Been super pleased with this match up with BP and CD. Good fights to be had!
Zerker armor, PVT or something completely different?
You can use full zerker but it’s very tricky to learn positioning, an do if you get caught you’re done. I use full soldiers because zerker damage was nerfed and I find the survivability of soldier gear more favorable to the damage of zerker, but you can mix and match or go all one or the other.
Necros need quality of life improvements, I think. Buffs to utility and support and survivability but not damage. If this change was 1 might stack = 1 bleed stack, I would be popping 20 bleeds on people constantly because of the strength runes and sigils and whatnot. If they changed it to X might stacks = 3 bleeds I could see it, but I’m not sure it needs to be changed from vigor being converted to bleeds to begin with.
Well, good!
Now add a similar way to handle stacked Might to 1-2 more classes (Thieves remove Might for instant damage, Rangers have a trap which turns Might into Weakness and Immobilize), and add PvE mobs which turn Might into Bleeding, and we just might see a very player-controlled end to the endless 25-might-stacks-at-all-times.
Good for players looking for ways around the mini might meta, bad for necros who will almost assuredly be ruthlessly beaten with the nerf bat afterwards for spiking huge condi stacks.
Yea rennoko if you do not get bursted out of DS in 10 seconds. Honestly it’s not competitive. Spectral Mastery/Path of Midnight are better. The trait got DOUBLED in efficiency and it’s still lackluster. The best time to use it is in PvE when you can control not getting bursted out of DS in 10 seconds. Otherwise I do not understand the purpose of the trait. DS for the most part is meant to soak damage. But this trait does nothing to help that. It helps when you are NOT taking damage. The LB trait is even better than this one. ::shrugs::
It helps any time you are in DS for the reasons Rennoko outlined. Unless you stay in DS for very short periods, it’s a really useful trait and I really notice the impact it has.
Do you have a link to that build, or at least what are the important skills in each line?
My build I take:
Reaper’s might and axe training in spite
Targeted wells and chilling darkness in curses
Vital persistence, near to death and deathly perception in curses
If you go with the 30/10/0/0/30 then grab the trait to do 20% more damage at 50% health instead of the curses master spot.
Axe/x and staff as weapons.
It’s a pretty solid build in that you can really annoy and hinder a front line and deal enough damage in DS to hit take down squishies, plus not have much trouble surviving. Cheap gear, too.
NeXed, or anyone else that doesn’t run conditions, what build do you run? I’ve been away from the game for awhile now, and when I left condi staff Necros were tearing it up in WvW zerg. Is some sort of zerk power build the new meta?
I run 20/20/0/0/30 with full soldiers with wells and plague. You can still hit hard in DS, tons of survivability, and AOEs everywhere. 30/10/0/0/30 also works well. But power necros are welcome to any zerg, but condi is less useful due to cleanses.
I think it’s mostly a word thing. If you aren’t mighty you are weak. Makes sense from that standpoint. But necros would go from the weaker side of balanced to wildly OP if this happened. I play a corruption necro and it feels about right right now, this change would get necros nerfed as hard as dhuumfire did.
I thought Necros need buffs? And since “boon/condition control” seems to be the theme to a Necro’s utility, this might just be the indirect buff they need to be taken serious for their main utility?
Necros need quality of life improvements, I think. Buffs to utility and support and survivability but not damage. If this change was 1 might stack = 1 bleed stack, I would be popping 20 bleeds on people constantly because of the strength runes and sigils and whatnot. If they changed it to X might stacks = 3 bleeds I could see it, but I’m not sure it needs to be changed from vigor being converted to bleeds to begin with.
I love this trait.
Would you mind elaborating pierwola?
Yeah I was completely unaware you could change characters mid game in tpvp either
It’s possible but it’s generally a terrible idea because after load times your team might go a minte or so a man down, which is usually enough time to lose.
Like flow said, how about instead of these changes, we make healing in death shroud baseline instead.
What does everyone think about Foot in the Grave and it’s usefulness?
