[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
I just hope they make Death Magic Master Majors and minor more appealing.
I would like to see Putrid Defense switching places with that useless Reaper toughness trait so we can actually pick it and have some nice options in Master tier. And minor….well…Soul Comprahension….
I really hope that guy who thought this minor is great for DM doesn’t work on Necromancer anymore.
I’m going to dedicate my life to finding the trolliest minion build possible and playing it constantly. Probably going to stream too.
In fact, first build I plan to test is condition minionmancer. If ANet wants to troll us with self condis, let troll minions transfer them back and crap on signets.
Flesh Wurm is extremaly reliable. In fact, it’s our best stunbreak by far.
Keep in mind, Plague Sending is still very uncontrollable thing. It may be great, but may as well trigger and go on full cooldown transferring garbage conditions. Plague Signet requires facing target.
People will be picking FitG mostly because there’s no real other option in that tier for Condition Necromancer, since Dhuumfire is extremaly underpowered for Necromancer and obviously balanced for Reaper, same as that toughness DM master.
Mesmers don’t have room for sufficient condi cleanse to deal with the aids coming on Tuesday imo.
If I spec into inspiration I can have every clone shattered remove 1 condition and heal me. Mesmers should be fine with condi removal now lol.
Nuuuuu T.T
Plus, now that Illusionary Persona is now innate, even if they have no active illusions, they can still remove at least one condi with a shatter skill. :P
As for the list, I think I’d swap Thieves and Necromancers with each other. Engineers being able to pop Thieves out of stealth with Lock On (which I believe many Engineers will run, because Kinetic Charge is insane and Lock On is IMO the best PvP skill of it’s tier) will probably kill D/P almost overnight, leaving Teefs scrambling to find a new meta build. While the change to Consume Conditions is a terrible blow to Necromancers, I think once people calm down about that, people will start to notice some of the new crazy combos like a signet build that could have as many as 8 different ways to corrupt boons, take Death Magic and Soul Reaping for a Shroud that you could pop in and out of for a 7 second stunbreak, 3 sec stab and protection with a 40% uptime, or denying stomps with Blood Magic’s Transfusion. Coupled with the buff to Parasitic Contagion (doubly so with the condition changes) and Blood magic traits healing through Shroud, I think we’ll start seeing some very durable condi Necromancers that will be at the very least give a long, hard fight to a lot of the builds people run today.
Why the hell does everyone call it a 7 second stunbreak and no that is not your protection uptime, unless you want to sacrifice your entire profession mechanic and damage mitigation. Also why are you mentioning healing in shroud in the same sentence as shroud flashing?
Well, I’m kinda rambling between 3 or 4 different builds there, not some crazy build that tries to do all of it a once. Obviously, flashing Shroud for Foot in the Grave/Beyond the Veil and staying in shroud and heal via Blood Magic siphons are pretty much mutually exclusive.
…and I guess you are right that 99% of people wouldn’t just flash Shroud all the time for constant stab and protection. Still, in my experience, if you’re playing a condition build, you’re probably not staying in Death Shroud for all of your lifeforce every time you pop it (and I’m not just talking about the fights that end before you run out of LF) so those two trait should still give you a fast stunbreak and decent protection uptime, at least compared to the Necromancer’s other options on those fronts.
From my experience, it’s real cooldown when taking fights into account as Condition Necromancer in PvP, is about 12-14 seconds.
Good, but not wild.
We will see.
If meta turns out to be condi-heavy we might just be fine
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If you’re going Vampiric Wells, then Runes of the Grove are good syngery. +30% Protection duration nets about an extra second, and the Healing Power is useful for siphoning skills (traits…you might get 1 more health).
Plus, I’m a fan of the root. That root is actually infinite range, so in PvP, it can help you catch up to a longbow Ranger.
That root rune got banned on Angz duelling server for a month or two due to me exploiting it on Ranger focused on condi duration and broken long CCs with Moment of Clarity from Boar xD.
So? One small sub-group on one server using unofficial rules temporarily banned it. Is that really a reason to not use it?
It’s just a fun fact. Rune itself is cool, nothing against it.
I am pretty sure they stated that Transfusion will heal the caster now, too. We were even discussing if it’s a good thing or not on these forums.
