[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
I’ve been having a lot of fun with Remorseless Beastmastery pet-oriented Shout build:
Good damage, burst, support, wins pretty much every 1v1 aside from DD Celeele.
There are couple VoDs of me playing it on my twitch channel (you have link in signature if you’d like to see some action).
Guard could use a knockdown component imho, and Sic’em would be good with shadowstep like Heimskarl said. I also would drop the reveal from the skill in exchange for a 0,5 – 1 second stun.
Nope. That reveal is clutch when dealing with troll dire PU mesmers.
Would an aoe, non targeted reveal be too op? 600 range?
I always thought that’s how it should have worked. Give us a counter to that 10 second mass invis or when they drop shadow refuge to power rez.
I did originally want an AoE reveal, but thought having it on a shout may be OP. Then I thought why not make it a pet F2? A Bat pet with “Echo Locate” F2 that is an AoE reveal.
I’m pretty sure I asked for that exact thing a few years ago but pets are just too unreliable. Even if you micromanage the hell out of it you still get pathing issues, and I occasionally still get the issue (mainly in WvW) where my pet will decide to auto target and run towards an enemy to use its f2 instead of using it on the spot or on the enemy I have selected.
Maybe it’s time to introduce ground-targeted F2?
The problem is that it is only underperforming in PvP. It is god like in PvE for defense.
You can tank 5 champs with this trait + epidemic.
Not sure how to fix this. They really need to separate balance.
Just make it hard cap on, let’s say, 1500 or 2000 hp/s. Won’t affect PvP or WvW whatsoever.
The problems with traits or skills like that is they’re in general niche and compete with traits which are universal and good all-rounders.
They’re designed to suck, they’re useful in single situations in entire game and they’re there to theoretically give you an alternative you never pick unless we face some meta or raid where everyone has perma 1 stack of Stability so our CCs always connect.
First I’d just like to make it work in Shroud. We don’t have PTRs, so just make it live. If it continues to suck balls as hard as it does now, then think about changing that.
I think Shouts should’ve been made strictly for Beastmastery and operating your pet. They should have bonus utility like condi cleanse/stunbreak for Ranger, that’s for sure, but Ranger built around Shouts already brings permanent Swiftness and Regeneration for entire party, not to mention allied condition cleansing compareable to Shoutbow Warrior.
Two out of six shouts (WHaO & SotP) are already perfect.
I like the Staff, personally. Re-making the weapon just because one Specialization trades ranged potential for melee potential is silly. If you want ranged potential, don’t roll Reaper, easy as that.
There’s still promised work on Axe from Robert Gee. Better make it work, might fill the niche.
As for Staff, revert the ally cleansing nerf from Putrid Mark, give it 1 more bleed on MoB and it’s perfectly fine.
I like the system.
Because of the RNG nature I don’t have to play every single game on Foefire.
Honestly, if something was done right in PvP structure for this game, the current voting system is one of these things. Wish more games used it.
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If all the modifiers worked on the caster, it would evolve into yet another bunker. 7k heals and 600 regen/sec for yourself? Yep.
“Outgoing healing” is their tool that should in theory separate “healers” from “tanks” so you have more diversity, heals on allies can be much higher etc.
Just because Roy is more transparent with his actions than other Devs doesn’t mean they’re not doing their job right on other professions. Not everyone likes being that open for discussions. Keep in mind that many professions have very established communities already and going into balance/change discussions with them might even backfire at you.
Revenant is a brand new profession and it means that a lot of stuff can still be changed, added, tweaked before the release and that can be major things. Changing things that people got used to on original professions is unpredictable – some players may like it, majority can hate you for change – See Corruptions and Consume Conditions for Necromancer after balance patch.
Finally, Revenant is part of product they sell – Heart of Thorns. Of course they want it to look amazing, have cool effects and be viable because many may buy the xpac just because they want to play Revenant. If you were to sell a brand new product, would you like it to grab attention like Lamborghini Aventador or look like Fiat Multipla?
You realize there are legends other than Mallyx and Glint right? You’re not required to use both of those you know that right?
You realise that other legends do not have adequate condi clear right? And you realise that there are no decent revenant builds without glint right?
