[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
(edited by Rym.1469)
snip
Problem is that necro needs every condition condi cleanse is so omnipresent. Necro needs reliable burn and confusion.
Burning changes in next balance patch. It will now stack.
We don’t really need all conditions in game on Necromancer. Instead, I’d focus on fun, interesing gameplay with existing conditions in a way that properly played and built Conditionmancer could heavily punish AoE cleanses with good timing and management.
We already have too many conditions in game imho and we’re getting even more. Instead of applying 10 conditions with one skill like Engineer, let Necromancer be less about quantity, but more about quality. I already included Torment and Weakness in Scepter, as many suggested in the past. And endurance regen.
I’ll give you an example.
Teamfight. You land couple of your AoE Condition skills. Allies land some. You spread out Suffering on two or three targets total. Let’s say, 7-8 stacks of Suffering in total.
Shoutbow enters the fight. I’m not sure about number and coefficient, but let’s say each Suffering stack equals 1500 damage. He enters the fight, uses two AoE condition cleanses, 1 condition each, ele cleanses bonus 1 AoE.
A mistake. Instant 8×1500 damage to whole party and you gain tons of Life Force. Then proceed applying conditions and Suffering, maybe heal party up with Conversion. Now it might be unlikely that such burst will occur at once. But constant Suffering application and removing it while in teamfight isn’t a small pressure.
Suffering puts great pressure. If you cleanse, you get damage. If you let Necromancer stack Suffering, his conditions will suddenly do 30, 40% more damage. So you have to keep attention. Suffering strikes in AoE so every cleanse equals party-wide damage and high stacks penalize staying in teamfight.
What’s our biggest weakness in teamfight? Tons of party-wide cleansing. What does Suffering solve? Exactly this thing. Without overloading us with another Dhuumfire patch. And instead of being a proc, it adds element of skillshot.
In addition, since I’m fixated about Life Force management and decision making in it, I added Clamor of Souls. I think such bonus mechanic/skill to core profession would be pretty cool to play with. More damage negation or greatly reduced damage and huge AoE healing? Can I afford one bonus second, or will I need distortion sooner?
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Any dev have an update as to when we can obtain the tribal armor set?
Sorry, no update. It will come when it comes, but we’re not able to give a date at this point.
Could we get Deathly Mantle on next Halloween, too? Price reached the sky.
Normally I’d like Tribal to be somehow exclusive, because I like to own things which are unique. But then, I got it because I had tons of those parts flying around before april 15th.
You could possibly make it a very rare drop from winning in ranked or unranked. And, let’s say, guaranteed part every 100 tournament wins.
People will be motivated to get leg and chest pieces for their human females and queues will shorten.
I’m using exotic roaming warrior build 2.4.3x and I do okay.
That was a joke, man
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Motar2k sponsoring teams winning with non-meta builds.
If Warrior uses Juggernaut, Ele uses Tornado or Necro pops a Lich, activate Plague, press 2 and follow them. Counters almost all damage, has same or shorter cooldown, they will lose hp to poison and your form lasts longer.
That simple.
Lich isn’t great here. In transform vs. transform 1v1 scenario, Rampage wins. 1 stack of stability isn’t enough, they attack faster, you take full damage, they get reduced direct damage.
If by “Juggernaut” you mean Skullcracker, FitG with NtD will do the job and nullify their stuns pretty easily. Just don’t get baited and wait for full one.
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Hi my name is Harley i have been playing gw2 for about….2-3 months i think and ive found 99% of this game extremely enjoyable the devs did a amazing job in my honest opinion its one of the best games of its kind… however when trying pvp i found a lack of balance for example… Guardian,ranger and warrior classes i have noticed when versing these they almost seem impossible to kill on a 1v1… warrior super tanky cant scratch them, guardian just heals to full as soon as they get low giving a super unfair advantage over others… ranger.. i dont know exactly why maybe its the first few hits they get or something but imo they seem overpowered even when using melee…. so that leaves a couple of really under powered classes left that just get destroyed completely from this making pvp not really fun for these classes.This is in no way a hate speech or a troll post its just how i feel about this area in the game and i hope they balance pvp at some stage to make it a little more fair until then i will stick to the story and farming goods
…i cant wait for the new expansion >.< come on!… ok thats enough from me thankyou for your time please let me know what others feel about it.
Hey!
Glad you want to get into PvP!
If I were you, I would head to your Profession specific sub-forum here (in this case, Thief I suppose) and ask for help. You will surely find many experienced people willing to help. It’s tough to start indeed, but Thief is rewarding profession to play and always needed in PvP.
