[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
Grouch,
1050 Condition Damage
1050 Vitality
560 Expertise
560 Precision
Plz
Fair point. There’s Lingering Curse, but:
1. Boon corrupt may not be affected by it
2. LC isn’t that great for PvP.
Keep in mind that Corrupt Boon may stay with same amount of self-conditions. I think it’s pretty balanced.
Waiting for couple improvements here and there, but it looks like we’re getting love again.
Precision Strike 1v1 will be now super scary. Over 100% Chill uptime.
These changes are actually pretty good. I like the Precision Strike change and I love Facet of Light change – similar thing to one I requested which was that after Facet activation Infuse Light would have very short cooldown to prevent double tapping.
Keep in mind, more changes incoming.
(edited by Rym.1469)
nothing on GS or anything useful for Power necro.. hope something is left.
They said that more is coming, but they chose just couple things to preview (around 4 things per profession).
Here’s hope that Parasitic Contagion will finally work in Shroud.
It’s pretty good. We can actually trait into something else than Spite in every build.
Life Transfer (DS #4) doesn’t require any target, nor is ground targeted. Dark Path (#2) does.
As for Thief and Daredevil especially, what they need is a bit more passive resilience to damage gained by increased healthpool or protection/other damage reduction, but absolutely no more active defenses or evasion.
As for the amount of CC on every profession, it would be fair to consider cast times and cooldowns.
(edited by Rym.1469)
I imagine that because so little people actually queue for Stronghold, the matchmaking system eventually puts you in any matchup it can find.
It’s good in PvP because it’s DoT that does damage without ramp-up time which has been a growing problem of Necromancer. Technically we can do a lot of damage with bleeding, poison and torment but they all have to ramp-up in stacks first to be any significant and because most PvP builds have a lot of short cooldown cleanses, we are never able to reach that 10 bleeding or such. Here you apply Chill and it instantly starts doing damage at full potential.
If a lot of stuff gets shaved in future balance patches, I’d consider Deathly Chill’s damage in PvP a little bit high BUT the reason for this isn’t trait itself, but rather Vulnerability and Might Spite stacks on most builds which boost Deathly Chill considerably.
In PvE it’s a little bit undertuned. Keeping boss permanently chilled takes some effort. But Condition damage balance in PvE is a joke anyway.
I just hope that they will shave Power scalling a bit instead of nerfing base damage. Base sword damage might even need a slight buff, it’s the incredibly high power scalling that makes it ridiculous.
There is no such thing as “base damage” in GW2. All skill damage is dervied solely from a weapon’s innate damage stat (universal to all classes), the user’s power, and a skill coefficient that gets multiplied by the other two. Damage modifiers are thrown into the mix, and then the whole thing is divided by the target’s armor.
So really, what you’re asking for is nerfing the Rev’s sword damage coefficient, which, seeing as it’s the only thing that changes on a class-by-class basis, is exactly what they’re doing, because the coefficient (damage) on MH sword autos for the revenant were/are too high.
That being said, CoR seriously needs to be toned down, and Cruel Repercussion reworked.
By Base damage I mean damage of attack with no bonus Power or modifiers.
Barbed Precision going up to 66% chance on crit again would be a good change.
Grouch, one Amulet suggestion:
Malicious (?) Amulet:
- 1050 Condition Damage
- 1050 Vitality
- 560 Expertise
- 560 Precision
OP, weren’t you supposed to leave the game or sth?
Money > Gameplay > Lore in MMOs.
That’s why.
Maybe remove that 7% Protection effect increase for Tempest and replace it with some offensive trait? Just not another damage modifier.
I swear that reading this is more entertaining than reading PvP forums.
It’s so sweet how anet look at their most liked child
So much love
I take it you haven’t gone into PvP lately.
Warrior sucks in PvP beacuse it’s theme is outdated for melee profession in GW2 PvP. Anet loves their newbie profession, they just don’t have a clue how to update it.
Anyway, Balance preview today.
(edited by Rym.1469)
I wouldn’t mind current Sword #5 scrapped entirely and replaced with damage ability.
What people also don’t realise that Slow from Downed state #1 will no longer affect stomping, which is a slight nerf in 1v1s, but not too bad.