Right now there is a thread in the balance forum on giving necros more stability (if you haven’t seen it: https://forum-en.gw2archive.eu/forum/professions/balance/put-stability-on-locust-signet/first) and one of the things brought up in that 5 page thread is that we have stability on Foot in the Grave.
Personally I don’t find the trait impressive, knowing that we have to continuously flash DS and spec heavily for boon duration to have this theortical stability uptime. I know I already use DS defensively and offensively, so adding in another major reason to hit my DS cooldown makes it seem so that this powerful boon is used at the wrong times, and isnt there when I need it.
What does everyone else think? Does anyone feel that FITG helps their build and playstyle?
(edited by Roe.3679)
ANET has told us that PvP is more popular than ever. If so, why is there a decline in matchmaking quality?
There’s your answer right there. You’re getting match ups with less skilled/practiced players because there are far more of them.
I use my main because that is where I want my champion title the most, and where I know the most about the class and how to play it. My alts are more specific to different tasks and playstyles (WvW roaming toons, PVE toons, etc). I only use my alts in hotjoin.
It’s a cool idea. But if you get more responses, they’ll probably be more along the lines of: “there are a few dozen things that should happen first.” Like new maps, new game modes, etc.
Which couldn’t be more true consider how extremely long it takes Anet to do anything.
I wonder if they take a long time to inhale and exhale. That could be the cause of this issue.
Or they’re secretly a company of sloths. Yeah. That’d make a lot more sense.
Then the devs would be way more snuggly and adorable, though.
No, it’s probably just a thief.
The last time I noticed this every point was decapped. But like I said, it’s only when the creatures are left alone for some time.
I was just wondering if anyone else has experienced the points recapping in forest of Niflhel if the creatures aren’t killed? I’ve seen this happen – or I think I have – twice now, where both creatures are left alive for some time and the points decap.
I haven’t seen any announcement in game, nothing on the wiki, just curious if I’m crazy or if this is actually a feature.
It’s a cool idea. But if you get more responses, they’ll probably be more along the lines of: “there are a few dozen things that should happen first.” Like new maps, new game modes, etc.
From what I understand which isn’t much, you can’t transfer to Chinese servers like you can between NA and EU. They are entirely seperate although its the same game.
They are pretty much all the same from what I understand, except for the skins you can get.
There was a thread earlier where people discussed getting ascended gear from pvp rewards, I’ve only completed 2 tracks and got an armor box. I got 2 exotics too. They aren’t useless to me, especially on top of the silver you make every match.
EOTM will always be capable of being a karma train because the matches last 4 hours and defending is less worthwhile than it is in WvW. In my opinion, anyway. Why defend something I will for sure lose in 4 hours or less when I can be taking objectives and gaining big loot that EOTM offers?
I think it’s mostly a word thing. If you aren’t mighty you are weak. Makes sense from that standpoint. But necros would go from the weaker side of balanced to wildly OP if this happened. I play a corruption necro and it feels about right right now, this change would get necros nerfed as hard as dhuumfire did.
You aren’t forced to take it. You take it because its good. Mesmers aren’t forced to take deceptive evasion, they do because it’s a good trait. Condimancers aren’t required to take terror, but they do because it’s a good trait. Same for warriors and fast hands. You perceive it as being forced to take it because its a good trait that you want and nothing is a better option, but you are free to use whatever trait setup you like.
Oh, and let’s not forget about the lack of stability and stun breakers. Honestly, I think that this last complain is the main reason why there were so less necro’s at ToL. They simply have a low chance against all those warriors.
I think this is an important point since necros were the meta nearly a year ago, but warriors were the counter with CC and survivability. But necros were nerfed rather heavily since then while warriors remain shaved but still very strong.
You can’t deal damage while stealthed. You can’t force a player off of a node with stealth… heck you can’t cap a node at all while stealthed.
Stealth is very anti-noob. If you’re facing players that turn into grazing cattle when faced with fear, then it’s strong. However, if you fight some one that’s used to how the different classes behave based on the current situation, stealth isn’t nearly as strong.
Fear… is cc… you can smash and bash some one’s face in when they are feared or force them in a direction. That’s far more powerful imo.
You can’t hit a stunbreak and force someone out of stealth, like to can with fear.
