[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
People have been saying that “condition meta” thing since late 2012. I guess if you survived that condition meta till now, you will be fine in the future.
Wanderer would be cool if Precision and Toughness swapped values.
Replace Celestial with Mercenary’s amulet.
This skill shouldn’t target structures and neutral enemies, already made a bug report. Battle of Khylo seems to be the worst offender in here, because there are so many objects and even invisible structures Precision Strike projectiles seems to randomly target.
I wouldn’t panic. We’re still decent I think, just maybe not top-tier.
We got big nerfs, we can only hope for any fixes in the next balance patch I guess.
I love ele. Saying ‘it is ok for one profession to suck because there are others teehehe!’ is ridiculous
There’s been at least 1 inferior profession in each meta for 3 years now. Elementalist isn’t special nor first one to sit on the bench.
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I’m not trying to convince you Revenants are as good as before, just that from what I’ve seen as far, you can still play and do good with it if you have some experience.
I find it fun and I don’t seem to have that many problems with Precision Strike as you describe, to each their own.
Thieves aren’t really that big of a deal, even after buff. Maybe in extended 1v1, but that rarely happens. You still have your active defenses to rotate and since Precision Strike tracks through stealth, this is a Thief killer, launching 3 projectiles over and over at them.
I think we remain viable (as long as Reaper doesn’t show up :P) and Sword #2 is fun in skirmishes and 1v1s (although rather kittenty in teamfights). I’m just sad that we haven’t seen improvements to core profession like Ranger did for example.
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Tested Mercenary’s Mallyx builds and Power Rev. Ain’t that bad, I wouldn’t lament.
Roy said he isn’t working on Revenant anymore and hasn’t been for quite some time, off to other projects.
Who works on rev now? Karl? Ice bow revenge?
Probably. He’s member of Balance Team afaik.
Most of these buffs aren’t tied to Spite but Curses instead which means less burst damage and different playstyle/build.
But still it looks quite decent. Everything is up to Thieves now.
Roy said he isn’t working on Revenant anymore and hasn’t been for quite some time, off to other projects.
I have to say, I haven’t expected stuff we got.
That’s…a lot… of boon corrupt added.
If only they fixed Parasitic Contagion or Death Magic, but well, no time for complaining I guess.
I am honestly surprised they haven’t decided on any fix whatsoever for Ventari or Jalis, but oh well.
Have to check stuff myself first.
Blood Fiend, Bone Fiend, Bone Minions, Signet of Locust, Flesh Golem.
Bone Minions can be fun to bomb stuff with them, especially once you unlock Death Nova in Death Magic specialization, but if you don’t want to manage them, pick Shadow Fiend instead.
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Much DPS, such exploits.
If your base HP is 11k, and another class can do more than 11k in less than a second, you’re basically toasted.
That’s why Ele were forced to Cele. There were too many class that can deal a 10k burst, making them inviable.
We really should have standard HP for everyone at 19k.
There are more classes besides ele with to low base hp.
I do think that there should be a difference between classes in hp.
Warrior should have more than ele for example.
Therefore I suggested to increase the hp for everyone by 560vit.Some classes who have enough vit with that change, wont go for extra vit, but they go for other stats that they need, like more offensive stats.
Others who needed a lot of different stats (like Celestial gave), will also go for other stats than vit (if vit increase is done), like healing power for example.People can go for more vit than you minimally need, but that comes at the cost of other stats. Less offensive stats for example or
those who used celestial amulet that gets removed (often bunkers) will probably not go for extra vit. They will try to use this chance to get other stats that they need.
If they dont, than they will have extra vit but that comes at a cost as well.Heavy Armor already has 300 more stats than a light armor. Which means a Warrior has 300 extra stats than an Ele. Now the HP different is another 500 stats.
If you keep the disparity in stats, then you have to buff Ele so much for it to be balanced (for example, gives it Celestial Amulet).
We should just standardize the HP, and allow the 300 stats difference for armor.
Warrior also doesn’t have permanent protection, has to stick in melee and posseses no phleora of boons, heals and other active defenses.
Normalizing health is ridiculously bad idea, buffing everyone with same amount as OP suggested isn’t that bad.