(edited by Rym.1469)
Don’t understand why they think thieves need an AA buff…
They don’t either. :>
If they think thief AA could use a buff, maybe Necromancer Staff could get one. Not specifically asking for global buffs, but man I wish Staff 1 on necro was less boring. >_<
I think it’s pretty decent. Some damage buff, be it either base damage increase or power scalling.
If we go more imaginative, it could do more damage the more conditions target has on himself with some generous modifier, like 8% from old Feast of Corruption. Staff already has some variety of conditions and being hybrid weapon, would make AA more interesting.
I will also take an opportunity and discuss some things about sigils, runes and amulets:
1. Many on-swap Sigils became waay too powerful after introducement of new ways to trigger multiple weapon swaps in HoT. Shaving on-swap Sigils, especially ones that apply conditions or do effects in AoE may be first step to reduce viability of ultimate bunkers with damage.
2. Rune of Durability has to be changed. It became universal rune for everyone and comes with general boon duration increase which is extremaly dangerous in PvP and causes serious imbalance with current number of boons.
3. Mightstacking Runes need to go in general. I would welcome Sigil that increases Might duration however. That would be some option for mightstacking builds, but with a loss of sigil.
4. With above changes, Celestial builds would take direct nerf without messing with Cele amulet itself. Removal of this amulet is an option, but I’m not sure how would it impact Necromancer’s and Elementalist’s viability in Tournaments.
(edited by Rym.1469)
I wouldn’t be surprised if Life Transfer applied Bleeding and Doom gave Stability on successful fear.
Not sure what will they do with Life Blast. Probably 100% Projectile Finisher.
Aside from skill adjustments, another way we can adjust balance in PvP is by looking at the runes/sigils/amulets that are available for use through the customization panel.
I would be interested in hearing thoughts (with the high-level goals from the blog in-mind) on adding/removing various sigils/amulets/runes. In general, our goal for PvP is to be faster-paced with a higher-level of lethality than what we’re seeing in S1.
I know we’ve had this conversation a few times before, but it’s always important to have this discussion with the correct context in mind.
Minstrel’s stats should be changed in both PvE (where nobody uses them) and re-introduced to PvP. How?
Replace Toughness with Power.
Boom, viable everywhere.
Shifting DPS potential from Auto-attack to other abilities that consume Energy is absolutely needed and welcome. Bringing back resource management and increasing skillcap is always the right move.
I just hope that they will shave Power scalling a bit instead of nerfing base damage. Base sword damage might even need a slight buff, it’s the incredibly high power scalling that makes it ridiculous.
…so we can hopefully request good changes in the upcoming patch.
From myself:
On this special day, my Charr heart wants to dream,
that somewhere there, in Murica, a true love for Curses will gleam
The love so deep and true! Could this be real?
Will Parasitic Contagion finally start to heal?
Yes, I’m the master of copy paste. More poem requests welcome.
(edited by Rym.1469)
They rushed Leagues to release some content for holiday break and this slipped by. Should be fixed for next season.
To be honest, you often don’t even notice it because 90% of PvP players play human or other humanoid race female anyway and they all have the same animations.
Signet of Souls
Passive: Gain 1% life force on hit. Lifeforce gained when at 100% heals you.
Active: Cast a Shadow/Soul Storm at the target location which deals AoE damage and applies Torment on hit. (Number of Impacts: 24, Number of Targets: 3, Damage: 1.2 per impact, Impact radius: 120, Area radius: 240, Torment: 4 seconds per hit). Cast 1 second, range 900, duration 6 seconds and cool down of 45 seconds.
The idea is to give as a competative AoE skill which competes with skills like Meteor Shower, Glyph of Storms and Ice Storm. Would actually majorly improve our PvE dps problem on power builds as well. Not really sure about the passive. Open to other suggestions.
Necromancer doesn’t need any skills or mechanics that would push Life Force’s current implementation further into snowballing and punish for using Shrouds. ArenaNet tried similar concept with vanilla Berserker’s Power trait and it was awful.
I’d certainly welcome Soul Swap mechanic as active part of Undeath or Spite Signet, however, replacing existing ones.
I’m almost sure that next Elite Specialization will be heavily based on Vampirism aspect of Necromancer.
It’s been 3 years of people bringing it up and now when they’re done with Melee spec, they will likely focus on second most requested thing.