If you want to learn how to 1v1 with your specific profession or against specific opponents, I will point you to one of custom “1v1 King of the Hill” servers. To find one, open your PvP panel, choose “Game Browser” on the left and find a server with similar name.
When you get in, go to Spectator mode and click on one of the names on left or right. You’ll be able to spectate, observe Player’s actions and access to their builds. If you find a person whose gameplay you like, feel free to /whisper them. There are many Thieves playing on such servers and even more are willing to help new player when asked.
Have fun!
It’s okay, but…
Linkin Park?
Linkin Park used to be good.
Used to be. But after Meteora and Minutes to Mightnight albums, not really
.
/xxx/ – xxx is optional
Couple things I’d do:
Furious Demise baseline.
Reaper’s Precision – When you critically strike a foe affected by Condition, gain 2% Life Force (1/2s ICD).
Target the weak dropped to Master Minor.
Parasitic Contagion /working in DS/, value to 10%, moved to Grandmaster minor Curses.
Lingering Curse duration dropped to 50%, /rest “baselined”/. Now all conditions you apply when wielding a Scepter apply in AoE around the Target. Scepter attacks 15% faster.
Putrid Curse applying one bonus bleed in addition to Poison.
Grasping Dead applying Torment instead of Bleeding
Feast of Corruption damage modifier removed. Now applies 1s of Weakness and restores 10 endurance for every condition on foe. Now 5% Life Force per condition.
Master of Corruption: Corruption skills now apply Confusion (3 stacks, 7 seconds) on cast to all affected targets and reduce cooldown of Tainted Shackles by their cooldown value.
New Curses GM:
Suffering
Your Life Blast now costs 2/3/% Life Force and applies Suffering effect for 15 seconds when target is affected by 2 or more conditions. Every following stack is reduced by 3 seconds in duration. Stacks in intensity up to 5 stacks.
Each stack of Suffering increases your Condition damage on target by 10% and increases the duration of applied Conditions by 10%. When your Condition is cleansed and at least one remains, remove one stack of Suffering and deal damage equal to (~0.8 x your Condition damage stat value) in radius from cleansed foe, restoring 2% Life Force for each enemy hit. /If target affected by Suffering has no conditions applied to him, effect ends/.
Dhuumfire – Internal cooldown per target, increased Burning duration. Removing or corrupting a Boon resets the cooldown. Life Blast is 10% faster.
Adding #6 Death and Reaper Shroud skill/F2:
Clamor of Souls
Upkeep Skill (like Revenant elites). 10 second cooldown.
Consume 10% Life Force, /heal for small amount for every condition on you/ and displace yourself from the mortal realm for 2 seconds (Distortion).
After 2 seconds, begin Conversion
Conversion
While Conversion is active, you can’t take more damage than (5-7% of default health value) from a single hit and suffer from Slow (1s) every second. Convert 7% of Life Force to health, healing yourself and your allies every second. Every second of Conversion being active adds 2 seconds to cooldown of Clamor of Souls skill.
I think those changes would fix at least some problems of Condition Necromancer and are quite interesting to play with.
Rym.
EDIT: Re-worded Suffering descreption.
EDIT 2: Applied some numbers. Corrected.
Disclaimer: Numbers need balancing
Disclaimer: Suffering cannot crit.
(edited by Rym.1469)
Leave Britney Alone !!!11!
Apexis Dailies. Jk.
Most of these wellnecros you see were attracted to pvp because it’s, more or less, their WvW zerg build being only torelable one in meta and rather easy to perform okay. No wonder they like Courtyard, since it’s similar to zerg/5 man roams.
Condition Necromancers don’t like Courtyard at all. Unless there’s at least one EBond Ranger and no shoutbows on the other side.
Why would I play Ranked without a team against pre-made groups? As a Necro, it’s simply no fun. And because there’s no reward for such chore, I don’t bother anymore.
Unranked offers less tryhard people and bonus maps (not perfect, but after 3 years on same 3 maps, welcome any change).
Not like Leaderboards are even relevant, so I will gladly take unranked.
Or simply stop PvPing apart from occassional guild events and 1v1 funsie server.
It’s okay, but…
Linkin Park?
If you can’t discuss the topic and change it after half of first page, edit it.
Wellll… I guess you shouldn’t try Witcher 3 and see Novigrad if you’re that subtle, then.
For me, pretty cool to hear that Arena Net has finally decided to spice up the story. So far most of it was so incredibly mild and clunky that I was comparing it with Dragon Age.
I’d honestly prefer the Heket. It’s out of proportion currently.