Very different mechanics, pretty hard to compare them.
I’ve also said that you usually regenerate much more LF as any other profession can with HP.
This is exactly what you have wrong. And it’s mainly because we have no way to protect either of these resources besides some protection and the same dodges every class gets.
LB has Combustive Shot as reliable AoE. Other than that, nothing is left except for some strong skills with huge tells which can be easily dodged by competent players.
Staff has several utility skills which might output less DPS on single target than LB overall, but are way more reliable and provide strong utility.
Putrid Mark is a solid condition management tool. Chilblains offers amazing shutdown capability (especially against Elementalists and bunkers) and MoB provides permanent regeneration other than bleeding. All of these can be traited to be unblockable and have pretty much the same, short animation.
Ok so what I’m seeing is that you’re comparing the staff to combustive shot, which yeah, I agree, the staff is better than that single skill. But you’re implying that longbow skills can be dodged and staff skills cannot. On the contrary: they very much can, and sometimes reaper’s mark and putrid mark are the difference between winning and losing a fight, and they can miss because they are ground targeted.
But I guess it’s cool because we can spend 4 trait points and make the staff more comparable to a longbow’s condi damage. That a warrior can dish out in a power build…
Also, MoB only gives regeneration if you’re in the blast radius when it goes off. So a huge majority of the time there is no regen. This really gives me the impression that you don’t play the class.
You’ve misunderstood what I was trying to say. I’ve said that staff is solid and DS provides extra single target capability that staff may lack when you have your secondary weapon set not available.
Ok, so you’re saying…. that DS supplements the staff? Again?
Every weapon set has strong features along with weak ones and I’m not trying to deny that Staff has its weaknesses. Point is that you can overcome staff weaknesses either with your secondary weapon set or death shroud (which I think it is complementary to staff somehow) or both.
As has been on of the points in this thread, you don’t always have DS, so the staff should be capable of standing on it’s own, yes? Every necro starts an spvp match with 0 life force. So if staff must be supplemented by DS, looks like not only do necros start that match with no mitigation whatsoever, but also only 1 functioning weapon set. And this is by your logic, yes?
I see that better sustain through buffing LF regen might be a good choice without spoiling the original profession design. It is quite different from asking for vigor, mobility or invulnerabilities as most people are doing here.
Life force is the only mitigation we have, so having it be hard to obtain puts the class in the situation that this thread exists.
You might argue that Necros need better sustain through better LF regeneration, but arguing that Necros have no sustain is a lost argument from the start.
You’re saying sustain and using it interchangeably with mitigation. Necros have mitigation through DS. They do not have sustain as it is almost impossible to maintain life force in a competitive build against reasonable competition. I could use spectral skills you could say. Sure, I could, but those cooldowns are very long. Likely won’t give enough life force to keep me going until the next minute when it is up again, and even by then I’m likely not in a good situation if the fight is still ongoing.
DS isn’t sufficient at sustain. When DS is gone the class has no mobility or previously mentioned mitigation and becomes a sitting duck – and don’t forget no more access to Doom, a strong defensive skill, and other offensive capabilities.
What other class starts a match with no mitigation, hardly any mobility, no access to key skills, and can then lose it if attained? What class when playing defensively doesn’t still have access to heals and utilities? What other class has a CD on that only form of both defense and offense like that? What other class cannot be healed when using their class mechanic, including even their own traits like siphons, or their own skills, like well of blood or signet of vampirism, or their own regeneration boon?
I don’t expect you to have answers to those questions. Nor are answers important. But, do you not at least agree that life force and DS as a mechanic has some inherent weaknesses, given everything posted in this thread? If life force generation were changed, especially on weapon skills and maybe the way it’s generated at all, some cooldowns or utilities in general were tweaked – specifically to spectral skills – it could dramatically improve the situation. But you’re implying that there is no situation which is false.
Burning with might stacks deals more damage in a power build than staff’s main source of dps, and staff is a solid weapon? In what world are these things comparable? And then you say that staff is ok because we have DS? Just making sure I understand your points here…
Burning with Might stacks deals more damage that a single cast of MoB, though you can stack bleeds from 2 stacks of it. Then there is poison, fear and the eventual conditions you’re transfering through putrid mark.