They have a lot to work with.
Its a mmorporno. Its not even on scale with runescape! How can something like that compare to Gw2?
Because it atleast has an esport scene in Korea, Japan and China.
Not just 300 viewers on twitch falling asleep, but over tens of thousands live supporters in e-sports arenas in Korea watching top players battling it out in live tournaments for much higher prize-pool than this game will ever give in the total life-span of its scene.
There are games considered as giants and esports in the East that both you or me have never heard of. Because it’s considered as success for their audience doesn’t mean it will have nearly the same success in the West. I’d even say that the customers on both markets have such different expectations from games that while game is considered a fail and stupid for one market it will be great for the other one. Especially when it comes to MMOs.
Trailblazer’s set would be ideal for Reaper on “tanking” duty I guess. Still nearly the same Condition damage and same condition duration. Loss on Power and Precision isn’t that impactful. Swap CPC/Suffer for Rise! if needed, you’re done.
Boon corruption is already in Curses Master in two forms.
Terror could siphon life.
Curses need huge redesign and I’ve been saying it since Spec update. Terror is a relic of the past at this point – they obviously didn’t know what to do with it and Fear is probably worst hard CC avaliable right now. And we don’t even have that much access to it.
Buffing Terror and nerfing Deathly Chill wouldn’t make Reapers go for Curses. They would still go for Spite, SR, Reaper, Deathly Chill and Signets because it’s most universal and gives the best value. Reaper will be balanced around that one build.
They’re most likely happy that one build made it into PvP with success and won’t bother with fixing other traitlines at all till next E-spec comes out. Then they will nerf Reaper and balance around new Elite.
(edited by Rym.1469)
I reached Diamond without much of a problem playing solo casually in the evenings with Necro or Revenant. If I have more time, I will reach Legendary soon.
Maybe the problem lies within you, OP.
Spite, Soul Reaping, Reaper, Signet of Vampirism, Signet of Locust, Plague Signet is your most universal and viable build. Amulets, weapons are completly up to you, mentioned traitlines and utilities give you best value.
Then comes whatever you imagine. It’s hard to pin down single Necromancer build because most experienced necro players use their own and thousands variations or change them depending on matchup.
Necromancer and Revenant have completly different condition playstyles. Day and night.
But yes, WoC is lackluster because corrupt boon is instant and does more for the condi necro than WoC does. Why you would ever slot WoC for competitive play? I do not know.
I use WoC in addition to Corrupt Boon. Also, I use Blood Magic, so in this case WoC primarily serves a defensive purpose rather than just corrupting boons. More specifically, not only does WoC have the potential to corrupt more boons than CB (even on single targets), but it also gives aoe protection and it generates up to 30% life force and ~5k hp. Bottom line: Blood Magic makes WoC one of the best skills to have in competitive play.
Competitive play? I’m sorry I haven’t seen well of corruption used in competitive play since the day nos was forced to use power necro.
Well of corruption is good for power builds. Sadly why play a power reaper when you can do so much more on a power revenant. Slotting corrupt boon on a build that uses blood magic is just so so so terrible.
flow is actually pretty good necro with his build.
I know couple decent Necromancers who slot WoC over Corrupt Boon in some builds, even Condition ones. Afaik, Sunfish runs Celestial Wells with WoC on NA, too. Remeber that you can easily miss Corrupt Boon with all the random evades/procs/whatever but if you place WoC on Khylo mid for example it won’t miss and can be significant, removing up to 25 boons, dealing solid damage, giving Life Force.
Final boss is obviously The Abjured.
Black Bloody Tampon
+1
The community is toxic enough as it is, we don’t need more poison
.
I hope that next bosses will put heavier focus on “tank” and “healer” characters, maybe even require multiple ones (“offs”).
Currently, after initial hype it became obvious that these roles aren’t really needed – at best you bring one of these in progression or to carry people – and we’re back to square one. So the heavily annouced “more options” comes down to basically a choice of being either Berserker’s DPS or Viper’s DPS with one exception for Chronomancers.
I don’t find it that bad after fixes to bunker chrono. Was way worse.
If you’re teamfighting and a reaper is on the opposite side, you have little to no chance of winning unless you have a power-heavy assist on your side to focus the reaper.