If they would consider it i suggest leaving necro out (cus the 2 health bars+ they are very likely to become more common)
I’m not gonna jump into another “2nd healthbar” discussion and throw arguments at wall, but why would you leave out only necro? Warrior has 19k base healthpool as well.
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Gratz, that’s some dedication right here!
Viper’s. You can craft Viper’s exotic trinkets with Jewelcrafting. You can get Ascended Viper’s amulet from completing achievements for Part 4 of HoT story and other ascended stuff random drop in Spirit Vale raid wing.
There’s no Viper’s backpiece yet afaik, so Rabid/other condi damage main stat should do.
I r8 it 8/8 m2×2×2
First Gunflame you will basically have to tank. It’s incredibly fast and there’s little time to avoid it. You can try luck and dodge instantly once he turns zerk mode on.
You can block volleys or next gunflames with RS #2.
It’s basically fight against Dragonhunter, but on cocaine. Survive initial burst and Berserker Stance, then it’s gg.
Fund Cyberpunk 2077 or new Vampire The Masquerade game.
Heh, #2 was a cool idea on paper, but GW2 combat after Specialization patch became quite ridiculous, so cool ideas that require timing don’t apply anymore.
Plain daze skill with no flip-over, applying Weakness if hit foe is Blinded. 5s CD, 5 Energy.
Has synergy with Salvation and within weapon itself. Done.
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I guess Sword is the most universal weapon, being used in almost every build. So if you, like myself, want legendary just for the stat swap, fugly Bolt could be the idea.
This was written 5 or so months ago, still mostly relevant:
Ventari feedback was written after BWE3 changes announcement, no edits.
Overview:
Some hate it, some like it. Over Beta Weeked Event 2 I’ve spent most of my time with Ventari Legend in all three game modes and I think that I’m capable of providing some good feedback on it.
Ventari certainly feels like a Legend that takes the most skill, certainly the most skill out of all supports in the entire game. The Tablet mechanic is interesting, but often not intuitive. Before I start with particular skills, here’s my list of Tablet changes:
- When using Ventari’s Will, there should be an UI line for the caster between the Tablet current location and Ground-targeted area. This way, caster can see the line Tablet will pass through and adjust it with better idea. (Similar line to ones created by Shovel #2 in Silverwastes when searching for chests). EDIT: After Revenant commands the Tablet, the line should appear for allies, too.
- EDIT: Healing should’ve been more visible. Give Fragments some bonus visual like green “+” above them, and let both Revenant and his allies see the radius in which Tablet healing is effective.
- Ventari’s Will should have 1500 range. Period. Having to click two times just to get your Tablet back is horrible.
- Both Ventari’s Will and Project Tranquility have to be instant cast. Cast time on those is the main reason why Tablet feels clunky to use in my opinion.
- Tablet’s travel speed should be increased. By the time it travels 900 units, you might be dead already.
- Radius of Tablet has to be increased to 300. Healing anyone who’s more mobile than Necromancer or Guardian is terrible experience. The radius is simply not large enough. I often miss the heal by couple units, swearing, because my ally moves too quickly.
- As mentioned, remove the cast times from Tablet management, but add cast times to Natural Harmony and Purifiying Essence. The counterplay is currently in wrong place – you can counter Tablet positioning, but not healing cast.
Now, the skills
6. Project Tranquility - Increase Healing Power scalling on this one. It’s barely noticeable even with full Cleric’s gear. Rest was mentioned above.
7. Protective Solace - It’s a good skill when there are projectiles. It is absolutely terrible and useless skill if there are no projectiles. Yes, it’s Light Combo Field and it helps sometimes, but wouldn’t say no to some bonus effect. Suggestions for bonus effect:
- When Protective Solace is up, the passive healing of Project Tranquility is increased by 200%/300%.
- Protective Solace pulses Protection/Vigor
- Protective Solace increases Revive Speed by 30%.
- Foes crossing Protective Solace are Blinded (3s)
8. Natural Harmony - Annoying. Really annoying. Remove that delay on healing, it’s completly unecessary, add 1/4s or 1/2s cast time for proper counterplay. When I need healing, I need it when I finish the cast, not 2s later.