Is that for the current iteration though? I am just asking since i dont recall that they ever said that.
I believe it was discussed after the first preview for traits. So April?
Mhh ok but will this be in the iteration that goes live on tuesday though?
Dunno. Wasn’t mentioned.
If it doesn’t heal, then it sucks. Wastes 1/5 of healing, since you have just 4 allies in PvP and dungeons.
Mesmers don’t have room for sufficient condi cleanse to deal with the aids coming on Tuesday imo.
If I spec into inspiration I can have every clone shattered remove 1 condition and heal me. Mesmers should be fine with condi removal now lol.
Nuuuuu T.T
Plus, now that Illusionary Persona is now innate, even if they have no active illusions, they can still remove at least one condi with a shatter skill. :P
As for the list, I think I’d swap Thieves and Necromancers with each other. Engineers being able to pop Thieves out of stealth with Lock On (which I believe many Engineers will run, because Kinetic Charge is insane and Lock On is IMO the best PvP skill of it’s tier) will probably kill D/P almost overnight, leaving Teefs scrambling to find a new meta build. While the change to Consume Conditions is a terrible blow to Necromancers, I think once people calm down about that, people will start to notice some of the new crazy combos like a signet build that could have as many as 8 different ways to corrupt boons, take Death Magic and Soul Reaping for a Shroud that you could pop in and out of for a 7 second stunbreak, 3 sec stab and protection with a 40% uptime, or denying stomps with Blood Magic’s Transfusion. Coupled with the buff to Parasitic Contagion (doubly so with the condition changes) and Blood magic traits healing through Shroud, I think we’ll start seeing some very durable condi Necromancers that will be at the very least give a long, hard fight to a lot of the builds people run today.
Wow, someone else actually noticed how good the necro changes are. I even came up with a similar build to you :o
Not everything at once, though. There are some very heavy trades if you decide to go Signet or Shroud dancing builds. And that stability and prot uptime is clearly theoretical and good on paper. You never use shroud like that. I’ve been playing Near to Death builds for quite some time now, it isn’t as great as it looks
I am pretty sure they stated that Transfusion will heal the caster now, too. We were even discussing if it’s a good thing or not on these forums.
Is that for the current iteration though? I am just asking since i dont recall that they ever said that.
I believe it was discussed after the first preview for traits. So April?
If you’re going Vampiric Wells, then Runes of the Grove are good syngery. +30% Protection duration nets about an extra second, and the Healing Power is useful for siphoning skills (traits…you might get 1 more health).
Plus, I’m a fan of the root. That root is actually infinite range, so in PvP, it can help you catch up to a longbow Ranger.
That root rune got banned on Angz duelling server for a month or two due to me exploiting it on Ranger focused on condi duration and broken long CCs with Moment of Clarity from Boar xD.
If by phoenix you mean we respawn often in pvp, then yes.
I am pretty sure they stated that Transfusion will heal the caster now, too. We were even discussing if it’s a good thing or not on these forums.
We actually discussed Sacrafices along with corruptions not that long ago.
For health sacrafices especially, it would’ve been the best if we got Elite Specialization with this theme in the future. Current Necro builds couldn’t play with huge health losses effectively.
Mesmers don’t have room for sufficient condi cleanse to deal with the aids coming on Tuesday imo.
If I spec into inspiration I can have every clone shattered remove 1 condition and heal me. Mesmers should be fine with condi removal now lol.
Nuuuuu T.T
But what’s the point of Team queueing into current Ranked arenas, besides farming non-premades, when they would have option to be rated as a team now? And have more fair MMR, always fighting team groups, thus being competitive?
Guilds can be created in couple minutes and you could have Guilds for PvP teaming in specific.
Having 4 game options is too much. 3 is legit spot.
Blood is Power is PvE utility anyway. Now, with increased condi cap, it will be much better. Though 10 stacks for 10s or 8 stacks for 12-14s of might would be more appealing.
It will be overwriting longer durations if you have mightstacker nearby.
That’s why I say that we should get at least Plague Blast for couple seconds when speccing into Curses.
This would fix majority of self-condition problems and work great with Dhuumfire.
I will get much more Protection from Beyond the Veil and Speed of Shadows.
