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whats the origin of this "Shout" theory?

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Posted by: Roe.3679

Roe.3679

snip

You’re overlooking one of the most important aspects of the Necromancers with shouts idea – we severely lack group play, and shouts can bring that. Elementalists are pretty solid on group support. Engineers could get them, true, but they also aren’t in a situation where group oriented instant casts seems necessary. Thieves could get them in a bard sort of role, but I don’t see it fitting thematically. Rangers and warriors already have them, revenants don’t seem to be able to have them, we already know Guardians and Mesmers don’t have them.

The specializations are filling in profession gaps, and shouts do that for necromancers better than for pretty much every other class that’s an option.

look at what the guardians got

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Roe.3679

Guardian was the first class I tried leveling. It wasn’t my cup of tea. I’m not jealous in the slightest of anything they have, because I appreciate the tools I have as a Necromancer more.

That doesn’t mean I don’t think Necro could use some changes that don’t make its own traits/mechanics conflict. But maybe, just maybe, a class that is in the meta still has design issues.

EDIT – I just watched the video for the Guardian Elite spec, and it didn’t look nearly as crazy to me as people seem to be leading on. For example, I thought the 25 stacks of Vuln was substantial. But it isn’t. It lasts 1 second per pulse on a trap you can run out of. Like a well.

In fact it looked like a well-burst style of play with its synergy. After you blow all of the traps to do max damage, if it doesn’t work, what do you do? You probably die.

I was expecting to be super impressed by the new stuff, and I really wasn’t all that much.

“Run out of”. You CANNOT run out of it, because 99% of the time there will be the elite trap placed on to of it, or guard will go ring of warding, or another "stay in here b****! trap, or knockdown, or or or… If you run into that trap with the DH near by, you are pretty much toast…if you are a necro, that is. A Warri might just live with endure pain.

99% of the time? Do you even believe that? This is getting crazy.

I watched the guardian video thinking how great the necro elite spec will likely be, not that it is so OP and the sky is falling. Numbers can and likely will change. Necro experienced a lot of changes right before launch, so did guardians. When necro dagger launched, it was laughably weak. Look at it now. These numbers are almost surely going to change, you should be paying more attention to the mechanics than the numbers.

Well, I wouldn’t place the damage traps without a way to CC enemies inside it 99% of the time, so yeah. If you place the traps without setting up a CC, it’s your own fault if they run out after 2 ticks (and let’s be real, the same applies for a power necro that takes wells into PvP). Or better said, if you want to do a trap build DO a trap build. Not just take a random trap or two and assume it will be useful, you have to commit your build to it. As it should be.

Well except if you take eg. the Judgement trap purely to reveal stealthed foes and not for damage/vuln, but then you better have the damage elsewhere.

If they do a trap build, how weak are they going to be to condis/team focus? I’m not sold that a trap build is going to be any good beyond pub/newb stomping, or picking on some specific other class.

They can still take hammer + traps. And with trap build i don’t mean all traps. A Wellomancer also isn’t all traps. But if you take the multihit-traps, you should take enough CC to keep enemies in there, aswell as a weapon to profit from eg the jugement trap.

So something like (bow) Hammer, heal, utility, judgement trap, whirling trap, dragons maw. Just as an example. The healing trap heals too little when not triggered (mind you, if the traps DO become ground targeted by default, that the second heal is pretty massive (currently)… depends on how much the “arm time” of traps fudges with it though), and trap that shatteres pieces of gatherable Aegis is more for a build that wants to purely spam protective abilities. The blade ring trap may be situationally useful …

Anyway, there you go. Also the guardian can now stealth (runes of the trapper… lel).

Actually, now that i think about it, one or two traps on a bunker guard would be funny, too. Either get off point or get shrekt. But anyway, let’s see how the numbers change. I doubt they will change in a way that makes the DH useless though.

That build you outlined will either have no gap closers, or no condition removal. Doesn’t seem very viable. And taking shouts and team support away from bunker guards is certainly not a net gain because it undermines the point of a bunker guardian.

