Showing Posts For Schnitter.9857:
Sigil of Minor Corruption, Geomancy, Doom and Earth.
I used to go for 2 Geomancy, both in each weapon and 1 Earth, but for some reason geomancy no longer trigger at 2nd swap, so im running 1 Doom at Staff, 1 Earth and 1 Geomancy at Scepter + Dagger. Think that is the most balanced and viable option for the spec.
1) I agree about the lack of stability. Invulnerability would be excessive, since we can go for DS to help at damage mitigation, but an stability utility would be good. 30 Points at Soul Reaping to get 3 sec of Stability is not so reliable depending of your spec.
2) In fact, Condition specs are really good. The major problem is people just stack like there is no tomorrow, and forget that the enemy have a condition removal. The idea is make some stacks to pressure your enemy to use his removal, an then make your massive stack.
3) In power builds you can get some good damages with it. Problem is since you use your 2nd life bar like a damage source, you are giving up of use it in a defensive way. Also Condition Builds can benefit of DS, since the 2nd DS Skill is a blink like that chills and causes 3 stacks of Bleeding, using fear like an interrupt or 4th DS skill to maintain the bleeding stacks.
4) We really dont have much escapes, but the reason is the necro playstyle. This may seem weird, but see Necro and Guardian like a Turtle Playstyle. They equalize their lack of escapes and movement with their superior resistance compared to other professions.
5) We have, but sometimes if you dont see where the burst is coming you cant avoid. In our case, we can avoid making use of Fear, Well of Darkness, Necrotic Transversal and using DS to mitigate damage.
I understand the point, but are two different mechanics like the upper guy said. While Null Field remove Condition and boons, our wells convert them. But i agree that an inferior CD at Wells would be excellent.
The idea of this build is kinda included in general conditiomancers build. The problem is the Plague Signet doesnt work as intended, what makes your draw condition not so reliable like should be.
@Schnitter, you can activate DS if you are stunned or daze and you can drop DS cooldown to 6 seconds. Thats 3 seconds of stability every 6 seconds, pretty awesome to me.
DS does not fill slowly. You just have to spec toward it.
With all the condition duration we can easily make our fears 3 seconds.
No, you cant… If you could activate your Death Shroud while Stunned it would be a break stun, what it isnt. And yes, it fills slow. You sometimes cant realize cause in a team fight you gain some life force each time someone is stomped, what make this not so visible. Besides this, when you are bunkering or anti bunkering your only life force source are some utilities (Spectral Grasp and Necrotic Transversal, both 10% LF and Signet of Undeath that is unprofitable) and Traits, but since Gluttony doesnt work and Reaper’s Precision has a low chance to activate to give you a low LF value, your only reliable LF source trait is Soul Marks, that gives you 3% for each triggered mark.
About the Fear, to make it you should go for a specific Rune (Rune of Necromancer) and a specific Trait that increases your fear duration. All this for just increases fear? No, thanks.
I think you must achieve a balanced value of both. By one side, Toughness is great in power damage mitigation, but if you only have toughness and no vitality you will die easily for Conditions. Vitality is good a helping you to tank Condition Damage, but only Vitality isnt help you agaisnt power damage. Basically:
Toughness – Very effective agaisnt Power Damage, but useless agaisnt Conditions.
Vitality – Very effective agaisnt Condition Damage, but useless agaisnt Power.
- Minion AI is broken, what makes many traits unreliable
- Other specs isnt viable (Like Axe or Vampiric / Life Leech based)
- Staff Autoattack isnt even used cus its too slow
- Traits like Gluttony that affect our survival at all are broken
- Lack of some Stability skill (Soul Reaping Trait gives u 3 sec, but u cant even use it if u r stunned or dazed. Is more like a certainly stomp move than a anti CC skill)
- DS fills slowly
- Fear should be an unique mechanic of the profession, or at least that works better with us, and isnt this what we see. Our fear is more like an interrupt than a pusher
Its just some problems that we see with Necro. I dont wanna excessive changes, but would be great of seeing that we have people working to polish us. Only my opinion.
Sincerely, the problem is the projectile speed. If were something like the Mesmer Staff Autoattack or a little slow would be great. About the animation, is one of the few that i dont criticize. Ur staff turns in a Scythe and send a dark claw at ur enemy. For me is good, but much better if the claw could hit my enemy -_-
I think the Jagged Horror should be more time alive. The actual time is kind ridiculous. In sPvP for example, you kill some enemy, walk for 10~15 sec and pff, your minion died. Come on, u even could take some advantage from him -_-
PPl that say necro is good arent playing necro really.
Taking the hemophillia for example, i just cant comprehend how my hemophillia gives me 20% of bleed durat and the Deep Cuts Warrior Trait gives him 50% of bleed durat.
I can be wrong, but for me doesnt make any sense, since this trait theoretically would be more viable and important for a necro than for a warrior…
Besides this, we have tons of bugs in important traits, like Gluttony that if runs correctly would help much more our survivability.
I understand the Devs have much job to do, that all the professions need to be fixed, but probably necro is the most broken of them.
I can be wrong, but if you suppose that AoE Dmg can hit Invisible players, so hits in the Location of the invisible player can also deal damage to him.