[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
" Any Legend. Maybe Mallyx the least."
Perplexity rune proc using staff 5 an extra block that also blinds quick attacks with whirl finishers which produce conditions in most cases. So yes it will work with mallyx just fine as well
Sword #2 is also a whirl finisher. Remind me, how reliable whirl projectiles are outside of stacked PvE or WvW zergball? #3 Blind is mostly to protect allies, since you block anyway. There are no Perplexity runes in PvP, Sword #5 has interrupt, too, same as OH Axe.
It worked with old Mallyx if you focused on control and okay in hybrids, but in terms of condition-focused builds, there are simply better picks imo.
Unless you really want to kitten off mesmers blocking every single offensive shatter with #3 x)
When in doubt, roll a Charr.
Just had a few questions about the Revenants staff, if yall wouldn’t mind taking the time out to educate me a bit…
- Can the staff be used effectively in an offensive build? Is it better for power or condition?
- Is it really pure melee? How does it feel to use compared to Greatsword or Hammer?
- Do you see staff being a popular weapon?
- What offset best compliments staff?
- What kind of build would you recommend for someone who wants to maximize the effectiveness of this weapon?
- Which legends best compliment the staff?
Champion Chameleon
Terror still sucks, let’s not even talk about Master of Terror.
Conditionmancer is better, but I wouldn’t take Terror anywhere, maybe 1v1 WvW roam.
Flame Axe still has good old Ring of Fire.
Inb4 Flame Axe DD Ele meta.
Called it right after twitchcon, I guess I am right
From PvP standpoint, regarding Feast of Corruption I just have two points I came up with today playing condi scepter:
1. The cast time should be 1/4s faster
2. It should give 2% bonus LF per condition instead of 1%.
Amazing changes to Scepter! Those are really great, that slight buff to Grasping Dead and more reliable Life Force generation. And Blood Bond hopefully working as intended now.
Now I just need change to Parasitic Contagion, but even though I expected to see it in this patch, I got enough. Thank You, Geesus! So far so good.
(edited by Rym.1469)
This trait makes Fury effect on you grant you +40% crit chance instead of 20%.
Three things:
Dying in Enemy’s Lord room should increase your respawn timer by 15-25s.
Currently, it’s too easy to just keep coming back with nearly suicidal missions because of hillariously short respawn timers if you have good mobility, while the other team is caught in never ending loop of defending and get nothing from it – the creep spawn point is too far for non-thieves etc.
If you failed in Lord’s room, you should be punished. Period.
Increase amount of Archers you can spawn from 1 supply as the game goes on. It could also apply to Doorbreakers, but I’m not so sure about it.
So let’s say when your game goes for longer than 7-10 minutes one supply spawns two mobs and scales further.
Third thing:
(Speaking from HotS player POV) I’d like to see third map mechanic. We have archers/bombers and then we have hero spawns. That’s two, IMO kinda like regular creeps+merc/boss camps.
But with just Mercs/Boss/Creep mechanics HotS matches could also go on forever. That’s why each map has it’s own unique mechanic helping you push. Be it artilerry shooting at foe’s structures, etc.
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- Epidemic: if used at the right moment, can be devastating both in PvE and PvP
“The right moment” is such a rare occurrence that no one is using this skill. And even when the moment is right the kitten long cast time will likely make you miss it.
Why we can’t have:
Epidemic
Apply vulnerability on yourself and epidemic on a foe. Incoming conditions to the affected foe are spread to all nearby foes.
- Self Vulnerability (6s)
- Epidemic (6s)
- Number of Targets: 5
- Radius: 600
- Range: 1,200
- Unblockable
In my opinion it’s much better because:
- You don’t need a perfect or unlikely scenario to use it effectively.
- Rewards coordinated team play.
- Removes the potential for an unfair or game breaking condition insta-kills.
- The gradual condition build up leaves room to counter play.
- The skill is suddenly a must have for every condi necro, covering for the poor AoE condi application of mace.
- Any build that uses Dhuumfire can see the worth of slotting this utility even if it’s at the expense of survivability. Hurrah for meaningful build choices!
That’s really good idea.
Rather big nerf to personal condi AoE damage PvE, but buff to PvP and organized PvE.