You and maybe some others in this thread need to stop looking at this as “Well now they can do all this too!” It’s not in addition to their current specs, it’s in place of their current specs. You won’t be fighting a meditation guard with traps, because they can’t have both.

whats the origin of this "Shout" theory?

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Roe.3679

Guys. Guys. Almost all elite specs will get new skills. Like I said in my comment above, I don’t think we’re getting new skills. I think we’re getting our base skills improved. Hopefully in some flexible way. Not to fix the base, but augment it. And that’s still better than shouts or the other possibilities

Every elite spec is getting 6 new skills.

whats the origin of this "Shout" theory?

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I really don’t want more AI. We already have minions that don’t work. AI builds are either completely useless or stupid OP. No thanks. A full set of shouts could give us an instant cast heal that probably comes with group support, along with an elite that isn’t very easily countered or moa’d, and other instant cast AOE skills that can bring a lot of support. I love playing powermancer but wells are easily countered, so is spectral armor. Shouts aren’t as much because you just need to be around.

look at what the guardians got

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Guardian was the first class I tried leveling. It wasn’t my cup of tea. I’m not jealous in the slightest of anything they have, because I appreciate the tools I have as a Necromancer more.

That doesn’t mean I don’t think Necro could use some changes that don’t make its own traits/mechanics conflict. But maybe, just maybe, a class that is in the meta still has design issues.

EDIT – I just watched the video for the Guardian Elite spec, and it didn’t look nearly as crazy to me as people seem to be leading on. For example, I thought the 25 stacks of Vuln was substantial. But it isn’t. It lasts 1 second per pulse on a trap you can run out of. Like a well.

In fact it looked like a well-burst style of play with its synergy. After you blow all of the traps to do max damage, if it doesn’t work, what do you do? You probably die.

I was expecting to be super impressed by the new stuff, and I really wasn’t all that much.

“Run out of”. You CANNOT run out of it, because 99% of the time there will be the elite trap placed on to of it, or guard will go ring of warding, or another "stay in here b****! trap, or knockdown, or or or… If you run into that trap with the DH near by, you are pretty much toast…if you are a necro, that is. A Warri might just live with endure pain.

99% of the time? Do you even believe that? This is getting crazy.

I watched the guardian video thinking how great the necro elite spec will likely be, not that it is so OP and the sky is falling. Numbers can and likely will change. Necro experienced a lot of changes right before launch, so did guardians. When necro dagger launched, it was laughably weak. Look at it now. These numbers are almost surely going to change, you should be paying more attention to the mechanics than the numbers.

look at what the guardians got

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An elite spec wont fix the classes core problems. So the hope is more of a “oh we can be slightly better but still leagues behind the rest”. Thats not a desirable position to be in. And we certainly shouldnt be happy or content about that.

You don’t know that for sure. It looks like HoT can bring a lot of new technology to combat; things we haven’t seen before. They could easily add in F2-4 skills that provide some mobility and maybe an evade, add in shouts for instant casts and group support, and a GS could add a lot as well. Especially if the new trait line is strong.

I doubt it fixes everything, but you don’t need to really fix everything for the class to be good, you just need to patch the weaknesses and give us more strengths. It’s not as big of a task as it seems.

look at what the guardians got

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That one trap completely outshining Well of Suffering by a mile is pretty hilarious. WoS was already outdone by glyph of storms which had alternative choices. We already had weak utilities so it seems like the elite spec is going to be mandatory. Assuming they actually give skills on the same tier as they have done for dragonhunter and chrono so far.

Ever since I saw the trait lines I’ve expected the elite spec to be mandatory. Blood still bad, death magic not great, curses gutted for power builds. So that new trait tree is the only logical place to invest.

Not to mention that necro design is easily one of the oldest in the game, so getting a new.2 hander with updated technology will likely make it far superior to anything we currently have.

Here’s to hoping that th email elite spec brings death shroud updates and new skills. I also really wanthe shouts or orders. Instant AOE skills with some possibility for support could be awesome.

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Guardian elite specialization will get bleed, blind, bind, cripple, traps, and more ranged group support?