And Mallyx somehow has adequate condi clear? Mallyx stands no chance against Necros, especially Necros in their current Cele state.
Mallyx has high resistance uptime and decent condi clear. Till date I haven’t lost a single node against a necro on revenant. I would love to see how you play against a revenant on the meta cele necro build, no sarcasm intended.
Sorry…what condi clear?
Here you go, I’ve been maining Necromancer since launch and BWE2 I haven’t lost to any Revenant using Mallyx. Necromancer in meta, even most non-meta (maybe aside from Power Wells) annihilates this 1v1 similary to how we stomp Engineers.
Corrupt Resistance into Chill twice, he won’t have enough Energy to activate his utilities again and will be forced to swap. Once he swaps and uses Infinite Light he has two options – either disengage or die. Even if he endures long enough to swap back to Mallyx, by this time he’s a wreck doing no damage because of Weakness he can’t cleanse and condis which get transfered. Then you just corrupt/rip all resistance he has and that’s it.
I’ve played Revenant this BWE. A lot. Good Necromancer should be nearly impossible to beat as Mallyx Rev.
Condition clear on healing skill or weapon swap on 6th would’ve been nice.
I will quote myself from more than month ago:
I really enjoyed playing Beastmastery after the patch.
From me, couple things:
1. Fortifying Bond should’ve been baseline or as one of Beastmastery minors. It’s incredibly important for any build with Pet as Damage role in mind. To achieve really good BM build, we need 4 traitlines together.
2. I haven’t tested if all the bugs with “Sic’ Em” were adressed in the patch, yet to see it for myself, but in case they weren’t, that needs fixing. Shout itself could use some love, like small CDR.
3. “Protect Me!” should keep it’s cooldown, apply Protection and Ranger should just gain bonus health equivalent of Pet’s max health for the period of Shout, similar to how Plague adds health.
4. “Guard!” and “Search and Rescue!” need to be changed:
1) Shout similar to this one – “Enraged Lunge”: http://wiki.guildwars.com/wiki/Enraged_Lunge_.
Shout. Immobilize the foe (1s) and apply Might (5s). Your pet’s next successful strike removes 1 condition and does +25% damage for each of your recharging shouts.
2) Shout similar to this one – “I Will Avenge You!”:
http://tinyurl.com/pyudhgo – in memory of W/R“Shout. Apply Quickness (3s), Protection (3s) to your allies and Slow (2s) to foes for each downed ally within the range. Ressurect your Pet. If your Pet was ressurected, this Shout recharges 50% faster.”
As a bonus:
“Sic ’Em!” – As stated above, possibly small Cooldown reduction (35s untraited?) and 40% bonus speed simply turned into superspeed.
Enraged Lunge-like skill described above could alternatively be ground-targeted attack with long-range Leap for pet instead of “on next attack” effect, probably with it’s own damage scalling from Player or Pet.
Heal as One and Ramp..Strenght of the Pack are absolutely nuts already and don’t need any more changes.
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I think Revenants should get rifle to kitten off all of the thief players.
Oh come on, we’re Revenants. We would have melee rifle
I’m not really amazed by Reaper, because it isn’t my idea of Necromancer, similary how I always prefered Affliction Warlock in WoW to Death Knights. It’s fun and I like Blighter’s Boon, it’s most likely more powerful and I will craft some builds with Reaper for sure, but that’s not Elite Specialization I’d be super excited for, maybe next time
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For now, I would like to see promised Scepter changes and improvements to basic, core Necromancer.
If there was a trait tier beyond Grandmaster, that would fit in there
I think that they don’t want to make another Steal out of Shroud #1, though. It can already apply vuln, might, burning. Add healing and transfer and we will be even greater masters of auto-attack then we are now.
I think that increasing number of creeps spawned from supply as the time progresses could be worth testing. Similar to how in MOBAs the later you are in the game, the more in numbers and more powerful minions spawn.
This and giving defenders some better shortcut/new place near the Lord’s room to spawn npcs + maybe increasing respawn cooldown once you hit 15 min mark would surely hasten the game naturally without hard timers.
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No thanks, i roleplay.