These suggestions are for current PvE content, which is basically Patchwerk-like style of beating a training dummy . Nobody knows how PvE raid content will look like in HoT yet.
That’s said, you can always re-forge your ascended set to other stats if needed.
I don’t think it will still be worthy taking it. With Reaper’s Death’s Charge you can corrupt 2 boons every 5 seconds. There is no chance for MoC there.
What if I don’t go for Reaper? Or what if I don’t really need that much sustained boon corruption, but want one that instantly shreds all the boons? CB corrupting everything would be used on regular basis with many builds. 5 with amount of boons flying around means that you often still have to use second boon corruption to shut down the boonage and you don’t have 100% that you will corrupt that stability into fear, same with 2 boon corruption.
Staff + Axe/Warhorn or Dagger
MH Axe + Nature Magic + new We Heal as One! + Guard! is just too good to pass up. Since majority of my damage will be coming from boosted and traited pet when I heal…
Here’s an old pre-Balance Patch thread about Corruptions with a lot of good stuff. Check if you want: https://forum-en.gw2archive.eu/forum/professions/necromancer/1-Corruptions-Do-we-need-them/first#post5115257
In PvE, I don’t see many problems with Corruptions, aside from transfers being very helpful. They do useful stuff and that’s good enough.
1. First problem with Corruptions in PvP especially is that each aside from Consume Conditions and Plague is niche. They’re good, but not universal enough to justify replacing Spectrals or Signets.
Let’s take a look at traited Corrupt Boon. Corrupts 5 boons on single target, self-poison & self-bleeding. ~26s CD. That’s it.
Now Signets with SoS. Plague – you can have one passive, cleanses allies, trasfers 5 condis, instant, no weird behaviour, cannot be blinded, corrupts 2 boons, applies 3 might, 24s CD. Locust – much needed good movement speed increase, damage, good healing, corrupts up to 10 boons AoE, 24s CD.
It’s just better to get these 2 Signets and replace MoC with PoC for much better boon corruption and utility at the same time. The effects is just not significant enough anymore to justify taking Corrupt Boon for example.
2. Second problem – self-applied Conditions. You can treat them as resource for transfers in PvE since outside of your own conditions there’s not much to transfer and that’s fine. But then you have PvP and spending your transfers (gated by cooldowns) to cleanse self-applied conditions? Against most of professions it’s a suicide.
If not Necromancer baseline, then at least Curses Specialization has to have a minor which can reliably transfer conditions and only then Master of Corruption added self-conditions can be treated as a gain.
3. If self-damage dealt by our own conditions is meant to be absorbed, we need more self-healing in Condition builds. That means finally fixing Parasitic Contagion.
My suggestions?
(edited by Rym.1469)
I know how to be a kitten. Everywhere in the game.
I play a Charr.
Not Ventari, it’s Glint.
To be fair I get his point ventari puts out sustained hps of 2000ish. And can burst up to 3000+. It has a sustained outgoing healing increase as much as 140%
They made jokes in the stream about Druid being able to save that party member that forgot to get out of the fire.
Ventari can sustain a party member standing in lava.
This has nothing to do with glint. For things like standing in arrow cart fire ventari wins hands down. The glint traits only enhance this, where now you can pulse 2.5 seconds of protection every 2 seconds.
He mentioned Regeneration specifically.
You won’t get Nourishing Roots because it comepetes with good Blind trait and good outgoing healing increase.
Take Tranquil Benediction and currently you can only make some use of it if you AA. A lot. . And you give up AoE cleanse or another outgoing healing increase for that. There comes my Invigorating Flow change I mentioned countless times.
Now you’re left with FoN and Glint for Regeneration.
I don’t argue about Ventari healing potential.
Yes. And we need more of that “PvE” in Stronghold.
Not Ventari, it’s Glint.
I think I’ll just quote it:
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.