I haven’t said staff is a solid weapon because of the damage output, but because of the utility and the other conditions it provides. Nor I’ve said that staff is a solid weapon because of DS.
Disclaimer: I don’t care about Warriors and I have no idea why we’re talking about them.
Anyway.
So, 2 casts of a skill are about as strong as one cast from another, so it’s cool? That isn’t very logical to me. And then you say, but staff has all these other skills, too! So does the Longbow. So, a warrior in a power build, who can potentially be far more tanky than a necro, can actually deal more condition damage than a condi specced necro assuming it’s longbow vs staff, and more overall DPS by far with more – or at very least, more hands off – survivability. Staff is chosen because there are no other choices that make any sense for a condi build; not because it is a strong choice.
Staff is not situational, it is extremely solid.
It has utilities to cope with any situations, with a fair supplement of DS skills.
Sounds like you’re saying staff is ok because of DS when you literally say DS supplements the staff.
I find many of your points very weak.
With all the things said in this thread, I think a few tweaks to spectral skills, life force gains on weapons, and overall new weapons that fill roles that the necromancer doesn’t currently fill would help the class more than anything and give it more capable and defined roles. I don’t necessarily think the class is underpowered, nor do I want to see it return to Dhuumfire 1 spam any more than I wanted it the first time. But to argue that necros have sustain is rather flawed. Necros have mitigation through DS, but not sustain, as fights with necros must be ended quickly or the necro loses too much life force and therefore the access to key skills that the class is balanced around, as well as any form of defense.
As stated earlier, Guardians have great sustain through blocks, heals, invulns, etc. Multiple sources of mitigation or healing. Necros have a single source that cannot be renewed as fast as it is spent against any competent player (and against multiple foes it does not scale like many other mitigation skills), let alone at high levels of skill.
It’s been brought up multiple times since launch pretty much, but Necros had this vision of being attrition fighters, and we’re more like a barbarian on an ancient battlefield who overwhelms or is worn down.
I personally would be pretty ecstatic if they removed dhuumfire and even the fear on spectral wall and gave us back old corrupt boon, old terror, old putrid mark, the bleeds on mark of blood and grasping dead…
Yeah, also old Spectral Armor, Doom, Death Shroud mitigation, Tainted Shackles and so on…oh wait, you just forgot the buffs you got like Mrbig did, who claims necro is worse off than pre-dhuumfire.
I’m fully aware of those buffs. Doesn’t change my post one bit.
Use condi cleaners problem solved
do you not think we’ve all tried that?
when someone is applying condis with their auto attacks taking 1-2 extra long cooldown condition removal skills does nothing.after 5 seconds of removing conditions you have them all back again.
i wish more people would play diamond skin ele to discourage the condi meta
Best teams in either NA or EU are not using condis. So it’s pretty hard to justify a condi meta when there is little evidence of it.
can you stop this nonsense with best teams from whatever?
it doessnt matter what 50 players play and have fun with when 75% from the other 500.000 go nuts with stupid condi builds in soloQi so not care bout top teams in some tournaments
just go mists and check first 15-20 people you can mouseover – i bet more than 50% are necro engi or mesmer
Yup, definitely not thieves, warriors and eles. Then there are plenty of decap engis, i would say at least as many as straight condi engis… been seeing more power and Mm necros than condi by far, and the ever present guardians. Where are all these condi builds again?
Anyway you should care about what the top teams run as they are usually the best specs currently. And you can safely assume that they don’t run condis because 1.) condis aren’t that effective on their own or 2.) condis are most effective against less talented players, and these top teams successfully beat condition users.
Either way, it says condis aren’t the meta.
Use condi cleaners problem solved
do you not think we’ve all tried that?
when someone is applying condis with their auto attacks taking 1-2 extra long cooldown condition removal skills does nothing.after 5 seconds of removing conditions you have them all back again.
i wish more people would play diamond skin ele to discourage the condi meta
Best teams in either NA or EU are not using condis. So it’s pretty hard to justify a condi meta when there is little evidence of it.