And no, I won’t take Chilling Darkness and worst well we currently have (aside from WoB) to get 2s of Chill I get from Dark Path and Chillbains anyway.
And Plague Sending is just best in tier.
I was talking in general not specifics to your build. There are people who will use those trait combinations.
Since you’ve quoted me on my opinion about this trait, I thought you adress it to me.
Yes, there are people who will use them. I just said that I won’t.
Well, conditions are passive so… shouldn’t we get rid of those too if that’s the case? >,>
Conditions, at least Necromancer ones, have to be applied by attacking (with exception of Reaper’s Protection). They’re no different from your Power attacks, they just do damage differently. Thus, they have even more counterplay because of condi removal.
Of course, we’re not talking about passive procs, like Engineer’s IP. But Power damage has procs, too.
(edited by Rym.1469)
And other professions?
Besides, who runs Axe or Locust Signet in PvP?
I will get much more Protection from Beyond the Veil and Speed of Shadows.
And no, I won’t take Chilling Darkness and worst well we currently have (aside from WoB) to get 2s of Chill I get from Dark Path and Chillbains anyway.
And Plague Sending is just best in tier.
We need a Guild Queue with Team MMR.
Then make Ranked into SoloQ (logical since it’s personal mmr), delete Ranked for Teams.
If teams want to compete, they should create their Guild team and be rated based on Team MMR as it should be.
Nightmare runes will be meh for the Necro. Simply because nobody will take Terror and 50% fear duration traits.
But we complained that we as Power Necros, rely on procs too much. So they gave us two more passive signet procs <3.
And how would you actually rip or corrupt that stealth, hm? Throwing random null field or Well of Suffering and hope for the best? And then watch Thief hit you, remove a single condition and get stealth again?
Not happening, son.
Dolyak rune doesn’t work in Shroud.
I believe it was mentioned in the previous preview (sic!) that Transfusion now heals You and up to 4 allies. I hope the didn’t brake it again with some amazing idea. Otherwise, it’s useless in solo play.
They could’ve make Plague Signet work in Shroud and just get rid of Unholy Martyr. I can’t imagine a build which would use that thing. It’s bad and unloved now, it will be even more useless with Transfusion competing.
Vampiric Rituals….Meh, I don’t use Wells. I don’t like them, aside from WoP in some situations. They’re too much about just damage.
As for Unholy Sanctuary…If they doubled the healing and made it so you gain Aegis when you enter the Shroud, would be much better.
I want to like Death Magic line. But Shrouded removal feels too mandatory now so cool trait like Putrid Defense doesn’t compete. Aside from Death Nova, Putrid has no synergy within the traitline which is a problem. Then we have Master Minor which is useless piece of kitten and adept minor which would be good if number was higher. I like GM minor.
And then Master tier. One is for Minions, second is a proc fear, which is just meh (condi builds going into DM are unlikely to run Terror) and nothing else, third is garbage power trait obviously balanced just with Reaper in mind.
Corruptor’s Fervor is okay, could give 10 toughness more per stack though.
1. That was weird as hell. Reminds me of those weird anime flash games.
2. I didn’t
3. It’s okay
4. I liked the saxophone-like parts at start. Then I turned off the music.
;)
Edge of Destiny felt so generic and cliche that it was painful to read.
Let’s group up, now kill one bad guy, then second bad guy…At this point I was just skipping every dragon champion “fight”. Then there’s the Most Bad Guy. Oh snap, something went wrong, one got shot, rest lament and disband.
Now if they got back together in the book and defeated the Most Bad Guy, with thr Power of the Generic Plot, it could’ve been a masterpiece, showing exactly how not to write a fantasy book.
It’s weekend. They won’t read it.
ESL Funday Monday
- Berserker amulet is mandatory
lol.
{Teef, Teef, Teef, Teef, Pew pew, Teef, Medigard, medigard, mesmer, teef } bracket
Besides, wouldn’t it be more fun after the patch goes live? I mean, just one day later…
SoV currently has 1s ICD not per target, but in general. That’s why even if it’s somehow okay in 1v1, it totally drops the ball in anything else.
And since our Siphons are balanced for and meant to be played in fights bigger than 1v1, it makes little sense.
My necro is already human lol I think I could work with CC we’ll see but off topic can we please let Parasitic Contagion work in DS.