I like that traits have perfect synergy. I love Invocation. Best traitline ever.
Besides that observation, talking about current state of Revenant is like commenting on pre-alpha. Main mechanic is there. I like it, though I’d like to see Utilities shifting/alternating themselves based on energy management.
Revenant also needs at least 3 more utilities to choose from on every Legend. Without that, it will be painfully obvious is PvP and lack in diversity.
We still have that cancer named “Practice”. Practice, exactly, what?
It’s pretty obvious that when new player enters pvp the first time, he will choose this option to see what’s going on.
Then he will be thrown into hotjoin with completly one-sided matches with autobalance exploits. One thing he will learn is that zerging is good, caps are sidequests and you don’t defend.
What kind of “Practice” is that?
Terrible start for new players, even worse wide gap between new players and veterans. That’s the main reason why PvP community is so small, exvlusive and closed to newcomers.
I hope that Stronghold will have better success than conquest. It’s easier to understand and execute for a new player, promotes playing with guild and opens up build possibilities.
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Know what I think this game needs?
Something WoW and other games have done for a long time to help balance DoT classes.
A condition that, when cleansed, deals a spike of damage and is high on the cleanse priority. Hell, I’d make it a grandmaster trait for necros, just cause I think that it fits our ‘role’ as a condi class, in that we’re better at controlling them than we are at actually applying them.
Make it effect the cleanser, not necessarily the person the condi was on. Be able to apply it in an AoE. That way, big AoE-cleanse spammers might take massive damage spikes if they mindlessly press buttons. Meanwhile, classes that don’t use a whole lot of cleanse, and do so judiciously, take a much more comfortable amount and aren’t as put out by it.
It’s a good thing. However, we would have to balance it very carefully.
Warlock with Unstable Affliction was very often “cast and forget”, especially in Burning Crusade and Wotlk. Besides UA, we would need something like Haunt, possibly in one package. Another case where having concept of using Life Force as a resource for certain effects would come a long way. But hey, ANet.
If it’s not fun, don’t play it.
Over last few months I’ve been slowly passing on GW2. Now, after Witcher 3 launch and buying PS4, I don’t play at all, I will just keep my eyes on announcements and updates.
Hopefully they will deliver HoT before October.
I just want it to be active effect or active under specific circumstances.
Vampiric passives suck and are hard to balance.
I think that just over time, people figured out Necromancer base rotations through and through. Not like PvP population is increasing, it’s mostly the same people playing for over a year, so they had time. Unlike right after July 2013 patch when almost nobody knew what Necromancers actually do and that such skill as Epidemic exists.
We’re most cast-oriented and telegraphed profession after Warrior. That’s why, with our amazing cast times and visible animations vs. instants, we rely on all the procs we can get as Power to have instant damage. Modifiers help.
Conditionmancer is known and has little instant traps in his sleeve. That’s why barely any decent Thief or Mesmer/Guardian fear Condi Necro. High mitigation+burst capability+instant cast times and you have Condition Necro trasher. Not even like they run much condition cleanses anymore. Last time you saw Null Field on a Mesmer engaging you as Condi Necro? Yeah.
I play both condition and power.
I wouldn’t bother with Condition Necromancer right now. It just doesn’t stand a chance in the meta.
All father storylines are exceptionally good for this game. Shaman is probably most interesting one, followed by Gladium for me.
I always said that profession-specific armor sets should exist in game.
But I don’t think we will get much more sets like you described. Most of armors are modeled for human female. And people in general don’t want to dress these to look intimidating, but cute or even though it’s weird, sexy.
As long as there’s such demand, armor styles won’t change much.
a good mesmer will beat a good necro, almost every freakin time, and if not, they will reset the fight, and come back when you’re slow kitten skills are on cool downs. Come on man, nothing has changed, nor will it. Mesmers are good in 1 v 1, some of the best, and a well played mesmer has trouble with certain thief builds, and a well played medi guard. A necro, will full life force has a shot, but its a 40/60 shot at best. We are simply too slow, and patience simply kills us.
Unless Mesmer goes for portal at full range with GS or Moa, Mesmers are perfectly manageable. At least in PvP, haven’t roamed in a long while.
Please Anet, I’m in a very casual laid back guild.
And this thing have been going on for a while. People simply dont’ accept necro in a guild dungeon group.
And people are not even doing hardcore speed run. Just laid back casual runs.
Will necro be buffed so it’ll be accepted in groups?
Change the guild then. Must be a kittenty one.
Good editing. Those filter effects add nice dynamic to clips.