Revenant can continue ignoring the status quo for how to use a weapon
Pretty cool idea. I think it might be overly complicated, but I like the general idea behind a ranged condi dagger option.
It’s not that complicated, really. I wanted to put more emphasis on Combo Field usage.
Basically, what you would do uninterrupted is position yourself in a way to pierce as many enemies as possible, place your Poison field and try to hit multiple targets with #3 while resseting #3 cooldown with successful auto-attacks.
So there would be no skills you wouldn’t want to use in your “rotation” for PvE for example as every single one including AA would be vital to best performance. I think it could be decently engaging gameplay.
As yes, if we have Ranged Hammer, Ranged dagger isn’t that bad, considering they’ve just created a set of animations for throwing Daggers for Daredevil and could re-use most of it
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Glad you like it
Glint’s heal should have a cast time, or if they want to make it instant, it shouldn’t work through disables.
They should also give the rev a sign on screen that says stop attacking cause your healing me.
+1
Nothing beats the original.
Simply list existing effects from Legendary weapons on Revenant’s skill you found (I will add them up here) and then…
Suggest your own ideas how Legendary weapons could affect our skills!
I will start:
1. Legendary Shield changing the visual of Shield #5 – Crystal Hibernation.
Now turns caster into actual crystal instead of old version.
Hmm….I like it as 2s. This way I can use it as defensive tool. Any reduction on our defenses will imbalance our other aspects i.e. make us more vulnerable to conditions.
After playing it, I think it’s okay for the most part.
I will bump it on purpose, because there’s a similar discussion on how UA is “OP”.
I certainly prefer the straightforward “dash” approach. X) The only way you’d get an escape tool out of leaving a poison trail in your wake is to also give it Superspeed, which Revenants already have amazing access to via Shiro.
Well, that or making the trail apply Blind or a movement-impairing condition, as well, but the dash sounds way more fun.
Yeah, that would be too samy to Slick Shoes.
Anyway, I updated the tooltip for Sadist’s Trail with longer (600) range as you’ve suggested.
Are you the same guy who complained about MM Necromancers being OP in regular PvP?
So when you could stomp them effortlessly as Revenant was struggling to do anything against other professions was okay, but now if they fight back it’s not? Classic.
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Oh boy, OP….
You wanted to complain about Herald, but none…of your complaints are actually about Herald.
1. Yes, Revenant with targets far away and Shiro can quickly gapclose to visible targets. But here’s the trick: They can’t shadowstep to place with no enemy player. That means they’re rather average for any decapping, but are amazing at preventing decapping. Which is a solid thing and counter to Thief’s primary role.
That’s a complain about Shiro
2. Next one! I don’t really understand this part. What “openings” are you talking about? Should Revenant first backstab you? Should he /bow before engagement? From the latter part I guess that you expected something like Warrior 2.0. No, Revenant won’t “trade hits” with you in every build, it wasn’t the profession design goal. If you want someone to “trade hits” with, fight D/D Ele.
3. Oh my god, they can heal! And there’s absolutely nothing you can do to prevent Infuse Light’s healing, which converts incoming damage to healing, aye? They can also use Shield which will make them lose the node and can be broken with two short Immobilizes or little Chill (not to mention hard CC), but why should you counterplay it? He should die like in previous betas, know his place! And he shouldn’t be able to break stuns.
4. Okay, okay, now…serious. So there’s a Hammer, weapon which requires Revenant to go off the node to achieve good damage and has AA with 1 second cooldown and ~1/4s aftercast. Now why would you, as a good player, avoid Hammer #2 by using WASD and movement in general to sidestep attack which always goes in a straight line, while decapping a point? Or run around Revenant so he can’t hit with AA, because it will cancel itself? We all can agree that two days of beta-testing Revenant is enough to put that disgraceful profession in check. I don’t even have to check Revenant’s abilities to tell they are OP!
And knowing that Sword #3 will follow me anywhere, I totally shouldn’t consider taking Revenant off point and out of position, because he has no control over his character.
5. If you’re bad with conditions, that’s okay. We understand, many here share your problem.
6. While having little and short-range condi cleanse, being completly neutered by any good Necromancer and having little AoE/little burns?