Contagion won’t work in DS. Robert said that for now, just Siphons heal through Shroud. That’s why I have problems with this trait and think that it should be a minor or heal through Shroud to justify it’s placement in GM.
It doesn’t work in WvW because your Conditions don’t really stick. And even if you get some good numbers of them on multiple targets, it’s likely that they’re already dying.
It doesn’t work in PvP because, at least now, you can hardly take Epidemic. And even if you take it, getting off good Epidemic is not easy at all. Not to mention AoE condi removal.
And it isn’t really great for PvE, because you’ll want to take Lingering Curse. And you don’t really need that healing.
They said that it was healing for 1500. But to achieve that, they would have to do 10’000 DPS with just conditions. It’s no real scenario for PvP at all.
It’s a PvE-only scenario. And it still would be 1000 hps with 10%.
Thoughts on Blood Fiend.
I don’t know much about Vampirism Signet since I just kicked it out of the window when I saw it has ICD for all targets and doesn’t work in Shroud. And I don’t like the active. Should’ve apply less damage but more healing and have no ICD.
For Well of Blood, it simply should be reverted to it’s original state because Light Fields even with the Leap change, still suck.
As for Consume Conditions, there was one good thought on reddit I will quote:
“Have it still apply the vulnerability to the necromancer, but something on the order of 10 stacks for 5 + seconds. But the vulnerability applies at the beginning of the cast. Now what happens is the necro will take more damage while casting the skill, rewarding the opponent for hitting the necro durring the cast even if they can’t interrupt, also if you manage to interrupt the skill the stacks of vuln would linger to make the interrupt more impactful. On the other hand, if the cast is successful the vuln would be removed and the necro would gain healing form the condition stack, in addition have the heal scale in %healing based on the amount of vuln consumed, 20 stacks of vuln 20 pct more healing or something.” ~Zoke20
Some compromise.
(edited by Rym.1469)
I’ve made whole thread of changes, so I won’t dive into it.
At this point I think we should just wait for the next update. We’ve done what we could.
Who knows, maybe there’s something we don’t know about. Maybe we’re indeed so strong on their test builds because of the changes to other professions.
I just hope that Shoutbow will dissapear from PvP. My only wish at this point.
Based on this thread this is what i have comme with , i think it will be easyer to implement and is a bit more balanced if you combine them all.
I din’t revew Heals , minions but they need a buff also.(I think spite , blood and death exept one minor, are fine.)
FEED BACK APPRECIATED
I apologize for my english
Hey,
Really cool stuff! That could’ve been implemented very easily!
Only thing I don’t really like is your change to Parasitic. Even now, with 5%, it really does barely any healing unless you have 5 targets and Epidemic. Then it’s around 200 hp/s, which, honestly, isn’t great. Especially since it doesn’t and won’t heal in Shroud.
I’d like to keep that 10% because that could at least be noticed in regular PvP combat. And because that would heal only outside of Shroud, Siphons would still have that unique value (healing through Shroud).
I’ll later include it in the reddit post, if you don’t mind.
The devs see the Necro forums too
But I don’t want my changes to be found in new Revenant build ;/.
The teleport will check for up to five allies with every pulse/hit, but it can only work on the same ally once, so you can’t drag someone in downed state across the map with you.
That would have been hilarious. Also sounds interesting, it means in zergs you could potentially scoop a LOT of people into a small area and heal them back fully if you have 2-3 Necros using these abilities. Coordinated in GvG its possible to “reset” a fight with that.
That would still be possible if you had necros standing in a line, 600 units appart. They would basically pass the downed bodies along with Life Transfers, and if there are 6 necros the allies would all be completely rezzed in the end.
This sounds rather theoretical now, but I think this might actually be done in GvGs in the future.
It reminds me of that…
Horror movie endings.. The bad guy/monster dies.
More like the black guy dies.
If you want to check, I added it to Reddit.
A.k.a. better chances to be noticed by any Dev than within 1000 years on Necro forum
http://www.reddit.com/r/Guildwars2/comments/3aghyy/graphics_necromancer_changes/
Question: was there actually any change to path of corruption?
The wording has changed to ‘Shroud skill 2 converts boons on struck FOES to conditions’. I am wondering because dark path actually hits up to 5 targets. Is the boon corruption still only on the primary target?