Give Necromancer any other option to be partly okay in this crazy meta, they will take it over wellspam anyday.
Untill then, proc wars. Not like Necromancer is the only one here.
no other profession can drastically lose a 1v1 (enemy has more than 8k hp) and still win through downstate procs. so yeah, necro is alone in that regard.
No other profession is focused as heavily as Necromancers are. Perhaps this makes you reconsider that? This is a l2p issue anyway, especially If you play thief where there are multiple safe stomp options. You can also LOS or get out of range. Plenty of counters to an easily stomped down state.
I seriously wonder what some of you guys do against a well played engi or ele if there is this much QQ about power necros.
your response doesn’t actually address my topic and instead you bring up how “heavily focused” necros are as justification for being able to win 1v1s (which is completely unrelated to how heavily something gets focused in teamfights) almost entirely from downed state.
in 1v1s, first person to go down should always lose. i don’t care what build or profession you’re playing there should be no exceptions to this. yes, this means ranger downstate needs a serious nerf too, and warrior as well (not so much nerfs as totally new #3 skills). no profession should be designed to have a distinct advantage in down state fights just to compensate for poor upright performance. this is just dumb no matter how you cut it.
it’s like reading a guardian moan about not being able to escape teamfights as justification for being stupidly strong in 1v1s against anything with zerker amulet.
if i lose to an engie or ele im fine with it because there’s at least a hint of complexity to them; power necro, just like power ranger, is all gimmick. you should not be defending either or in their current state but asking for major redesigns so necro has more than just “sit behind a mountain of HP and pray you can auto attack whatever is killing you to death”, same with ranger except “sit on an actual mountain and pray you can kill whatever is coming at you before they get to you and signet of stone wears off”.
I’m not asking for nerfs to either professions because they are the worst off right now, i’m asking that they be given lower skill floors but considerably higher ceilings through improved redesigns that are more reliant on active (but more rewarding) defensive play a la thief, mesmer, and engie.
We all know that it’s bad. If you ask any long-time Necromancer if he enjoys dealing more damage in downstate than with his dagger or so, I will make an assumption and tell you that no, he doesn’t.
It’s broken in 1v1, indeed and nobody is going to say it isn’t. Chill of Death is a big damage proc and procs for the most part are lame. Nobody likes Chill of Death.
But that’s what’s left of Necromancer in today’s PvP. We rely on nearly insta-kill proccing in 1v1s, because despite being attrition profession and “having Second Life Bar”, both in Condition and Power builds we have to rely on extreme bursts and lockdowns, since every other meta spec can quite easily outsustain us. Including Thieves. Kill before they kill you.
All what we’re saying isn’t in defense of Death’s Embrace, Chill of Death and other procs like that. We hate that even more than you do, because it’s no interesting gameplay and prevents balance.
But we have no other option if we want to play some games today in TPvP. Condition is so heavily countered by almost any other meta build and brings so little LF generation or teamfight value that it’s simply not played on higher MMRs anymore outside of few dedicated players. So we end up with more or less, custom WvW well power build in most cases.
Without Chill of Death, we lack 1v1 pressure.
Conclusion: We hate procs and that part of poor Power Necromancer playstyle. But we need it to be tolerable in tPvP. Nerf it without fixing our problems and you won’t see any Necromancer in Tournaments, not even those single ones who are playing at the moment and hold on just because they’re excellent players and team members.
And, I will say it again, proc problem isn’t exclusive to Necromancer.
Mediguard?
Panic Strike Thief?
S/D Thief?
The list can go on.
So instead of saying “nerf CoD and downstate”, say “Fix Necromancers so they don’t have to use them”.
No. Never.
Visible cooldown timers above the bar, in place of older endurance bar? Yes.
But save Death Shroud utility slots for DS expansion. If you just put cooldowns there, I will lose all my hope. Better replace Shroud with something else then.
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It’s quite funny feedback out here.
Like suddenly, after 3 years, people started using Axe #1 and are so concerned about it.
“I made Necromancer just for the Rending Claws animation!” jk, son.
Axe is viable in certain situations in PvE. I take axe/dagger over staff in PvP because it is easier to bait a dodge with it, and also provides an aoe cripple that helps with kiting, and it helps distinguish if there are any stealthed enemies near by. I like axe tbh. But even that wasnt the case. Any current uncalled for nerf provides less efficiency for a future build that might utilise axe as a necessity.
I’ve been using Axe/Dagger+Dagger/Wh for my power build since 2013, too.
But I point out specifically Rending Claws and the fuss about it.