The thing is, folks….we had 2 days to test Revenant and most of you sound like new players complaining about Kill Shot Warrior. You don’t know the profession yet, majority doesn’t know their skills, not everything is familiar yet. And we all can understand that.
But threads like this one where a person who has no clue about profession, instead asking how to counter specific things, just wants to complain for the sake of it / lost 1v1 and not even know what to complain about are just useless and lets bad players fuel their anger.
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Here you go, couple threads below.
Oh, why do you spoil my little secret? >.<
Yes, I observed it, sometimes similar bug occurs after attacking gate on foefire a couple times. I didn’t actually know you can trigger it on purpose multiple times, though.
Helseth used it once in tournament on Necro, cmon lambs, pro player uses it, must be good
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I think it was nice. I admit I did not give Reaper a proper 20-30h testing it deserved, being just…a tiny bit..too into Revenant
, but from what I’ve managed to experience it seems like Reaper itself as an idea is basically done and now it’s just number tuning here and there.
Oh and new model for Shambling Horrors to look like my armless chicken from GW1 is an absolute number #1 priority.
I’m not afraid of Reaper, I think it should be fine.
What I’m still concerned about is my favourite Core Necromancer, but aren’t we all?
Touching Glint’s boon interval is plain wrong. Not everywhere in the game you have imbalanced stuff like food you’ve mentioned. It also screws up couple good synergies like Remorseless on Ranger, Blighter’s Boon on Reaper etc. If we are to have a boon Legend, be it.
I’d first like to get my hands on Revenant on live servers after xpac release. Give me a month with it and I will tell you if it needs nerf or not.
Most of complaints about “Glint being too powerful” I see come from the fact that 99% of people fighting Revenant don’t have any idea on how their healing skill works so they just unload burst after burst and with good rotations you can be basically immortal 1v1 because of their lack of knowledge. Give people two weeks of fighting it, not two days, they will learn.
Another complaint – “but you can stack so long boons/25 might”. So what? Can’t DD Cele Ele do the same? Couldn’t Warrior? We don’t have some super burns everywhere on our skills. Excellent idea to bring a Necromancer against Herald, this guy totally melts against competent Necro with boon corruption.
Giving Infuse Light a cast time would open the new shiny new for this skill, following steps of it’s grandpa Defiant Stance. A way…
…to the dumpster.
Only thing this skill needs is more visible animation and that’s it. It’s a definition of “L2P” at it’s finest.
Keep in mind that apart from ZvZ and static PvE actually landing this skill can take a wonder. Especially against any competent player.
Whole Hammer looks like a tool to punish pirate ships on WvW. Has projectile block, pierces, does incredible damage to backlines…
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I think a little problem with this skill is that often you will hit same target twice or more times because of how cascading attacks currently operate. Warrior’s Torch #4 does same thing.
Aside from that I believe skill is all right, maybe increase the cost by 5.
Ask Leeto.
/15AshCharrs
…with Hammer
/15 Ash Charrs
Is this skill working as intended ie it interrupting stomps and working through many evasive skills like blurred frenzy and shelter?
It’s certainly buggy and there seems to be a lot of debate on what it can and cannot do, but one thing I know for sure is that: it should trigger at the end of a pet skill, and secondly, it has no indicator as to being unblockable but it does go through blocks.
Either way it does need looked at, and the trait alone basically carries the ranger in any sort of viability, lol.
As much as annoying it is, it has to activate right away, not after pet finishes it’s casting. Ranger needs some form of instant hard CC and this does it.
Currently, it works different with different kinds of pets. Not mentioning bugs, Pets which have F2 that affects an Area/don’t require a target will activate Bestial Warden the moment you press the button around the pet. Pets which have F2 that is an attack like Bird’s F2 will first have to connect that attack to trigger Bestial Warden. As long as they don’t hit with that attack, trait is still up and doesn’t go on cooldown.
I’d approve just for the fact that the lack of dagger (and thus the delicious Incinerator skin) is one of the few things keeping me from ditching all other classes and jumping straight at Revenant. XD
But, it’s also a very neat concept. The AoE-on-AoE effect of Wailing Dagger reminds me of Engineer’s old Coated Bullets trait, being able to fire into a crowd to make each one explode and really pile on the damage (theoretically) the bigger that crowd was.