0. Energy Expulsion - I think that after announced BWE3 change this Elite will be fine.
Overview:
This is our “Healing” traitline. I liked it, but I believe it could’ve been “split” into three “ways” – “Selfless healing”, “Support”, “Peacemaker”. So by going into Specialization, you may not only act as “healer”, but also pick traits which will prevent damage, instead of helping allies recover. Here are my suggestions:1. Hardened Foundation replaced with Eluding Nullification. Currently, this minor will do nothing if you don’t have Healing Power and is boring conversion trait. Even with Cleric’s, gained Toughness is nothing. Insignificant either way. By replacing it with cleansing we free up one Master trait and give Salvation very helpful condition cleanse.
2. Nourishing Roots into Nourishing Waters.
- Nourishing Waters
Create a Water Field when you swap weapons. Duration: 2s. 240 Radius.
Now that we have couple Blast Finishers, it’s time to make use of them. Water Field was a thing many people requested. Such simple trait would allow us to make use of our well-timed Blasts on low cooldown (maybe even push people to pick Runes of Warrior?) and give us more group-wide synergy while not being over the top. Such trait would be worthy competitor for other two strong Adept traits.3. Tranquil Benediction - After BWE2 when I looked at Salvation line I thought “why do we have two traits in one specialization that provide Regeneration?”. Exactly, why? Let’s boundle them into one.
- Tranquil Benediction
Healing Orbs spawned by you and your Ventari’s Tablet provide Regeneration (2s) and Swiftness (2s).This would require some good wording and tooltip magic, but I think the idea is solid. Yet another good trait to pick up when going through the “support path”. To be honest, Tablet part isn’t even necessary I believe with further changes to Invocation.
4. Selfless Amplification - This trait is nice, but could maybe give some bonus:
- +150 Healing Power?
- You heal for 5% of your outgoing healing?
Final trait of “selfless path”
5. Natural Abundance - This trait is nice, but I’d add little bonus. Currently, even if you try often the Fragments will just despawn before you reach them. Pick one of those – both are aimed at making it a little easier:
- Trait also increases Fragments’ and Orbs’ pickup ranges.
- Trait increases duration of all Fragments spawned to 10 or 15s.
Final trait of “support path”
6. Momentary Pacification - Base of this trait is good enough, I’d like to push the synergy however and add to existing trait:
- When you interrupt a foe, Blind him (5s ICD per target).
Final trait of “peacemaker path”
7. New Master trait replacing Eluding Nullification trait
- Peacemaker
When you Blind foe, your nearby allies gain Vigor/Stability/Aegis. (Some very short ICD depending on the effect).This trait is a strong option for Salvation Revenant who chooses not to go for healing, but more “utility-based” path of peace
.
Even though the projectile speed could’ve been 10-15% faster, I always enjoyed Staff AA. It greatly rewards good positioning with more Life Force.
Interesting change could’ve been making it 100% Projectile Finisher instead of 20%. Revenant’s hammer has that on AA which does way more damage and is faster projectile, why can’t we? With amount of Poison/Dark Fields it could always be more interesting. Not mentioning Combo Fields of other profs.
Aside from small reduction to frequency of blinds and that adept that makes every daze a stun with no ICD, I think Mesmer should be pretty okeish balanced.
Well, at least untill Chronomancer arrives
.
From my experience, at least untill the inner gates are broken, it’s more than healing/support does better on offense rather than defense, while good defensive wave clearer is often your dps.
It’d be nice if the Wyvern instead of headbutting was just flying over the target in line, stunning everyone in it’s path.
How is an additional bleed added to the auto attack change going to change anything? Scepter still won’t compete with burn stack. These changes are decent but not drastic enough to make scepter compete in PVP.
They can cut bleed duration without much effect. THe bleeds usually get cleared long before you hit a critical mass with them. Or you are burst down before you can complete an auto attack chain
Just wait for more burning nerfs
Deep inside, I expect some small Burning scalling re-balancing and buffs to Bleeding/Poison/Torment
I have strong feeling that Natural Mender minor, even if it sounds cool, will be re-worked into standard 15% outgoing healing increase minor. Or the duration of each stack will be increased to 8-10s.
Nice idea. Up for it. Within PvP ofc.
If you get interrupted in Plague Form, you will have to exit the transform in order to activate another “F”.
Only Rampage can perform all actions for the whole duration, for some reason.
I suggest that after using that #3 wispcharge, your pet shadowsteps to be in range for it’s next attack.
Or next Pet’s attack is instant and unblockable.
