[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
(edited by Rym.1469)
Step 1: Get yourself a Shiro.
Step 2: WvW – mark a squirrel/other critter which is far away with “call target”
PvP – let your team mark enemy target somewhere else on the map
Step 3: When in trouble, swap to Shiro, target previously marked foe/mosquito and spam the hell out of Phase Traversal
Step 4: GG, you’re now 5000 units from the threat
:D
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I’m not really asking to nerf it, I think it might be a little bit strong in 1v1s, but isn’t anything special anywhere else, can be exploited by enemy and so on. Game isn’t balanced around 1v1s on Niflhel anyway.
I’m just giving suggestion just in case so it doesn’t get a random nerfbat somewhere down the line. It’s really hard to say if something is super strong or not after 2 days playing it.
If anything, I’d suggest to move just a little bit of that damage from each strike, like I said, 10 or 15% which is roughly around what – 200 damage? – to final attack. Waiting just for 7th hit would still make you eat vast majority of damage.
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I already proposed a change which doesn’t nerf UA but makes it more counter-able if needed and the thread is below.
Fun thing – If you see Rev using it on you and you have teammates nearby, drag him with yourself to your allies or away from teamfight. UA follows everywhere and won’t be stopped, so you can get too brave Rev out of position pretty easily.
Couple points, spoj.
1. You can’t give first AA in chain Chill application. I’d abuse hell out of it, cancelling other parts of AA just for the spammable chill.
2. About Reaper’s Shroud Life Force generation – I think that by this point we all can agree that RS is stronger in most aspects than DS and we’re balanced for running Reaper. I still don’t like giving RS-exclusice goodies out when DS bites the dust. If Shroud needs more LF generation, this should be solved in Core profession, not just the Reaper by giving it more LF gain on AA. It already generates much more LF than DS.
3. RS Fear – keep it this way. It gives Stability and Fears in AoE. Let DS single target fear-only ability be better at least in interrupting by being instant.
No. This part of Revenant doesn’t need any changes, maybe just add a little dragon-like animation indicator. Core functionality is good.
You’re right that it’s better than Warrior’s Defiant Stance. Which doesn’t say much, because you won’t see Warrior using that skill outside of a zerg or couple PvE encounters. They’re still using HealSig everywhere.They can switch their heal anytime. We’re stuck with that one. If our foes learn how to counter it or we use it in wrong time, we’re in trouble.
We also lack condition removal and this compensates it a bit. Warrior has currently tons of condition removal.
You can’t really compare skills across the professions. It’s very strong situational heal, but I’ve already seen people being aware of this skill’s existence. They know for sure that if you run Glint all they have to do is just bait it and then they can burst.
People don’t know how do Revenants work, don’t know their skills yet, don’t know capabilities and weaknesses. This skill is like classic definition of “L2P”.
Dont ignore my coment though, i agree that a tweak to this skill wouldnt be bad
“however” when you make a suggestion you have to have both aspects of the game in mind, pvp AND pve. We dont want another wildstar in our hands
The suggestion above might be decent for pvp, but nerfing the aoe dmg of a skill that allready becomes weaker when used as an aoe will severely hinder its use in Hot content
That’s a fair concern. However I think that AoE damage could be partially solved by making Sword AA cleave in slightly wider radius (it’s sometimes hard to cleave on foes who aren’t stacked very tightly) or making Precision Strike do more damage if foes are in melee range already.
I’m bringing up the topic of Invigorating Flow once again (you can check it above in other post on the same page). I know that this trait is there, somewhere, working in the background, but I just don’t see it and don’t feel it. It has little cool synergy and could’ve been much better.
If every third Healing Orb was always spawned in front of Revenant, Invigorating Flow spawning HOrb for every 10 energy used wouldn’t demand from Revenant himseld too much, because he would achieve the same healing doing exactly the same thing he did before, not having to focus on Orbs while this mechanic would have potential, synergy and be fun to use for both you and allies.