It seems like with Revy, Chrono, and DragonMaster that Necromancer’s entire purpose is intentionally being dismantled and split off to other professions. JP’s “joke” about deleting Necro may not be a joke.

Necro’s group support was bad, before, but it looks like it will soon be far inferior to other professions in debuffing as well. Between just what we have seen of the three professions above, I wonder if there is no longer a need for the “N” in GWEN. That makes Necro what, last place in all game modes?

That type of profession already exists in condi and spirit ranger. It’s not a reinvention of the wheel, just of the guardian. We haven’t seen our specialization yet. And I don’t see how Dragonhunter is all of a sudden making us lose our spot in the GWEN meta.

Banshee (necro) or Minstrel (thief)

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IMO Banshee would be really cool for necro, I really hope that’s the Spec name with shouts.

Necromancer Up comming changes

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Guardians have great roles, so they gave it something funky and new. We have bad roles, so necro specialization could be awesome.

Or more likely, it could be terrible. Yeah, I’m pretty much a pessimist nowadays.

I was hoping they would go over a specialization from a really strong class to see how it is. Dragon hunter doesn’t impress me but it seems interesting, which is a good sign for us. It means weak classes should get good specializations and strong classes may not.

My worry comes from the fact that since release Anet has always seemed very interested with the guardian as a class, and not the least bit interested in the necromancer (which is why they always skip over the necro quickly in podcasts). So if this is what they give one of their favorites, what horrible fate awaits the most neglected class in the game?

I get what you’re saying and I don’t blame you for being pessimistic, but logically the necro specialization should be strong in order to buff a weak class. It should address weaknesses like chrononancer did for mesmers. Necro doesn’t really lack playstyle types like some other classes do, we lack effectiveness, so I don’t see us getting something like Dragon hunter which fills in a playstyle gap, because guardians are very strong, but generally all the specs are similar.

Necromancer Up comming changes

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If this is what the guardian is getting, we are probably getting something much MUCH worse. So I’m not laughing.

Seems to me that they are filling in playstypes and roles with the specializations, which is no surprise. Guardians have great roles, so they gave it something funky and new. We have bad roles, so necro specialization could be awesome.

I think the way they reworked virtues is impressive and interesting.

I was hoping they wold go over a specialization from a really strong class to see how it is. Dragon hunter doesn’t impress me but it seems interesting, which is a good sign for us. It means weak classes should get good specializations and strong classes may not.

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Dreamin : For what i heard signets will be reworked.

From what you heard? All in the info we got about the upcoming changes come from the official announcement. Since I haven’t read this anywhere, the question is : where did you “hear” this ?

It was said on the samer Ready Up that they released the traits.

Article On Ten Ton Hammer About Necros

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Roe.3679

Similar posts have been made by like, a dozen different posters on this forum. I suppose coming from ten ton hammer will matter more but it’s nothing new.

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Roe.3679

@Flow i think every one will agree necro should regen his lifeforce by playing agressively . ( the 10% could be OK) but passive regen is just not fitting necro theme. The Problem for necro is not how much life force he have , it’s about life force regen not scaling well in team fight (soul mark baseline could help) and aslo the lack of active defences ( Protection , Reactive Blinds , some way to get endurence, and not behing able to get any form of sustain whyle in death shroud.) I tryed To solve these with other community memebers without Overbuffing things and aslo trying to avoid vigor , invulns and reflects. (It’s not finished Yet , but i think it goes in the good direction.)

Feel free to tell what you think about these , ty.

https://forum-en.gw2archive.eu/forum/professions/necromancer/Necromancer-Up-comming-changes/first#post5038582

Passive regen… like gaining life force from nearby deaths? Why not passive life force that actually contributes before and during a fight instead of after it’s decided? Flow is right. And if anything, we should have a very different form of passive life force generation other than what currently exists. Keeping life force generation almost entirely active as it is now means your entire defense and a lot of offense is in the hands of your opponent. No other class works that way.

What if necromancers get mantras?

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No thanks to mantras, we don’t need even more slow cast time skills. Instant shouts, pls.