@sorrow
Even if you consider necro damage being ok , you can’t compare it to the new meta war might stacking which is insanely bigger … and if it’s not, it’s insanely more tanky with soldier gear … and sustainable (thinking of the Soldier evicerate war which was played in TOL).
I’ve already spoken about the warrior comparison, saying that it is pointless.
Nobody here has denied that Warriors require futher tuning, but the fact that Warriors are much easier to play and a little bit too strong at the moment isn’t a justification to give Necromancers unneeded buffs, nor to dumb down the gameplay to match Warrior easiness.
And how you can out rotate à team with a necro in it , and don’t tell me necro is going to roam fast enough between 2 points vs à high mob team and you just have to keep your points … by doing that each fight will finish out numbered.
I’ve never said that a necro is supposed to roam, but I’ve said that you can afford to slot one.
Necro never had insane mobility, nor do guardian or spirit ranger, but people keep slotting them because mobility isn’t everything.You’r just bringing back the same thing over and over comparing the effectiveness of some skills … but in team fights you don’t have 200 dodges to dodge pin down , A Arrow , and all the other stuff going around… And in that case Short CD’s are bether than high CD’s cause at one moment you’ll be able to land them … even if it’s one the second try ( which is still faster than à 45 sec CD)
Pin Down is just one on 25s cooldown. If you’re random dodging wasting your endurance on autoattacks and worthless skills, then you played bad.
I thought we were talking about high level PvP, right?Necro Is ok in small scales fights 1v1 , 2v2 cause he can evade the damage by stunt breaking / dodging , like any class … but on large scale you have 0 access to vigor , low dodges if you wan’t to get proc of energy sigil you have to switch on staff for exemple ( staff is awesome , just the auto , sucks a bit ) but staff is very situational and you don’t wan’t to get stuck 10 sec with it , you have no way to negate the damage , unless you sacrifice a full DS bar which leave you with near 0 burst ability ( and don’t tell me pls the 8 easy dispellable bleeds stacks you proc with some AOE is gonna push a lot of damage it’s near war’s burn with it’s AOE and some stacks of might)
Staff is not situational, it is extremely solid.
It has utilities to cope with any situations, with a fair supplement of DS skills.
It is not only about damage, but also about the shutdowns.About large fights, you are not supposed to stay on a node but to stay as far as possible dealing damage on the node. If you get team focus on you (as it usually happens), you have tools to survive a fair amount of time and you eventually get downed if you team can’t put enough pressure on the enemy team too. But this is what happens with any other profession.
Burning with mightstacks deals about 500-600 DPS, not that much to outperform on a condition build if you consider that a single MoB outputs about 220 DPS.
Burning with might stacks deals more damage in a power build than staff’s main source of dps, and staff is a solid weapon? In what world are these things comparable? And then you say that staff is ok because we have DS? Just making sure I understand your points here…
Staff has to be taken, no matter what, you have no choice because its the only other condi weapon we have.
Right, it’s there because axe and dagger are worse choices, and it’s still better than taking an offhand warhorn or focus. But it’s not a super special weapon that you want for much more than the 10 seconds you get on a swap.
Nec is a free kill right now, not even good for 2vs2.
Nec is just not suited for conquest mode unless they have huge fire in their kitten nal, and they’ve not sadly.
They’ve nerfed all nec bleeds and condi pressure due to dumbfire, then nerfed dumbfire, so now we have a weaker pre-dumbfire nec ( which was ridicolously bad) with all the power creep that went throgh other classes, making nec even weaker.
Power nec is a joke, going down in like 2 seconds even with the smartest positioning ever.
It’s sad how they totally overnerfed nec after overbuffing it ridicolously: shows how clear aNet intentions are toward the profession.
I personally would be pretty ecstatic if they removed dhuumfire and even the fear on spectral wall and gave us back old corrupt boon, old terror, old putrid mark, the bleeds on mark of blood and grasping dead…
I’m finding this discussion on staff rather amusing, as if it is some powerful weapon. Necros take it because of some utility on the long cooldowns of staff 4 and 5, and then perhaps staff 3 for the chill, but mark of blood was nerfed to not being much of a threat at all and it never did much damage for power builds. Staff can be ok for condi because of traited fear, but it’s an overall underwhelming weapon IMO.