I find the skill to be in a good spot, the main aspect of the skill is the evading utility it brings rather than the punch it packs, which is frankly a big one. Although it is also very telegraphed, in a PvP scenario, if you have a Rev lunging at you, you probably know you’ll be UA’d any time soon and with the Cast time it has, it’s even easier to dodge it, unless you’re on Shiro and pop IO right before to fasten the cast which is what should be done most of the time.
Dodging, blinding or blocking the initial UA cast won’t stop the skill afaik. Only Stealth and bugs do.
Try Crusader’s Amulet.
With Invocation’s Fury you don’t really need that much Precision, you can safely get 60% and above with Crusader’s. And you have Ferocity and Toughness as bonus.
Works nicely.
Honestly, I think UA is absolutely fine as it is.
The logic here, however, seems very solid. I wouldn’t mind if they used your idea but it’s not exactly at the top of the list of things that need to be changed.
Yeah, I noted that it should be touched only if they think it’s a problem. I’m just trying to prevent bad nerfs
I’m not against this suggestion, but before attempting this, the skill has to be fixed. Atm the opponent just needs to be close to a wall or an obstacle and UA will cancel after the first hit.
Obviously this, same as vengeful hammers bug. Requires a fix.
So far, I’d say our three biggest counters are Necromancer, Condi Mesmer and Walls
.
I like this. If I could make a suggestion myself it’d be cool if the Revenant did the last hit with a stomp.
So the first 6 hits would hit for 10~15% reduced damage and would stack no might. The seventh hit would be the Revenant dropping down from above and slamming the ground, causing a Blast Finisher and dealing AoE damage on a radius with damage compensated by the reduction of the first hits.
The Revenant would also always drop down on the primary target and then generate 2 stacks of might per target hit (Max 5 targets). This would potentially be more powerful than we have now, yes… But if there are no more targets or they all evade then you’d generate much less might. Besides if you drop down a fire field that’s even more might for everyone.
This would add more counterplay to the skill AND would add more potential if used smartly. Also dropping down and slamming the ground for AoE dmg is always kitten. What do you guys think of this idea?
I think that the skill is good as it is now, just needs some number tuning as proposed.
And it shouldn’t have Blast Finisher. If you want Blast Finishers, get a Mace for triple ones on low CD. Or Staff.
Hey,
First, I will say that so far I haven’t been able to dedicate time to try any of the other elite specs properly (maybe Reaper a little) besides Herald and Revenant in general. Magnificient work!
Now, the stuff. I think that Revenant is in a very good position with many builds right now, some stuff obviously needs couple changes like Ventari, Sword OH #5 and couple things in traitlines, but I believe Dev team will deal with those.
The only thing I believe that might be a little bit over the top is Unrelenting Assault. Now don’t understand me wrong, this skill is awesome and absolutely needed that evade frame. But I can see many complaints at Rev in the future specifically because of that skill and would like to prevent bad nerfs.
If you think it’s a problem – then I have simple solution.
Unrelenting Assault strikes 7 times, with last blow landing at primary target. Currently, the base damage of each attack is equal, so to it doesn’t matter which part you block or evade.
My suggestion would be: Lower the damage of first 6 strikes by ~10-15%, BUT move the lost damage to last, 7th hit and maybe increase it’s damage further to compensate
This way, we achieve couple things:
1. There is good counterplay for this skill. You will still take a lot of damage from UA Revenant, but if you time your dodge to mitigate 7th attack, you will negate the major spike. So timing your dodge is more rewarding, instead of randomly trying to block everything, you focus at the last hit.
2. It doesn’t hurt overall Revenant’s damage. As I said, last hit even with moved damage could still get some bonus damage boost so if someone is stupid enough to take whole chain, he gets hurt more. And more damage for PvE.
3. The skill would do more damage to your primary target when against many foes. Last hit does most damage, so the “negative” effect of multiple foes is negated a bit.
I know that this skill isn’t supposed to be balanced in 1v1 perspective as it’s only okay in teamfights. But we know that players complain mostly from 1v1 perspective and there will be QQ and crying.
I’ve been discussing this change with Phanta on his stream and couple other good players and friends of mine playing Rev and we think this change would’ve been legit.
Cheers,
Rym
I’m still waiting for my defensive hero Master Architect Gunther who would help defending and repair walls/spawn Juggernauts in spare time.