Dark Path cleaves in small radius on contact from what I remember, not sure if all 5 targets, though.
death magic urber stronk lol dat auto res should be lowered to 15% u can argue that it can chain with some of the invuln sigils and keep necros too unkillable, also its hard to control damage in a team fight so if they wanna prevent a necro from auto ressing they have to kill it twice
25% faster death shroud 1 is too much 15% is fine
I liked the name I came up with. So just created an idea out of it. I wouldn’t like another minion trait or another passive stat boost. I went with something preventing focusing the Necromancer in PvP once it pops on the horizon and gave the Necromancer sort of A.E.D. from Engi. I was thinking about this refilling Endurance (theme, back to life etc.) instead of Invulnerability though.
I’d like to hear opinions on Curses traitline and Atrophy from Spite, mostly, because I quite like them.
And possibly Signet of Spite. Essentialy a “Soul Swap” as icon suggests. Wasn’t sure how to word it, if anyone could make it more clear, I would be glad.
Tried to come up with something for Lich to reduce #1 spamming and make 2-5 more rewarding & important. Dunno if with any success, though
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As for Plague, apart from making it rather short cooldown with high risk to it, I can’t think of anything better if they want to keep the Bleeding. Limited Resistance is quite good I think, even though it’s coming close to the Revenant.
Thought about Transfer in Plague, but that would be either insignificant or way too powerful.
(edited by Rym.1469)
I like most of the explanations.
However, our rezzing portions of rez traits, especially that Life from Death are a little bit too low. 4% for Transfusion and 10-15% for Life from Death would be reasonable.
I see how they could be kitten powerful when stacked in WvW, but current values are just too low to be usable in PvP (aside from port, which is great).
If they suddenly put all these into the Necro without tuning, yes, we would be overpowered as hell. But they never will. So I can suggest everything I can think of.
Yes, I forgot to include baselined Staff CDR.
For the changes, numbers are there to be fill up the space. Can be 10% instead of 25% attack speed, 10% of Life Force Generation. What I suggest is an idea, not the number which changes hundreds of times anyway.
I removed Barbed Precision because I had better idea and I don’t really enjoy passive procs. They add nothing to the gameplay besides RNG and reducing you in optimal gear.
I also tried to keep good synergy within traitlines and provide more interesting gameplay, eliminate some bad shallowness we have here and there.
In slight cooperation with Sikari and Bhawb (who helped with Minions) I’m publishing these suggested changes to Necromancer in three segments:
1. General
2. Minions
3. Traits
Later I’ll also make a short, explainatory video about it. Keep in mind, these are by no means balanced numbers etc, but I just wanted to make it.
Posting it here, when I’m ready, I’ll also post on reddit (for some reason).
I think I’ll soon have a little surprise for all of you, guys
Edit this wall of text, I’ll maybe read it
They would have to be insane to leave Epidemic as it is now
No man, ain’t happening.
Already uploaded. https://www.youtube.com/watch?v=yD_DPcFdRFQ
Lol’d at background.
If I could, I would change my character name to Lazarus
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1 is definitely no because that’s how it works currently and wouldn’t be changed. 2 isn’t actually a definite yes, as they very specifically mentioned looking at making that trait not heal the necromancer, and then majorly buffing its support potential. I wouldn’t get too fixed on either possibility.
Wasn’t it mentioned in previous Preview that Transfusion now heals through Death Shroud?
Yes, it’s quite a thing. I’d still like that 1 bleeding back or bigger radius in which Regeneration applies, but it’s not bad as I thought.
They could give us back the ally cleanse on Putrid Mark, though.
i dunno about u but 9000 is a lot to me even on a 50k hp build its still around 20% of ur hp, that’s no small damage
I have a question regarding your signature.
Why do you think Plague should be a well?
And why the hell Lich should’ve been a Corruption?
Btw, Plague could’ve apply even more harsh self-conditions but go down heavily with cooldown (60-90s with MoC), essentialy giving us very strong defensive anti-melee focus cooldown on reasonable cd with heavy health-punishment (Longer bleeds in exchange for longer intervals), but still transfer-able.
Though it would be probably quite overpowered.
(edited by Rym.1469)
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