Necros are not a frontline class. They get juggled by CC so easily on every build, so if you see a Necro defending a node you can pretty much guarantee they will lose, even the allegedly OP Minion Master build.
So that leaves midline and backline, which means that they need people on their team to fight on the node for them, and they have to provide more to their team than just condi pressure or max damage autoattacks.
Wells on Necro should be first and foremost on their minds in team play. Why Corrupt one guy’s boons when you can corrupt the entire point’s boons. Why give them the opportunity to focus you when you can drop Well of Darkness and they thrash around unable to hit you. After Well goes down, go Plague. If your teammates are so bad that they can’t kill anyone thrashing around at perma blind, then realize that. If you don’t want to get 1 shot in team play, then why aren’t you bringing something more tanky or building to be more tanky.
As for defensiveness, any class that has a second health mechanic that can be made much more durable by Vital Persistance and isn’t using it has a fundamental lack of understanding of the class. It’s a 10 point trait that turns you into an incredibly hard to kill SOB in 1v1, and even in group situations you are hard to focus, esp when your Spectral Armor procs.
Life siphon Wells are very strong, but, for some reason AoE support, control, life stealing, and, with Clerics ammy, the best AoE heal in the game are “not viable” /rolleyes.
I almost want to call the Necro community the NeQQromancers.
1.) those last few paragraphs are a joke, right? Have you ever played a siphon build outside of hotjoin?
2.) who are you going to kill with that clerics amulet? Sure, you can spec for healing with a necro, but you give up any form of threatening damage to do it. This proves nothing besides you post funny things.
Death shroud isn’t sustain because no competitve build can reliably generate enough life force to continue a fight over a long period of time. Due to its regular degen, the fact that heals don’t work and very few ways to generate life force without being exactly in the fray – which we also have some trouble with – you can’t keep up with many specs. You can create a spec that can create a lot of life force – but it likely won’t be very competitive. All these issues combined with the limited mobility and stability makes it so it doesn’t matter a whole lot because you can never generate enough life force to survive getting focused. Hence the ‘focus the necro’ strategy. They aren’t getting away and aren’t lasting very long without them being a great player with a strong team.
Until that is different, that likely wont change.
I wouldn’t mind if death shroud’s total HP pool was cut by a large percent, but life force generation was buffed by quite a bit. That way you can’t just sit in death shroud, but a well played spec could balance life force generation and death shroud usage. You’d have to watch to not spend life force generating moves when your pool is full, and use it to soak hits and use skills, but not as an alleged “2nd health pool.”
@ManaCraft: I don’t really understand what you’re saying, because Life Force is exactly a renewable resource. It’s finite in the sense that it has a cap, but that’s because it has to have a cap. To suggest the entire LF mechanic is tied solely to character deaths is misleading. Every single weapon gives you a way to generate Life Force with the exception of OH Dagger. Some are better than others in various situations (before you say Staff #1 is trash, step outside the sPvP box for a second and imagine shooting a few into a group for 20% LF per attack), but there are a multitude of ways to build such that you can generate LF. Utilities like SA let you sit in near-invulnerability while in DS, Spectral Grasp gives a really nice burst of LF if you want it, and Spectral Walk gives a little boost as well.
Also, did you know that if you have Last Gasp and the SA triggers while you are in Plague Form (I bet the same holds true for Lich Form), the gains you get from LF per hit have a strange interaction with your resulting LF when you exit the form. I just ran a test on the Thief mob in sPvP, and from 0% LF, when I used Plague Form at ~54% health, waited for it to tick SA on me from health drop, then waited for SA to end, I exited and had 100% LF. Yes it’s a super long cooldown, yes it requires 15 points in Soul Reaping, but I think it’s pretty neat. I just tried to run a quick test against the Ele where I waited to be just about at 50%, went into Plague Form, let him trigger SA, then after 1 hit while SA was active I left Plague Form. I went from 0 – 34% LF.