Been watching stats at the end of each Stronghold match. From game to game my healing to allies seem to increase by 20-30k, with currently best score of over 700k healing to allies. If I included myself, it’d be over 1kk.
And still 300k damage done on Clerics with Monk runes. With incredible uptime on Protection and permanent swiftness, might, fury and regen healing better than HealSig. All AoE.
Glint/Ventari…That’s like the most beautiful support I have ever played :_;
Those numbers sound neat for a player looking for that kind of playstyle, IMO a Power (Marauder/soldier) revenant can ditch out 800-900k+ damage really making your heals trivial if played right, specially if the group has a Bunker Ele, the real question is, were you able to do 300k damage because of the damage modifiers?(if you ran Invocation or not would make a big difference) the bunker/support Revenant would really shine with a 1200 Power 900 Precision 750 Thoughness 750 Healing Power Amulet, now don’t get me wrong as it is now the bunker potential of Revenant is quite good with Celestial because of the might, fury and protection generation, it’s just that it can’t be min/maxed to top notch, the healing from Ventari is great for bursts so you really don’t need that much healing power, if anything… the tablet feels (and will probably always feel) clunky.
PvE wise it’s nice support and all but I’d prefer the tablet to autosummon on legend swap and it to follow you around, willing it to a place and then tapping 6 again to recall to your current position, if anything make the elite put the skills on CD for 3 seconds, it’s just really annoying having to summon and move around the thing.
Yes, I’m yet to test Crusader’s Amulet for example.
I do run Invocation. And haven’t seen Bunker Ele achieve 1/3 of my numbers, ever.
Take into consideration I keep up almost perma Protection on everyone, so Effective hp healed number would be much higher.
I’ll try to make some video with it or at least post some screenshots of stats if I have time
Been watching stats at the end of each Stronghold match. From game to game my healing to allies seem to increase by 20-30k, with currently best score of over 700k healing to allies. If I included myself, it’d be over 1kk.
And still 300k damage done on Clerics with Monk runes. With incredible uptime on Protection and permanent swiftness, might, fury and regen healing better than HealSig. All AoE.
Glint/Ventari…That’s like the most beautiful support I have ever played :_;
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If you heal him with your burst, it’s kinda your fault.
And it dies to condition damage and boonstrips. And it doesn’t really have Stability.
Don’t panic.
Would be interesting if stolen item was Elixir of Heroes, just reduced in duration by 1s maybe.
Dunno. Besides the Elite that is a little underwhelming considering it’s CD and loss of so much protection, I’m constantly using the actives on Glint’s utilities, they’re crazy good. I love that there are actual mobs with Stealth so Glint excells at revealing as a side bonus.
Oh and that Glint’s Heal is absolute beast. Longer duraton than Warrior’s original one and no cast time make it incredibly strong full heal.
There’s no Kappa emote on YouTube.
Who would watch it?
I don’t get the point discussing that, really. Necros got slapped with bad PR long time ago and DnT are oracles for half of the PvE community. Even if Nemesis is right, it won’t make our situation much better, we have our stereotype and you won’t convince lambs. It’s same like at launch when your group’s usefulness was measured by number of Greatswords your party wields. Took 2 years to convince people otherwise.
Better focus on future raiding content.
I’m often kittened off that after they took away my little +boon duration bonus, even during “safestomp” well timed knocback or fear from downed person can still hit you because FitG Stability is now plain 3s and it will dissapear a short while before you finish stomping.
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^Make sure to save it somewhere on your PC, because this thread will be removed tomorrow or very soon.
I’ve heard, with the next mesmer elite-specialization you can take control of elder dragon -.-
The problem is Signets of Suffering directly outperform Spiteful Spirit with either Plague Signet or Blood Bond traited alone, and once you hit 2 Signets from any sources it is a huge difference, which isn’t hard now that we have multiple good signets.
Spiteful Spirit should be more about punishing enemies for attacking like its GW1 namesake.