The direct damage seems pretty high for a condition weapon (or for any weapon, really) if that’s what it is at base Power. 1950 damage for a one-second auto-attack chain kinda overshadows the Poison and Torment. Though, I’m sure the direct damage wasn’t the focus when making the tooltips, and thus isn’t really representative of what you were after. X)
Anyway, I’d certainly use it.
Would maybe want to see a bit higher range on Sadist’s Trail, as it’s not really enough to use for escape, particularly when movement abilities of that sort have a tendency to make your character pause at the end to “get their bearings” if you have any sort of lag whatsoever. For comparison, Elementalist’s Burning Speed has 600 range, and still often feels like it isn’t really enough to escape with.
Otherwise, I like it. XD
Yeah, the numbers are just there out of blue. I’d like it to maybe have neat base damage, but scale worse with Power, so Condi builds with absolutely no bonus Power can still do any direct damage with it and destroy structures (like Walls or Diamond Skin Eles). But they’re just there because they were needed for proper tooltip.
Now, 600 range on Sadist’s Trail seems like a good idea, I’ll probably edit the tooltip later. Initially I was thinking about maybe an upkeep which would let you leave a trail of poison or really low cooldown of this skill (like 2s and the poor range is leftover of that). I got the idea from one of the fights in 5-man dungeon in WoW, Zul Gurub, from the first boss who spawns something like growing maze of poison trails (often referenced as “Poison Snake”) from this skill
Please note that all the numbers are just to give an idea, they’re not balanced numbers. Balanced numbers are outcome of internal testing
Hello,
One of the most fun stuff in this game for me is drafting various builds. I enjoy coming up with interesting trait suggestions and weapons. Short list of couple of my creations:
Necromancer Changes pre-23rd July patch
Soulbinder – Necromancer Elite Specialization for WP’s contest
Now many players here and in-game complain that Revenant lacks second Condition weapon to make a non-hybid condition build, that Condition Revenant lacks second Ranged option for Condition build besides Hammer. So I thought that I will try to come up with some solution.
And I did
Here’s my suggestion for new Main-Hand Ranged Condition weapon for Core Revenant – Dagger.
Dagger’s Condition damage sources are Poison (Venom Enhancement trait is now very good) and Torment.
First 3 attacks are part of Auto-attack chain.
So how does it work?
How would it be played?
Dagger is all about good positioning. Piercing multiple enemies with Wailing Dagger causes more Pain effects to explode. Launching your projectiles through Poison Fields spawned by #2 skill causes them to inflict Poison on foes they strike.
Landing your auto-attacks will let you dramatically shorten the cooldown of Wailing Dagger (but not it’s cost!). Which is a guaranteed Projectile Finisher.
Weaknesses and Counterplay
Bonus Synergies
Aside from ones mentioned above, long Combo Field: Poison has good synergy with all the Blast Finishers avalible to Revenant. And because of the nature of Revenant’s Mace, which is a Condition weapon, you could get a lot of Weakness from comboing Sadist’s Trail with Echoing Eruption.
Thanks to @that_shaman for providing an excellent tooltip builder. His site: http://thatshaman.blogspot.com/
Cheers,
Rym
EDIT: Updated Sadist’s Trail tooltip with longer range.
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It’s 10% less damage on first 6 strikes, how is this so much weaker? Check the numbers, 10% of each strike translates to like 100-150 less damage. And this change would make it only better for single target.
Anyway, I don’t do balance, Devs do. What they think is the best.
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Good feedback OP,
I tried testing out less “popular” legends myself after initial craziness of Herald and stuff.
As for Jalis, I was primarly trying to test it out in HoT PvE and WvW. The results were mostly satisfying and the Vengeful Hammers are absolutely great bonus.
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Unrelenting Assault follows everywhere you go. For 2s, you’re basically tied to your chosen target. I managed to follow other Revenant spamming Phase Traversal on WvW with it, traveling about 4000 units in total from my initial position.
I had wondered about that. If that is true, why not give it a max range it can travel once the initial effect begins, like 1000 or something like that?