Increase either Healing Power scalling or base healing to compensate. Or both. As mentioned in “General” – majority of healing I was able to output was from spreading Regeneration, weapon skills, sigils, picking up healing orbs and fragments. Not from Natural Harmony. I checked combat logs. It might be that after lowering Energy cost a bit the numbers are little better, but the healing from this particular skill was insignificant in PvP.9. Purifying Essence - Adding cooldown to it does nothing but bad things. Same as with Natural Harmony, add cast time of 1/4 or 1/2s for proper counterplay, erase the freshly added cooldown. Seriously, playing Ventari I couldn’t cast too often, but there were times when I knew I had to save up energy and cleanse conditions with it two times in a row to help my team. Addition of cooldown is a huge nerf to this one.
No point at writing any feedback now, since things coming in 26th update have already been placed in the next build I believe and there will be 6 months or so waiting for another one. So I will check out the changes and if anything significant affects Ventari or I will see any Dev interest in this forgotten legend, I might re-write it with more updated look.
One thing I will say: the person who came up with idea of healers not being bunkers at the same time (with Ventari as show-off of that idea) clearly didn’t talk too much with Tempest or Druid design teams.
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Spam Mark of Blood and Chillblains under him, LoS, SoV and Locust Signet if he doesn’t have Aegis. No hurry here, you win over time. Build up Life Force, poke him. Once he uses Contemplation or F3 you can engage in melee, but I beat DHs without getting into melee at all.
I believe you can also spawn Flesh Wurm on top of traps to clear them, but haven’t tested this one. There was no need.
If there’s any LoS, you’re condition and it’s 1v1, DHs are probably the easiest target aside from Warrior.
First of – as far as first wing goes – “tanks” aren’t viable in general. There’s just one guy at VG with minimally higher toughness and pretty much every profession can do that.
Just get some toughness stuff and be ANet’s version of “tank” with same build as DPS
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Use Locust Swarm before casting important abilities. Unless you’re standing in blinding field, Locust usually gets rid of any blind very quickly.
It’s not unique to Revenants. Necromancers, Druids, Warriors are capable of the same thing.
I’d say that nerfing on-swap sigils (Geo, Hydro, Leeching) and buffing some on-crit ones (Earth, Torment, etc.) would be a good idea in general.
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Terror + scepter autoattack = Dhuumfire’s Revenge.
Terror is a terrible trait (unless you fight revenants) and requires you to drop Spite (Signets and burst) for Curses. Not happening currently.
I’m all for this tbh. Although I think maybe it should just grant some life force in shroud, cause it might be op if it just gave you straight up health. Most condi necros are already pretty tanky unless they’re running viper’s.
It’s healing in 1v1 is usually not much better than Regeneration, against Thieves much worse.
This should probably go back to 4s. Although I will have to test it myself.
Good idea, makes sense.
Although, pve necros probably wouldn’t be happy to lose the stat bonus. And icds ruin traits, but other than that it’s a solid suggestion.I suggest moving the stat bonus to Parasitic Contagion.
It will give Pure condi necro more damage + healing. Making it more synergistic.
First off, PC has to heal through Shroud to be any synergistic, but that’s other topic.
Your suggestion would weaken PvE Necro. Condition stat increase has to be located on either Master of Corruption or replace one of two useless adept traits (Chilling Darkness/ Jumping puzzle trait).
Bring a friend and stunlock the necro… it isnt so hard right?
Spontaneous Destruction spam did the same thing no? along with 2 other traits on low cooldwon. Rev also revomes boons so why not try having your boons removed too.
How do you stunlock 3-4 Necros? Because that will be the new meta.
Never. Necromancers don’t stack.
They went with power creep route and if it hasn’t already, will strike them back at some point.
Technically, adding more boon corrupt to Necro is not a bad thing, but they plan to add it to every build with Scepter. First I was excited that we will no longer have to run Spite because Curses doesn’t have required amount of boon corruption, but on second look I realised that I will probably keep triple signet Spite, ignore Curses again and have even more boon corruption. This change cannot go in without having to trait for it, possibly Curses .
I’ll be honest, I hope that Scepter change doesn’t go through. Corrupt Boon I think would have been better to buff it in the other direction to total boon conversion on a long cooldown.
Failing that, yes, Revenant does need more anti-condition help. I doubt switching a weapon set to staff will do enough.