Necromancers and Shouts

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I think a banshee with shouts is a really awesome idea. Shouts, if done well, could solve a lot of necro problems in pvp. Instant cast heal? Awesome. Short cooldown elite, that isn’t instantly countered by any Mesmer waiting to see it? Also awesome. Potential for group support, or powerful debuffs? Sounds great to me. Shouts seem to work well enough in pve and shoutbow is a powerful spec right now in pvp. Plus shouts could work for power and condi

If it’s done well, it could be amazing.

But for pvp at least, you could see power necros with new F skills, a whole new weapon, a new trait line, and a couple new utility bar skills. The potential is there.

(edited by Roe.3679)

Mesmer's second health bar

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Roe.3679

It’s really not close to a second health bar at all. It’s a pre-planned reset button.

Neither is Death shroud

Also, its Tongue-in-cheek.

Your whole post was tongue in cheek? Because you were right when you asked if you’re blowing it out of proportion. If anything, it’s a super spectral walk, except not a reactive stun break.

Mesmer's second health bar

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Posted by: Roe.3679

Roe.3679

It’s really not close to a second health bar at all. It’s a pre-planned reset button.

Chronomancer sounds amazing!

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Remember with Elite Spec you’ll drop utilities and an elite for a new set, I feel Moa will be the elite we drop given f5.

I think this was speculated but I don’t know if this has been confirmed yet.

Lingering Curse + Dhuumfire (From the AMA)

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Based on the duration shown in the video the burn will do less damage than scepter auto attack so it would make no sense for a necro to have it.

You do get the direct damage from Life Blast though which isn’t that bad with a carrion amulet. Also, it’s a cover condition so it’s not just about doing more damage than bleeding.

On topic: I really hope Lingering Curse will not be released this way. +100% is just stupid and in the end it will harm the class because everything will be balanced or nerfed with the possiblity of having this trait.

Yeah I’m on board with this. We can’t be put in a corner like we were with dhuumfire.

Lingering Curse + Dhuumfire (From the AMA)

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If you go into DS with your scepter out it will effect them for sure.

Mesmers with wells

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Conjured Weapons could be a possibility that could give Necro group support in an interesting way and still fit the theme. Although I’m not sure I’m the biggest fan of that idea.

Shouts could be good if they were balanced well.

I’ll take anything that will give Necro good support options tbh.

Conjured weapons from eles are getting merged AFAIK. I definitely don’t think it’ll be conjured weapons. As Bhawb pointed out, we have a 1 in 4 chance of getting shouts. I know I’d welcome some instant cast group utility. I could see us getting an AOE resistance or an AOE slow. AOE taunt.

I really want taunt, it’d be so good with a well.

Necro = Poor man's Mesmer?

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How do they have a second health bar? Their shatter resets where they were at when the shatter started after it’s over. It’s not a full heal, just brings them back to where they were before. There’s only so much they can do in that time. Don’t want their health to reset? Then you can probably not attack them during the shatter.

Anet sold it well but don’t get carried away.

Necro = Poor man's Mesmer?

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This post is very chicken little esque.

Mesmers still don’t seem to remove condis well. Their wells are better? That support well sounds ok but anyone who uses wells knows it’s really hard to get people to stay in them. Plus mesmers don’t have much immob for it. They also don’t apply bleeds like we do. They an spike some bleeds, but not maintain them like we can.

Lastly comparing their new specialization changes to our core class is just silly.

Relax until we get our specialization, I’d prefer not to deal with meltdowns every week because of another specialization.

Chronomancer sounds amazing!

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F5 double moa possible?

Probably, but this shatter can’t last long and probably has an animation, so it shouldn’t be as bad as double moa sounds. Plus, as long as the new shatter doesn’t last long, you couldn’t really moa someone twice in a row, but you could probably moa 2 people.

Chronomancer sounds amazing!

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There will be no sacraficing with elite specialization.

From what we’ve seen, they only add to existing profession, without trade offs. So every Mesmer will be a Chronomancer as long as he can give up on one of base trait lines.