It seems like you want condi Necros to be able to equip all of their most efficient condi damage weapons and still boast respectable LF generation. What would you define as an appropriate “attrition” survival time against the various bursty builds? How about in 1vX situations? How much LF generation do you think would be appropriate and on what weapons/utilities would you find it? Which traits would you choose for this build, and how much damage would it do?
I just want a better grasp on what you think “attrition” means and what sort of build you think you deserve it on. Seems like an incredibly slippery balance slope to me.
The big life force gains come because your health total goes up in plague, which will increase your life force pool. So you’re gaining a huge amount of life force, and then when you exit plague, your life force total stays the same despite the reduction in your up pool.
You wouldn’t call the fact that you can gain ~48% of 2x your LF pool, then when you go back to normal vitality, it simply reduces your total LF while maintaining your raw LF a strange interaction? The game is clearly keeping track of your % LF, but it casually ignores it in this scenario in lieu of max HP, even though your HP scales by % when going into/out of Plague Form.
I know why it happens. I was just pointing out THAT it happens in case people hadn’t found it.
It’s gained by percentages but the actual resource is a finite value. You keep what you earn.
Also, my apologies for explaining since you already knew why it worked that way.
I usually don’t chain fear people because it just takes one stun break to have wasted all your cooldowns… But I did it to a diamond skin ele recently. That was a good feeling because he was after me quite a bit, and he melted once he got under that 90% threshold. Was a nice moment. For me.
They could solve this by making spectral grasp instant, or much much faster, increasing the projectile speed of dark path, decreasing flesh wurm cast time, and I saw a suggestion for a secondary action on tainted shackles that drew targets in range to the necro.
Most of our control and mobility just doesn’t work well, so it doesn’t get used. I mean these changes wouldn’t solve all necro problems but it would increase necro QoL and open up some utility slot options.
@ManaCraft: I don’t really understand what you’re saying, because Life Force is exactly a renewable resource. It’s finite in the sense that it has a cap, but that’s because it has to have a cap. To suggest the entire LF mechanic is tied solely to character deaths is misleading. Every single weapon gives you a way to generate Life Force with the exception of OH Dagger. Some are better than others in various situations (before you say Staff #1 is trash, step outside the sPvP box for a second and imagine shooting a few into a group for 20% LF per attack), but there are a multitude of ways to build such that you can generate LF. Utilities like SA let you sit in near-invulnerability while in DS, Spectral Grasp gives a really nice burst of LF if you want it, and Spectral Walk gives a little boost as well.
Also, did you know that if you have Last Gasp and the SA triggers while you are in Plague Form (I bet the same holds true for Lich Form), the gains you get from LF per hit have a strange interaction with your resulting LF when you exit the form. I just ran a test on the Thief mob in sPvP, and from 0% LF, when I used Plague Form at ~54% health, waited for it to tick SA on me from health drop, then waited for SA to end, I exited and had 100% LF. Yes it’s a super long cooldown, yes it requires 15 points in Soul Reaping, but I think it’s pretty neat. I just tried to run a quick test against the Ele where I waited to be just about at 50%, went into Plague Form, let him trigger SA, then after 1 hit while SA was active I left Plague Form. I went from 0 – 34% LF.
It seems like you want condi Necros to be able to equip all of their most efficient condi damage weapons and still boast respectable LF generation. What would you define as an appropriate “attrition” survival time against the various bursty builds? How about in 1vX situations? How much LF generation do you think would be appropriate and on what weapons/utilities would you find it? Which traits would you choose for this build, and how much damage would it do?
I just want a better grasp on what you think “attrition” means and what sort of build you think you deserve it on. Seems like an incredibly slippery balance slope to me.
The big life force gains come because your health total goes up in plague, which will increase your life force pool. So you’re gaining a huge amount of life force, and then when you exit plague, your life force total stays the same despite the reduction in your up pool.
“Just food for thought. When the question was asked which 3 professions needed the most help players did state 1)ele 2) Ranger 3) Necro. "
WUT?