Not a fan of putting that corruption on scepter with no restrictions. That boon corrupt on chain would be a good thing for GM Curses as couple people suggested.
With version they want to implement, people will just continue to play Spite Signets and enjoy more free boon corruption.
I think problem of BB wasn’t the Soldier’s Amulet (we even get better versions now).
The condition stat increase could’ve been added to Master of Corruption (50-100 condi damage for 20 or so seconds every time you use Corruption? Bonus condi damage for each condition you have on yourself when casting Corruption?).
Or, you know, we could replace one of two useless adept traits in Curses. Something like : when you crit, gain 30 condition damage for X seconds, stacks up to 5 times.
It’s Curses Necro that needs that bonus boon corruption, not Signet Spite build.
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Knowing when to leave and enter Shroud is one of the things that separate good and bad players.
Shroud dancing builds were fun in the past, because a lot of on-enter effects were located in first tier of traits so you could have multiple of them without going full into traitline. I was using such build.
Giving Shroud 1s CD doesn’t solve much for survivability, but screw every on-shroud trait and minor and make it less intuitive.
Speed of Shadows is cool, but it competes with Soul Marks and that’s the reason why it isn’t used that much.
Drama, drama. We don’t know all the changes yet.
People were saying nobody would play Tempests, too.
Even if ANet’s baby drops out for a few weeks or months, it’s only for good. With no Celestial, they can start balancing for something other than bunker.
Personally, I would bind that corrupt on AA to Curses Spec. Spite builds have enough of boon corruption and other stuff already.
chill is a condition, can be removed.
alacrity is an effect, can not be removed.
there’s no point in NOT playing condi if all the upcoming changes go through…
Wasn’t Necromancer kinda meant to be the condition profession?
Also, when Shoutbow became popular, there was no point in playing condition. Builds do rotate.
Parasitic Contagion is one of few traits that let you “win more”. I’ve been requesting PC healing through Shroud since they announced Specialization patch changes.
Curses have to compete with Spite.
Yo do you guys realize how broken we are about to be?
We are about to enter a Necro age- we’ve not had one since the introduction of dhuumfire. Its a great time to be alive boys
Don’t worry. If that happens, corrupt on AA will be scrapped within few days. Necromancer becoming popular and meta is the single biggest fear of ANet.
Precision Strike 1v1 will be now super scary. Over 100% Chill uptime.
Super scary in 1v1 my kitten. The projectile is so slow that it miss even my grandma. How is that supposed to be scary? The skill itself is scary already. Scary at how horrible it is.
You underestimate it’s potential and damage (which, from what I heard on livestream gets even buffed) . These projectiles aren’t that slow as you say, track through the stealth, chill and if all 3 hit same target, they’re huge damage even now – test for yourself. 3 projectiles hitting Thief can take half of his health.
Im probably going to get alot of hate for this comment but I see necros as kind of a poor mans Engineers if you may.
Less dmg, less utility, equal sustain and MUCH easier to play.
You went a bit too far here, Bob.
As for rotations – they should be fun, first and foremost and that is true for Condition Reaper. After all, both come down to just spamming stuff on cooldown, Engi just has more of them.
It’s no dream amulet because it has no precision or, more importantly, expertise but main power (which isn’t as good). But will replace Carrion I think.
Yeah, no. This patch caters to bad players and continues to dumb down the game.
The thing stopping Fresh Air from being viable isn’t the fact that other builds are better, it is that you can fart on a Fresh Air elementalist and kill it.
I look forward to being the most survivable thing on the battle field though as a Marauder Powermancer.
Removing Celestial and other the most tanky amulets = catering to bad players?
mkay…
Won’t be nearly as OP as people are thinking. Still a slow auto attack. If your boons are that valuable, you can dodge.
The thing is, since daimond skin ele is getting a nerf. It was main thing that held back reapers in this meta imo. Now that it’s gone, condi reaper would be in a very good place. But to add buffs on condi build along with that I think will be too much. We will see though~
What holds Reaper back isn’t Diamond Skin. It’s vulnerability to focus and spike damage/lockdown and these aren’t going away. In fact, these probably come back with Thief.
And even if Reaper made it’s way to every team, I highly doubt you would see more than 1 per team – Necromancers stack terribly.
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