Besides, I believe if they are to know this, they will after first five posts. No need to call for doom.
Give Necromancer any other option to be partly okay in this crazy meta, they will take it over wellspam anyday.
Untill then, proc wars. Not like Necromancer is the only one here.
It’s quite funny feedback out here.
Like suddenly, after 3 years, people started using Axe #1 and are so concerned about it.
“I made Necromancer just for the Rending Claws animation!” jk, son.
For the most part, agreement with Spoj.
The only two very major things I feel they did not deliver with the Reaper are:
1. No new conditions. I guess Chill dealing damage as an option is okay, but I feel left behind with no new cool stuff as condition based profession.
2. Still no alternative way to spend Life Force. That’s huge for me, very huge.
Reaper functions as a fun idea and different gameplay.
I think, however, that Arena Net is inconsistent when it comes to specializations a little bit.
While both Guardian and Necromancer have to give up on some profession mechanics, because they’re changed (as it should be), Chronomancer is just an upgrade. Yes, you have one traitline less to choose, but you don’t have to give up on any profession mechanic, plain upgrade. I understand it, but still feels a little bit unfair. Personally, I’d like to keep my old shroud and get Reaper shroud as such upgrade, too.
If you use Scepter, remember about Feast of Corruption.
RotA is only good on being downed, otherwise you won’t poison anyone with them.
Ah, yea. Forgot it is on downed.
Rune of the Orr has poison proc too, I believe, with increased duration.
Necrocopter should poison most of melee range attackers.
Besides that, Epidemic, CPC, Death Nova, Chillbains, Deathly Swarm transfering poison, Rune of the Afflicted, Plague…
Shut down this thread already.
It brings nothing, topic has already dried, causes unecessary stir, doesn’t belong to Lore subforum and because of that, people come to subforum just to argue, not discuss any lore.
Moderators, please, I told you that month ago, Close This Thread Already.
Reported it.
It’s been like this since release. I wouldn’t bother with such concerns.
Enjoy better resets and reset-able jumps in Jumping Puzzles or exploring areas no other profession has access to
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I expect no less than full set of armor, something without miniskirts for Charr. Should look simple and intimidating. Few good examples from Deviantart:
1. http://fc07.deviantart.net/fs70/f/2012/199/9/0/charr_necromancer_by_azurewyvern-d57qhtd.jpg – by AzureWyvern
2. http://whitecharr.tumblr.com/post/23997924506/avalanzhe-arise-necromancer-charr
3. http://www.kylielangton.com.au/wordpress/wp-content/gallery/digital-illustrations/charrnec.jpg – Possibly the best. Simple, fits Charr, yet cool.
Within the current game, I haven’t really found anything better for me than two sets (Condition and Power) I’ve made up quite some time ago. Maybe if Deathly shoulders were on some sale, but, jk, 2k gold last time I checked.
As for Greatsword, if I end up using it, it will probably be Fellblade. Another simple, but unique skin that looks similar to Pyramid Head’s Great Knife.
Attached couple screenshots in my favourite in-game location.
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In fact, Stability to this skill is fairly recent.
June 25th, 2013. ;P
Like yesterday.
It never pulsed stability. In fact, Stability to this skill is fairly recent.
You can still get Stability through converting Fear.
Maybe preview of some, ya know, content? :P
Yet to see new xpac armors
Visual buff to Charr Necromancers. Senpai Karl noticed us and in order to repopulate Charr Necromancers, he nerfed animations on other races.
Choose – boobs or axe animations! Love you, Karl!
Hmm, I’d prefer to keep Nova as it is.
We could get either Weakness or AoE Vigor for the minion transfer trait.
Besides, I am a hidden fan of the Rise! shout. I always liked the idea of creating tons and tons of lesser minions, while having option to slot “greater” ones as a utility.
And yes, give us back the old Bone Minions look! And Golem.
Bait Cleansing Fire, wait for them to swap out of water, PoC rotation, stack Chill, fear&shackles when they enter Fire. Swap to Staff once they get water back. Don’t get CB baited with AoEarth, it’s your finishing cooldown after second water swap.
Stick to Scepter for Fire and Earth, Staff for water, Electricity whatever you want. Remember about Feast after PoC.
Correct me if I am wrong, but aren’t Warriors getting Cleansing Ire as a base in next balance update?
I see no point with complaining about that.
It’s not that CI is overpowered. It’s perfectly fine for Skullcrackers etc. It’s just broken with the Longbow.
Honestly, even if that weapon didn’t have auto attack at all, it would change nothing in it’s playstyle…Occasional Block/Blind remover. Yay.
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