor mechanics like siphons.
https://forum-en.gw2archive.eu/forum/professions/balance/PVP-Deathshroud-needs-redesign/first#post4084407
- Summary: Death Shroud is overwhelming when full and a big weakness when empty. A smaller more refillable bar may be better for everyone.
Lack of Necro Sustain/Attrition
https://forum-en.gw2archive.eu/forum/professions/balance/put-stability-on-locust-signet/first
- Summary: Necromancers aren’t able to stay in fights well due to CC, although the class requires aggression to function well.
https://forum-en.gw2archive.eu/forum/professions/balance/recieving-heals-inside-ds-is-needed/first#post4060897
- Summary: Teammate heals are wasted when necromancers are in DS, and many Necro skills are also wasted by entering DS – including three #6 heal skills, all regeneration and siphon-like traits.
(edited by Roe.3679)
Or you could just toss on locust signet and pull it back off when you see people. Takes way less time and management.
Nope, it will take more time. Getting somewhere 12% slower will have a great effect if you’re running around a lot. Yes it takes more manegement but it will save you time in the long run.
Anything that takes more management increases the chances of my getting caught with my pants down, so to speak, and dying in WvW takes a lot more time to recover from than the difference between locust signet – that takes about 1 second to change – and swiftness that requires cooldowns and armor swaps.
Plus it’s 8%, not sure where 12% came from.
Or you could just toss on locust signet and pull it back off when you see people. Takes way less time and management.
First thing – is there a pattern on which clas/spec you are losing to? If so, learn that class and its weaknesses. Next, as flow said, keep playing against good players and doing what you can to beat them.
Lastly I always try to think about what happened if I lose a fight, or a match, or have a bad day or something. What could I have done that would have improved the fight for me? I know for a while I was doing very poorly against warriors as a condi necro, and while a good strategy could have been to take travelers runes and foot in the grave and kited off point when needed, I wasn’t doing those things. But I realized it afterwards. Sometimes it helps to criticize yourself the way many people do with others.
I am bookmarking this for the lulz of a warrior being jealous of rangers.
If they let our siphons heals and all that other stuff work through ds they would have to nerf the living hell out of vamp traits, transfusion, parasitic contagion vamp food leech sigils, vamp runes. Could you imagine a carrion or rampagers necro with parasitic contagion and all vamp traits. God kitten . Yeah do it. Now.
Only need to make the necro traits (not Transfusion) and the Regeneration Boon work through death shroud. All healing would currently be OP, yes, but the traits the necro has would not.
And a Carrion necro wouldn’t play much differently if those things did work through death shroud. They hardly spend time in death shroud anyway.
If they made a lot of our regeneration into some sort of necro soothing mist boon, it would work pretty well. Let the siphons and necro based healing work that way and it should be pretty ok. I bet if you could also help signet of vampirism work exactly how it does now but in death shroud (and probably with the same fix be able to see cooldowns on 6-10 skills), that would be an attrition necro right there.
I used parasitic contagion in the build I posted in this thread:
I had a pretty good time with it.
It took them 18 months to decide healing signet needs to be nerfed.
Healing signet was rather useless for the first year or so of the game, so if you’re going to call it like you see it, you should look a little closer.
6 seconds on my Necro.
Show me the 6 second fear in game. Tooltips are notoriously awful, especially about condition durations.
Tooltip could be accurate, but it doesnt matter since he took the screen in PVE with food on. Could have a lot of other stuff that doesn’t translate to PVP, too.
Yea sure a random proc that fears you for 5 seconds has counter play?? Am I supposed to waste my dodges whenever I engage a necro even if his not attacking me?
I never get over people hyperbolizing fear durations. Reaper’s protection is a 2 second proc.
I saw in another thread a guy said he was fear chain spammed for 10 seconds. Which it caps at 5 seconds.
Also corrupt boon already misses a lot. If you give it an animation it’ll need a cooldown or efficacy buff.
Its not 2 seconds with the trait that increases fear duration. And if the necro has nightmare runes then its even more than 5 sec fear.
And random dodging corrupt boon is not counter play.
Fighting a necro is not skill based. Its about stacking condis clears, random dodging and CCing him to death. Its not fun for the necro and the player who fights them.
Solution : give necros stability and remove the stupid passive or insta cast proc that has no counter play.
I’m sorry that a necro spending a majority of trait points for a few moments of safety was so frustrating. Perhaps you could bring a stunbreak or instant condi clear (aka, counter play) instead of eating 3 seconds of fear in this particular situation you laid out?

You got so many bad matchups as a necro that extra 2s CC is needed and it still mostly isnt enough.