No offense to ANet, but they aren’t known for being good players. I’ve seen their PvP streams more than enough to know I wouldn’t trust them when it comes to high level gameplay. Necromancer would need some insane buffs to be worth bringing over Ele.
Don’t laugh at that old 5 Signet Warrior PvP Jon the Warrior image
That was a legit build!
As for the Raids – from today’s news we know there will be Enrage mechanic for bosses. That’s first. It would’ve been kitten amazing if that Enrage for example was an actual ability affected by Chill.
Now as for Necro – maybe it doesn’t suck in their internal tests because we can withstand sustained damage much better than staff zerker Ele, for example? Stuff like miasma might be a mechanic and most PvE zerkers except Necro really struggle with sustained pressure.
Oh and if there is stuff like “defense events” they described and condition builds will be a thing, then bringing a Necro just for the Epidemic is a good idea. Not to mention stuff like Transfusion or Plague denying all melee pressure.
Plans for today:
1. Corruption/Epidemic Signet Condi builds
2. Power Shroud dancing builds
3. Drafting various builds on the fly (with suggested Amulet/Weapon restrictions)
4. Q&A, Discussion about Necro in PvP
5. Necromancer in Raids?
6. ???
7. Profit!
Starting in about 10 minutes at http://www.twitch.tv/rym69
Yeah, synergy with Remorseless is pretty amazing. It will give Opening Strike to the pet, too.
“Whale of Doom”
Have you played new MGS V? They have fiery whales there
It’s one of many skills which will shine once in a while and are sometimes amazing when used right, but not universal and flexible enough to actually be worth over our universal and needed stuff like stunbreaks in PvP build. It’s also pretty short duration for such trade-off and cooldown. And the problems with Protection.
Some while ago I thought that it would’ve been cool if it worked like just improved version of Ring of Warding, fearing on touch and being pretty reliable combo field.
Slap some cool high concept name on it, like Fearing Circle and we have cool stuff!
Slap Blast Finisher on it and it will be legit.
More love for Farthorn!
I think Ventari has a potential to be be extremaly powerful in PvE raid-healing role, together with Glint or other Legend.
But I’m kind of concerned about all that healing part. I think if we ever want to get legitimate healing build, one thing has to be done.
Base heal from blasting Water Field has to be nerfed and it’s scalling with HPower increased
Revenants are gonna be hit so, so, so, SO bad by build locking. Like, so bad. Wow.
I don’t really see it. You mean, not being able to swap to Mace for some mightstacking? Because once you have your build as Revenant, you’re likely to stay with chosen legends.
With more than 3 burning stacks you have spike damage, not condi damage. This breaks the intial design for conditions. Not other condis in the game can reach the burning damage with only 3+ stacks (luckily)
With 3 burning stacks a condi build can deal more than 850 damage, is more than the old value (with the old unique stack) with 1000 condi damage.
If you want to do more damage in 1-2 sec with a single spell, use a power build, not burning build.
If you haven’t noticed already, Conditions in GW2 have always been all about burst.
Not sustain damage, at all.
Also
while you’re at it cap direct damage at ~1k per second. it’s been killing me a lot lately.
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Jalis or Shiro seem like a obvious choice, they’re rather straight-foward. Mallyx and Ventari are a little bit more complex.
I’d also vote for Mace as starting weapon. It has so many Blast Finishers and Fire fields that new players rolling it will quickly get the basic idea of combos.
I’ve been playing Carrion Signets with Epidemic and unless there’re 3 AoE condi clear builds on enemy team, it performs really decently and is a lot of fun. I wouldn’t call it super powerful given current state of Scepter, but worth trying for keks and stupid amazing dowstate abuse- certainly
.
It always had it. Look at trait’s descreption.
Would be absolutely insane without ICD.
And unless you go for something like full direct damage build, this is the go-to option anyway.
Beastmastery Ranger. I like it when my pet one-shots Thief from stealth, top kek evry tim.
And Revenant, but that’s not here yet.
Hey! “Bad Necro” is my callsign! :/
This game is too small for two bad necros.
I loaded up the video and I was like “oh man this guy has great taste in music” and realized I had my own pandora on in the background. Also the use of Blood Fiend made me die a little inside, but I imagine with the huge restrictions you guys had, plus the knowledge you were against a Necro (who can’t dodge any of the attacks) it was actually a solid choice.