That’s what many feared. Vanilla specs non-existant, you choose between specializations. And since we’ll get only one specialization in HoT, there’s no choice yet.

To suck or not to suck.

I think the idea is to rework traits so that every line is good, and then what you’re giving up is a trait line from the core profession. I’d assume the specialization trait line will be necessary for the Specializations to not be bad. Plus mesmers get shields, but it doesn’t seem it has clone or phantasm generation? So there is give and take there.

It still seems you’re right. But it’s not quite that bad.

Mesmers with wells

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I was actually hoping we would get some sort of spectral themed version of the Mesmer F5 skill.

So necromancer moral all time low right?

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My morale would be lower if it weren’t for The Gates Assassin stopping in and knowing that the specialization should bring big things to us. But you never know and history shows that they aren’t great with necromancers.

Mesmers with wells

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Specializations aren’t intended to be more powerful than the core classes. They really can’t be, otherwise Specializations will represent pay to win philosophies.

For weak classes like necro, and Mesmer, that means Specializations may be very strong to bring us up to other classes. Eles, Warriors, and engis may got some cool new effects like revs any did, but that doesn’t mean they are super strong Specializations.

I’m sorry I couldn’t let this one pass. The mesmer is NOT a weak class, they are wanted in dungeon runs, roaming, PvP and even in zergs as veil bots/pick team. The necro however is shunned for 90% of all content in the game save well bomber in WvW. In order for us to be wanted in all the game our specialization will have to outshine all the others. But that leads to the problem that without the specialization (even if stellar) we need to make our basic abilities more wanted everywhere and we are not even half as wanted as a mes.

In pvp they have one spec, the same they’ve always had, and it is countered by thieves. Weak in pvp. Veilbot in wvw? Lol, ask mesmers how they feel about that. Weak there, too. Dungeon runs they are wanted for portal, but for the most part they aren’t a dominating class in pve either. For as good as they can be, necromancers do still have some uses in wvw zergs that we shine in, too.

Mesmers are weak, and you need to pay more attention because this doesn’t seem like an educated post. So are necromancers.

Mesmers with wells

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Roe.3679

Specializations aren’t intended to be more powerful than the core classes. They really can’t be, otherwise Specializations will represent pay to win philosophies.

For weak classes like necro, and Mesmer, that means Specializations may be very strong to bring us up to other classes. Eles, Warriors, and engis may got some cool new effects like revs any did, but that doesn’t mean they are super strong Specializations.

Mesmers with wells

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Roe.3679

Pretty sure the article mentions that alacrity is Mesmer only.

Mesmers with wells

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Shouts make sense to me since most classes with great sword have shouts. Plus we need more instant cast support and utility skills.

Look at shoutbow – they don’t necessarily need to be weak.

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So I’ve just listened to the recent BoC podcast:
https://www.youtube.com/watch?v=a_js1MvyJG0

I know it’s been posted here and in other threads a thousand times already, but I’ll just say it here again as a direct response to the video:

Lingering Curse should not have +100% condition duration.

Whenever they discussed a trait in the podcast they where saying something along the lines of “…and if you have Lingering Curse it will be even more amazing!” or “… but if this was changed then it would be overpowered because with Lingering Curse it would double…”.
Seriously, the cause or obstical to any meaningful balance change can’t be a trait in Curses that simply doubles everything.
For example, by now there’ve been countless people supporting the idea of Terror becoming a merged minor trait. So when the argument against that is “…but Lingering Curse!” then guess which side of it is the real culprit: Lingering Curse, without a doubt.

Also, why would it have +100% anyway if even within the same line you have another condi duration modifier as a minor trait: Hemophilia. Then you can have duration extensions on runes or sigil, and let’s not forget Master of Terror.
So really, 100% doesn’t make any sense to me at all.

Also, for PvE builds LC is actually a big nerf because you could max bleeding durations easily with food and gear anyway. But with this change you completely lose out on the modified base durations and get your total bleed duration on scepter cut back from 14 seconds to 10 seconds.