I’d still like to see more reliable/better Life Force generation on it so it can compete with Dagger.
Part of the reason why I suggested re-designing couple of them:
“Upcoming content will have stuff that you can’t just dodge to survive.”
Can you hear it? It is easy to miss among all the hype and all the productive discussion, but if you focus and listen really closely, it’s right there. The sound of everyone quitting.
Can I have your stuff? If everyone quits, I’ll be rich going into raids!
Druid in fact has AoE condi cleanse. A lot of it. Check out dem Seeds, not to mention low CD shouts+Soldier runes if you need more.
+1
And +9000 for the Icebow nerf and mic drop LIKE A BAWZ!
Now it’s a perfect moment and justification to buff Ventari and use my Invigorating Flow suggestion <3
The point is that CC is supposed to counter it, but can’t. Only boon steal/corrupt does, and those abilities are somewhat limited.
CC counters it, but Stability counters CC.
I guess that unless you bring Boon removal or…you know….hit the channel with Trebuchet…which instantly cancels all casts…you’ll have to deal with it.
Ah, nice to see that little preview!
First, Blinding Ashes got nurf, bois. That’s great, less random blinds vs. Ele will help us out. And their burns got nerfed, too.
Now, as for Necro preview of changes (I hope it’s not everything major yet!):
Waiting for more changes on Tuesday! So far so good!
Druid is more about burst healing in key moments as it takes a while to build up astral force to enter celestial avatar, Ventari is more about sustain healing.
Anyway, I demand more love for Ventari!
It’s absolutely beautiful and amazing in every aspect. I love the positioning.
Ventari has more direct healing to allies. We’re still crowned kings of outgoing healing modifiers.
But Druid looks awesome, too! Will surely check it out.
I think Scepter will get similar treatment as Warrior’s Sword did back in the day – #3 and 3-rd part of chain may switch places. Obviously balanced, but I expect something similar.
Scepter #2 is good already, just needs a little more condition damage.
I fixed typos and edited couple things. I also added one more suggestion regarding Ventari
I should be done with “main idea/concept” suggestions for Mallyx before BWE3.
Hey all,
The Reflexive Hammers trait in retribution is going to be changed after BWE3, before launch. Right now since it uses projectiles that hover around you, they currently don’t work underwater and I think it no longer really fits the line as that is more about damage, plus it muddies the FXs around the character when the actual hammers are around you.
Soooooo…. I wanted to throw out an idea I had about a new GM trait for retribution to place it and see what you all think. The trait would be more dwarf stance focused since we don’t have a dwarf stance specific trait.
- It would give you some way to proc Rite of the Great Dwarf like at some percent health trigger or something and then make Rite of the Great Dwarf (both proc and the skill) have reduced condition damage taken as well while allies have the buff.
Let me know what you think.
Cool. Very close to my suggestion, just reducing condi damage instead of critical strike damage. Which might be handy, since it also affects allies. Nicely done, Roy!
Now I wait for my Ventari & Salvation changes
Maybe Druids ride those dinosaurs after all?
If I wanted to release freaking dinosaur riding, I’d wait with it till Friday
I’d say it’s way easier to beat Reaper Necromancer than Necromancer without Reaper. First one can look dangerous, but once you get the idea how to rotate, Rev should deal with RS without huge problems. It’s harder against DS, tho.
Wow, consider formatting this stuff better. Spoilerslike this one, bolded text etc. It’s hard to get through it. Glancing over it I saw three things:
1. You seem to like Elementalist
2. Some of your suggestions are extremaly complicated or niche.
3. You try fo use skill names from GW1. Always a plus.
And I like your account name, reminds me of holidays.
(edited by Rym.1469)
Baselining the 2% degen part of VP is always a good idea.
The CDR part could get second effect:
As for OP – Sorry for stealing your thread, but your suggestion make no sense whatsoever for anyone who’s ever played non-MM Necro in PvP, so I respond to discussion above.
(edited by Rym.1469)
I imagine they will make berserker build guide for old PvE content, although this one is quite obvious.
(edited by Rym.1469)
I just wish we got more maps. Be it 2nd map for Stronghold, 2nd Deathmatch/Annihilation map, another Conquest map.
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