Wrong. Condition Revenant is far less reliable target to focus in teamfight (3v3+) for Reaper if you don’t have one or two more good boon strippers to assist you or modified build. Condition Revenant gets more Resistance from single PA and boonspam from Mesmers/Tempests makes corrupting Revenant incredibly tough RNG if you don’t risk and go all in at once. Then add cleanses/invulns from bunkers and table turns – Reaper is now the prey.
Reapers excell in 2v2s against Condi Revs though and are tough 1v1 if Plague Signet is off CD.
In the current meta, it’s rare to come across allies that are running pure power, or marauder stats.
Scrappers run Marauder and one good use of slickshoes can kill Reaper in teamfight.
Druids deal a fair bit of direct damage, too. Mainly with pets.
(edited by Rym.1469)
I cant access gw2skill from work but even tho I really like the concept of this build, my greatest fear is the CC weakness…how you fare with this? still feels “stable” enough?
From what I’ve seen, it runs Retribution with Enhanced Bulwark. No Shiro, but Energy sigil. Shouldn’t be that bad.
Now, I had very similar build in the past and the CC is indeed quite amazing (I believe there’s still a clip of me defending Hero channel on Stronghold 1v3 for a minute or sth), but there’s are two problems with it:
1. It does absolutely no damage and isn’t that great bunker.
2. 9/10 times there will be a Condi Rev or Reaper on the other team. And they will obliterate you.
I will say though, I wouldn’t completely diss Ventari or decap builds. It has some potential.
(edited by Rym.1469)
I generally don’t like on kill effects. This trait has to be changed and I still see potential for “cheat death” trait replacing current, useless one.
I dont really like them ether but i recall Gee (or an other dev) saying during the specialisation change patch that they wanted death magic to have atleast one on kill effect trait for whatever reason. So if we really need one i prefer one that is alteast somewhat useful.
Death Magic already has on death trait. Death Nova. Nobody asks for on death trait as a minor for everyone.
I generally don’t like on kill effects. This trait has to be changed and I still see potential for “cheat death” trait replacing current, useless one.
I’m gonna spoil a little bit too. It uses double Axe and Boar pet. You will have to figure out rest by yourselves, though.
Revenant will be meta even without its broken damage. Dont see why you are so against minor nerfs to bring equality among the other classes. Power creeping the classes to get equality is not going to happen and it shouldnt happen. So the classes that are too high on the damage table need to be brought down a notch especially if they already have indispensable other roles (this goes for all classes in this category, not just revenant). It doesnt make sense to give a class some of the best utility roles and the best damage at the same time. I dont understand why people dont get the logic of this concept.
Look at chronomancer. Its absolutely amazing for utility and unique buffs. But its damage is rather mediocre. Thats perfect balance wise. Its how it should be. The only classes that should be top dps are the ones which have very little utility and group buffing.
As pretty much Revenant main and player since first profession preview beta, I agree. I’m fine with nerf to AA coupled with maybe little damage increases to other skills.
I think people who yell that they would have to use other skills costing energy for max DPS forget that Revenant’s profession mechanic is energy management, not enabling 3 facets and watching netflix.
Upkeeping facets in combat forever should have never been the case and optimal thing. Sure, there are things that separate good PvE Revenant from bad one, but aside from some moments, upkeeping facets and AAing is what you are doing for majority of the time, regardless of encounter.
(edited by Rym.1469)
Not a fan of Greatswords. Greataxe, maybe.
Retribution GM can proc Jalis’ Rite. It affects nearby allies and seems to be additive. That + Tempest’s 40% protection alone is 90%.
I think Diamond Skin shouldn’t stop Fear. Or Necromancer downstate #2 could be changed to knockback or something. Negating downstate by doing nothing is bad.
Please don’t tell me it’s NA Longbow Druid with Tides glyph.
Death Shroud isn’t ranged tool. Mid-range (melee-600/900) at best. Life Blast, Doom – both are improved in close range. Dark Path – moves into melee.
I’d love to play Necromancer without Reaper, but it has Deathly Chill. I’m not a fan of this E-spec, as I’ve expressed many times, but I understand that since Specialization patch, devs balance around Reaper, not Necromancer.
Which is obviously bad, but I won’t fight it.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.