And let’s not forget, there’s the whole issue of power builds not having a proper grandmaster option. So something needs to be done here anyway. And the solution that makes the most sense to me would be merging Terror with the +2% crit chance for condis to make room for a power gm and drastically reduce the duration buff (30%) on LC but include the extended base durations on scepter.

I sort of agree, and I sort of don’t. You make a great point which may deserve its own thread entirely, but lingering curses as it stands now is so strong and we need strong traits. I think it’s more realistic to balance/replace the other traits instead. Remove master of terror – it’s peanuts compared to lingering curses. hemophilia may still apply to bleeds, too.

Instead of having condition duration food you can have precision food with more on crit effects, so would t the change there be more of a push? Serious question, I’m not as well versed in pve.

For pvp, having weakness, chill, poison, fear, slow – everything – lasting twice is a huge buff in defense.

I see the resemblance to dhuumfire, though….

Amulets and Runes

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Baseline stats are improving and it seems like some classes are certainly power creeping.

I think they need to be careful in how they approach this because it’s a great opportunity to cut down on power creep, or make it worse.

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Nerf to FITG has hurt necros too much.

You mean the very significant buff to FitG? Because it is significantly better now than it ever has been since Shade was nerfed to create it.

It’s honestly not.

I’ve used the trait since the start on the game, and though I was initially pretty happy about the stun break, I still think it’s worse now then it was pre stability nerf.

It still works for shroud stomping 1v1, but outside of that the change hurt a fair bit.

My suggestion was just make that 1 stack of stability pulse every 3-5 seconds, which would make it much better in a sustained fight, while not being overbearing due to the nerf.

Now it’s reactive instead of predictive. It’s obviously subjective based on how you value the different tools. I feel it’s better now, too.

Death Magic done right

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These changes seem really strong… But I like them honestly. Unholy sanc loses the death shroud aspect, and it has a pretty cool well of power type feel. Very defensive line that seems to have incentives for entering and exiting DS as well as staying in it.

Even if some of this was tweaked, it has some a very solid feel to it.

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I have always been of the opinion that Necro needs to put out more weakness and chill. Sure as a class we can’t aegis or block or dodge, but we have good health pools and DS and we are a condition heavy class so lets use that to mitigate what people can do to us and our party.

This. More on demand blinds would also be nice.

You know you're going to lose when...

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When your team pushes 4 to mid, and the other team pushes far and sends 3 mid, and the somehow you’re the last one alive at mid and you home is theirs, too.

(edited by Roe.3679)

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I’m really beginning to wonder if some of these things that obviously are bad aren’t going to be reworked. If axe got big buffs, axe mastery would still be good. If reaper’s precision were buffed, it might be an ok option (although probably not still master tier). Some of these things were so obviously weak that it makes me wonder what is really happening.

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It seems Gates has left us to go to the ele subforum.

He has a lot of work to do. Plus he came to us first and was around for pages of feedback.

[Grenade Kit/Mortar] Post Feedback Here!

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won a nice 2v1 in edge yesterday, used the full 1500 range for it and other roaming. was also using 1500 range when defending a keep in ebg also. reducing the range to 900 would be a massive nerf and would remove many play styles. I would not have been able to pull off many of the things I was able to. 900 range is not useful, it’s too low and you get ‘out of range’ notifications often. any engineer who does wvw will not appreciate them being nerfed out of relevance.

You could have the mortar instead for roughly the same purpose.

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Posted by: Roe.3679

Roe.3679

i get a chill when i think of terror being baseline. It would be such a necro-specific needed buff, that would really up our game and (imo) would not be even close to overpowered, especially given that some of our important builds rely on it as a source of damage and a cc. Just such a noticeable and needed improvement.

Terror ticks for about 650 in a power build (not that I know this from not switching traits between matches or anything…) so that would throw balance out of whack a bit, I think.

I think terror should come back to master trait status, and if they think PoC is weak, bump it back to GM while buffing it somehow. Then you can choose between more corruptions or more duration.

Also agree that parasitic contagion belongs in blood. Really no good choices for condi builds there, anyway. Could probably bump one of those GMs to master and bump down some other blood traits, then throw a power GM in curses. Bam! Traits are shuffled.