I actually think that it shouldn’t have a range limit and it’s current version has interesting hmm…“counterplay”. I’ve been doing this today a lot. Basically, if UA was casted on you, you quickly move “behind your lines” to your allies or drag unwary Revenant everywhere else, like off point in PvP so your teammates can decap. He will be glued to you, so for 2s you have complete control over his positioning.
This part I think isn’t just highlighted enough, but I believe it adds a layer of very interesting counterplay and risk for using UA without much thought.
Hammer #2 strikes in straight line. That means in PvP it often misses. Yes, it does a ton of damage in zerg vs. zerg because I think it’s meant to. Oh and #2 damage after CruelRep proc demands a montage with “Here comes the Boom” song or mlg noscope one. We’re the true snipers with it…but using hammer.
I have a question for you, OP. Let’s put Herald aside for a while.
We may all have a minute of silence for Taunt’s cost, but how useful was Inspiring Reinforcement this beta? Wasn’t the Stability too short?
What about new Vengeful Hammers? Have you used them?
And finally – did you use Rite of the Great Dwarf? How was it?
I may not agree with your points about Herald and Hammer, but I’m still interested in feedback on Jalis as this beta nobody seems to talk about it.
Considering that might stacking helps condi too… Herald feels required. It also has the only good heal because it is constant instead of tiny bursts on long cool-downs. If the mobs did less or equal damage to the heal, as an average, including considerations for dodging, then any heal would be viable to run with… otherwise, I really want that regen.
I just kinda wish mace AA was the same range as all the other skills in the mace/axe combo. I feel like, for a lot of the encounters, it is safer to stay back and use 2-5 exclusively because I just do not have the endurance to dodge roll all the face-smacking that happens to melee. I really liked that the game, before the new area, was most fun melee… now it seems to have changed away from that
If that was the case, I would not need Herald and could use three other trait lines… but I just feel it is required if you want to survive in melee.
Main problem of Condition Revenant is just that he needs another Condition weapon, preferably MH and Ranged. If he gets it, he’s fine. Without, he kinda has to either camp mace or go hybrid.
Might on Condi Rev without Herald wasn’t and isn’t a problem. In the first Rev preview I ran Mallyx/Jalis and I was able to maintain 20+ mightstacks by myself in combat without much of an issue. If you take Devastation and Shiro instead of Jalis, you will gain access to Master trait giving long might. There’s blasting your own fire field with Mace, sigils and runes, Invocation GM giving tons of might if you’re good with Energy Management and so on.
I think that many people just don’t yet see the potential of Facet of Chaos upkeep and Facet of Nature and just flash these.
This beta I’ve been focusing mainly on support Revenant and I learned that both mentioned should’ve been bread and butter for every Glint Legend user in future once people get more familiar with stuff.
FoN is, hands down, amazing. You have to know when to let the passive go not to starve yourself on Energy, but wise usage of it gives glorious outcome. It’s interaction with Shield #4 and Shield GM trait, with all the Protection, Stability, Resistance, keeping permanent might/regen/fury/swiftness on everyone without camping Glint…
It’s crazy good when used right.
AoE pulsing Protection…I don’t have to explain a lot in here. Mad strong. Stacking it or using right before engagement cuts a lot of initial pressure your team would take. I had games when first teamfight was just ending before it started because enemy team couldn’t pierce through all Prot+Regen I prestacked + Rite of the Great Dwarf damage reduction. Thief + Mes opening for 3-4k total damage…after initial failure, people were just running away.
Aa others stated 100b and rapid strike were extremely op to. It’s just a matter of learning. When to dodge, use retaliation, protect, or blocks. The animation is pretty easy to see it coming.
Or jump off a cliff, does rev follow? I dunno
Unrelenting Assault follows everywhere you go. For 2s, you’re basically tied to your chosen target. I managed to follow other Revenant spamming Phase Traversal on WvW with it, traveling about 4000 units in total from my initial position.
I’m not sure what happens if target jumps off a cliff, though. If he lands, Revenant lands with him. I assume that if target dies from falling damage, but UA was still active when he did, Rev gets no falling damage.
The question if UA ends in Air does it still teleport you to suicidal jumper and force you to jump with him or not. That may actually be another counterplay. OP, add it to your list! Jumping off some high cliff!
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