Link please.I just made necro my main is engi, haven’t tried everything yet but class not seem to have som “useless kitten” in his traits or utilies, yes there are a few in each class, but it’s on ok lvl, but engi had huge ammount of nefrs with slight buffs, what make it pretty good for pvp but sucks in large-scale battles.
There is the vote, I’m not gonna go find the where they tallied them, but necros where third with engis 4th. I would also like to note you just made a necro, and therefore have no idea what the class needs in terms of balance. Seemingly you have played an engi for a while, so can probably address their issues better. I don’t want to be rude, but your first impressions of a class is very rarely accurate.
I’m still a huge noob in this class, i’m not making statements, it’s just mostly first impression of playing it bymyself after watching and learning class from a side for mostly 1 type of gameplay.
But in gvg or large-scale wvw necros got pretty good spot, I’m mostly thinking of priority that anet should put in efforts and in that terms i see
1. Ranger.
2. Engi.
3. Mesmer/theifbut even with my low knowledge in this class i still agree with u the last bad points of necro that u listed in your message, especially in movement, sustain and counter CC.
“I’m not making statements”
makes a statement
I can agree with what you’re saying to an extent but necros need some major help in some major areas like PVE and high level PVP.
I don’t think they do. I’m fairly certain signet of the locust doesn’t work. I think since it’s a transformation and you lose your utilities that the signets stop working too.
as a pvp power necro i think it would be ridiculously OP if we could heal up while in deathshroud,
deathshroud is already pretty unbreakable for me while swarm is ticking since the crits grant life force, to think that i’d be constantly getting healed during that is just ridiculously OP.
with the right spec you can bunker in deathshroud until your heal comes off cooldown.my power necro build is already extremely powerful and extremely easy,
letting us heal while in deathshroud would just be godmode.You know rabbits should not comment on pvp balance, which you must be if you wanna say that power necro has any function with engie, ranger and thief existing for ranged builds.
Are you saying that these classes counter ranged builds? Or are you implying that there is a ranged thief that can actually kill a power necro? Either way I’m not sure that a ranger or a thief is much of a threat to a well played power necro in conquest pvp.
Also, when casting Glyph of Renewal in Fire and dying shortly afterwards, the Ele can rez him/herself with that glyph. This only takes several seconds to proc – so a few seconds after hitting the floor, the ele stands up again. Maybe that’s what happened…?
But if you say it took a while, the ele maybe just healed up with the downed heal skill. This doesn’t take too long with a low health pool that some cleric eles have.
This sounds like what happened. The fight took awhile because this ele had quite a bit of healing and cleansing, but when he was down, I went to make sure I wasn’t going to get ganked since I didn’t expect him to get back up, and then be just got back up. That part only took a few moments. He didn’t have very long to self heal, so that wasn’kitten
I have an additional question: is there a visual cue look for if glyph of renewal was cast in fire attunement? I’m a little rusty on my ele literacy.
So I have what may end up being a stupid question about eles.
Today in soloQ I was fighting a staff ele, who I would guess was in cleric gear as his damage wasn’t good but he healed up quite a bit. After a lengthy 1 on 1 (why he wasn’t devastating my team with team heals, I don’t know), I whittle him down because he had no damage, and down him. During the fight I capped the point, and I decide to let the ele go a bit to make sure I don’t get cheese pulled onto a glass pane since it was skyhammer.
So at some point, the ele just got back up and kept fighting. Now, I am pretty sure this wasn’t a rally because no one from my team was there for awhile, and the above situation took a little while to happen. I am wondering: can eles cast a healing field and go down, just to be healed back up by their own spell, or something similar to that?
Or maybe it was just a rally from some time earlier and this is a dumb question. But I was just wondering if there is something out there I should be watching for to avoid the same situation.
Thanks for reading!
Really strong when it works.
Except it works so rarely that it isn’t worth using in my opinion.
Direct damage is killing the fun for me. They can swing their swords and hammers nonstop. Spam spam spam! Nerf pls kthanx.
Coverage matters the most. Then numbers. Then consistent leadership. Lastly tactics.
The adept minor is very strong in Largescale WvW.