Dark Path Change [Suggestion]

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Posted by: Roe.3679

Roe.3679

I completely agree with this idea, they wouldn’t have to implement a new animation, it would be a very awesome looking skill, and would give us some mobility.

Also, Roe I disagree with that being a reason not to change this, if anything that is another reason this would be balanced because it would have counterplay and would synergize well with Shrouded Removal. I mean come on you can’t tell me that huge lupi animation on your necro wouldn’t make you feel like a bad kitten.

How would it synergize with shrouded removal? You’re already in DS when you’re casting it. Plus no, I don’t want it to have a huge animation. I want it to be as discreet as it is now.

If you got immobilized you could go into DS and use this skill to get away from the incoming burst.

Then it would need to be instant cast, which would be a huge buff, which would probably result in a huge cooldown compared to the 15 second one now.

Dark Path Change [Suggestion]

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Posted by: Roe.3679

Roe.3679

I completely agree with this idea, they wouldn’t have to implement a new animation, it would be a very awesome looking skill, and would give us some mobility.

Also, Roe I disagree with that being a reason not to change this, if anything that is another reason this would be balanced because it would have counterplay and would synergize well with Shrouded Removal. I mean come on you can’t tell me that huge lupi animation on your necro wouldn’t make you feel like a bad kitten.

How would it synergize with shrouded removal? You’re already in DS when you’re casting it. Plus no, I don’t want it to have a huge animation. I want it to be as discreet as it is now.

Theorycrafting time

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Posted by: Roe.3679

Roe.3679

^ you can only use 3 trait trees.

[Grenade Kit/Mortar] Post Feedback Here!

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Posted by: Roe.3679

Roe.3679

Landing nades from 1500 isn’t exactly a measure of the engineer’s skill, it’s a reflection of the lack of skill from your target. 900 range covers like 90% of the grenade kits’ use.

Between the F5 skill, all of the reworks like not needing to trait for grenades to be useful, and mortar becoming a kit which has its own repercussions (weapon swaps with mortar now a thing, backpack regenerator working) I really don’t think the range on nades are the biggest talking point.

[Report] PvP Forum Specialist Report

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Posted by: Roe.3679

Roe.3679

Dhuumfire – Consider burning in an area around the necromancer when shifting into Death Shroud.

Well, apparently the Devs wanted Necromancers to get hit whenever they are in DS (Like wat?) – so why no Fire Aura instead? It punishes people who attack, which is in line of the design with the Necromancer, helps both Power and Condi specs (more might stacks and of course burning) and can be counterplayed

I think this is a brilliant idea! The duration is up for discussion..

Agreed, really great idea. Love it for pvp, but I think the pve crowd wouldn’t be as happy.

Theorycrafting time

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Posted by: Roe.3679

Roe.3679

Well I can’t help but notice the synergy between the new spite minor vulnerability on chill with greatsword – assuming it is Marjory’s auto-chain. I would assume that the specialization will go with the new line, spite, and soul reaping. Really seems like we’ll be very strong, especially when we get someone to 50%. Tons of vulnerability, chill of death, some might on hit (better than what we have now) and close to death will be intense.

I really hope the specialization has taunt. Would synergize so well with wells. But overall I hope we get good utility and sustain with the new specialization.

If we can get some changes to death magic, It might be a strong choice for power builds too. As it stands now, curses and blood magic don’t seem to be options.

Condi builds seem to be the same.

Theorycrafting time

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Posted by: Roe.3679

Roe.3679

Seems 1-2-3 or a-b-c could also work. But ultimately builds will settle in, eventually, and this won’t be necessary. But there is a solid couple months of theorycrafting that this will apply to.

Plague form queston

in Necromancer

Posted by: Roe.3679

Roe.3679

1 if you want to deal damage with bleeds, 2 if you want to blind. Once you press it once, it will pulse on it’s own, even if your stability gets ripped and you are dazed.

Remember you can also use plague to stomp if you activate it shortly after you start the stomp. Same with ressing.