Great job though, I’d be interested to know what build you guys ran.
I muted it on purpose, that certainly wasn’t an accident.
As for builds – Wells. Or Minions. Basically :P.
GG.
Hail Minions!
Here’s the VoD from the finals for folks interested. It’s muted tho :P Should get more than 360p over time.
Bhawb, I guess you like it
Bhawb liking my MM gameplay would be like a dream coming true :P
Thanks a bunch for uploading it, a guildmate wanted to see this~
No problem! GG WP, nice MMancer experience and skills
Hey,
Yesterday I was streaming Q&A introduction session for the new players. Now I stream something I’m way more familiar with.
I will do my best to give everyone watching basic introduction to how does the PvP work, how most common maps are played in general and how to prepare yourself to PvP. I saw many new players who were having hard time in PvP for the first time, because game currently does rather poor job on introducing new players.
I highly recommend visiting:
- http://qqmore.net/ – This site will give you all the basic and some advanced knowledge about PvP.
- http://metabattle.com/wiki/MetaBattle_Wiki – vault of commonly used builds
Next I’m going to focus on the Necromancer profession and try to teach interested how does the profession in PvP work, how to create your own working build for PvP or personalize existing one to your needs.
After that I’m going to be playing Necromancer PvP myself with tons of various builds, builds viewers draft for me in chat and so on.
Come hang out if you like!
Cheers,
Rym
Repost from reddit, maybe someone’s interested.
I missed the streams, but i wanted to watch them later and well… the complete first half has been muted :/ This twitch.
Yeah, sadly it seems like Twitch will mute parts of it regardless if I talk all the time or not
I will consider making some stuff akin to short and on point guide videos in the future and upload them to YT, as streaming and recording at the same time is too much for my laptop :P
But glad that someone would like to watch crappy content I make
Only thing I could advise for now is maybe following the channel, so you don’t miss my streams (plan on doing them more often).
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Coming back.
Today I plan usual stuff. Some unrankeds and rankeds with weird builds, chatting, good music and draf building/Q&A/discussion with chat if someone’s interested.
Come hang out!
http://www.twitch.tv/rym69
GG.
Hail Minions!
Here’s the VoD from the finals for folks interested. It’s muted tho :P Should get more than 360p over time.
Bhawb, I guess you like it
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Condition transfers scale off foe’s stat, not ours. That’s why it’s Celestial, not Condition amulet.
Movement, multiple phases, feeling when everyone is low on HP, off-role stuff (i.e. DPS helping the healers heal or tank a bit if situation gets dire), multi-tasking (you’re responsible for couple things and your team depends on your success), healing buddies
, bosses that are chaotic, a little unpredictable and often switch targets so nobody feels cozy and safe.
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First off, don’t blame actual Condition builds. Aside from Burn Guard, they’re non-existant and useless in teamfights due to D/D Ele stacking and their AoE cleansing and some bunker guards.
If anything, blame specific Celestial builds, because it’s Celestial Builds which have been dealing 90% of condition pressure over the last years.
There’s been no “Condition meta”, but there was and is “Celestial meta”.
I wouldn’t mind needing healers.
Charr Mustard Race!
Hey,
Yesterday I was streaming Q&A introduction session for the new players. Now I stream something I’m way more familiar with.
I will do my best to give everyone watching basic introduction to how does the PvP work, how most common maps are played in general and how to prepare yourself to PvP. I saw many new players who were having hard time in PvP for the first time, because game currently does rather poor job on introducing new players.
I highly recommend visiting:
Next I’m going to focus on the Necromancer profession and try to teach interested how does the profession in PvP work, how to create your own working build for PvP or personalize existing one to your needs.
After that I’m going to be playing Necromancer PvP myself with tons of various builds, builds viewers draft for me in chat and so on.
Come hang out if you like!
Cheers,
Rym
Repost from reddit, maybe someone’s interested.
If there’s proper LoS, good Condition Necro.
In other case I’d say good Power Necro.
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