It’s pretty obvious, and nobody’s impressed.
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I’d wager on a nerf to Terror, not because of Dhuumfire, but because fear access in general got buffed nicely on the necromancer. Doom got an extra 0.5 seconds within 600 range, which isn’t that major, but spectral wall also got a 1s fear added on to it. Considering how few sources of fear we had before, it’s a pretty big improvement.
Edit: Dhuumfire was just the icing on the cake, really, because it allowed a condition necromancer to put 30 in Spite for condition duration and not be left with a grandmaster they couldn’t use. If they want to nerf Dhuumfire instead of Terror, I’d be fine with that, but I think we’ll still see people getting gibbed without that 630 damage / second.
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Make it a 1/2 second cast and a 3 second stealth and we’re talking.
Edit: It used to be better in PvE, when going into stealth made your attacker sprint back to their starting position, and could make enough distance for you to reset aggro and channel a significant revive / bandage.
It actually never worked that well even before the PvE stealth nerf. It always needed to last longer than 3 seconds to be effective at all. Stealth should last twice as long in PvE as it does in PvP and WvW.
It wasn’t great, but I have distinct memories of popping smoke bomb in PvE and getting a full disengage out of it, instead of having a 50% health mob finish me off. Currently that isn’t even a possibility.
Honestly it does not make sense that spear #4 stuns the user for a half a second on activation. That skill makes me cringe everytime i use it. And why it can’t be like a scorpion wire, i will never know,but then you argue all that crowd control would be abit too much for a thief huh, and we’d be considered overpowered underwater. The skills that need to be applicable underwater atleast i see it as is, shadowstep(Water step), blinding powder (Ink), smoke screen(Ink screen).
Spear #5 on necromancer has the same ‘self-stun on use’ trick, which is stupid and I hate it. >:c By comparison spear #4 on necromancer pulls everyone around you, and only ‘interrupts’ for the casting time, and is pretty kitten awesome really. I vote they change thief’s tow line to be a pull if it lets them remove the self-stun.
What bothers me most about underwater combat on a thief is how thoroughly screwed over condition specs are. There’s no equivalent to Death Blossom underwater (Suggestion: Shadow Assault should apply bleeding), you’ve lost caltrops, and the underwater version of sneak attack (The Ripper) is almost completely inaccessible.
All you have to work with is skill 1 on harpoon gun, the retreating poison skill, spider venom and the recently altered skale venom.
So all these bugs that are STILL THERE SINCE LAUNCH will never get fixed? Great QA team Arenanet, great QA team…
The front page of posts hasn’t been updated in 7 months. It is entirely possible that some of these bugs have been fixed, and have not been removed from the list. This is part of the reason the thread lost its sticky, I’d wager: it is no longer accurate/reliable enough to use as a resource.
So stop bumping this thread with capslock, it’s not going to help.
Things would have been so much better if they had fixed the siphon scaling to be something worthwhile, fixed death magic, fixed the base size of marks, and added torment. No burning, no doom buff, no spectral wall fear… That would have been a patch that no one would cry about, and it would have made necro more fun to play.
It’s odd. As much as I liked the patch, I was anticipating a rework on the defensive end, not on the necromancer’s offensive capabilities.
Make it a 1/2 second cast and a 3 second stealth and we’re talking.
Edit: It used to be better in PvE, when going into stealth made your attacker sprint back to their starting position, and could make enough distance for you to reset aggro and channel a significant revive / bandage.
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I don’t like raising old threads from the dead…but I figure this is probably the place to post my Q…
Does anyone know what amount of LF is gained with this trait when a spectral skill is used?
Honestly I think you could have just made a new thread about it?
But it’s an additional 5% for each of them on being cast, with the exception of Spectral Grasp which only gives an additional 5% if it hits a target.
Edit for below: Fair enough, and glad to help.
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Not just sPvP? It definitely works with all conditions transfered in PvE/WvW. Not sure about the ally cleanse atm though… but my guess would be that it still works as well.
Last time I tested it in PvE (today) I could only transfer 3 conditions to a single target, and I could not transfer poison from another player character to the spider they were fighting.
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https://forum-en.gw2archive.eu/forum/professions/necromancer/Staff-4-bug-stealthnerf-weird-response/
Since this is sPvP only and it wasn’t part of the patch notes, this has to be an unintentional change.
It’s not just sPvP. The fact it wasn’t referenced in the patch notes gives me hope it was unintentional.
Honestly I’d be fine with the conversion to 3 conditions / target, but the removal of the allied cleanse really annoys me.
The option to turn off the flames on the CoF set would make me seriously consider acquiring and wearing that set. There’s just something sort of cliché to me about burning shoulders.
Has anyone tried reporting this as a bug to see if it is actually intended?
I added the ‘3 per target cap’ part to the list, but I wasn’t informed it was incapable of transferring from any ally to a foe. (I had noted it didn’t work on minions)
Seriously if it’s no longer an allied condition pull… I’m really hoping that wasn’t an intentional change.
Edit: It doesn’t pull from allies. At all. Going on the list immediately.
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Events every two weeks that last for about a month, if not a little longer. Overlapping storylines go!
1. For dungeons, if you’re sacrificing damage for support / control capabilities, you’re doing it wrong. Control abilities are never required.
2. Tooltips / stat indicators are frequently wrong, (The Attack statistic, Power + Weapon damage? Not actually relevant to how damage is calculated) and if they’re not wrong, they’re vague and non-descriptive. I need details!
3. Meta-events that are on (now predictable) timers. These event chains are usually pretty short too, rather than something the map would work together to build up to.
Kind of throwing the baby out with the underwater here. Two of the problems you pointed out (Boss glitching its way through the ceiling and a massive health pool) could be fixed and aren’t really about underwater combat specifically.
The lowered damage is probably true though. Personally what I dislike about underwater combat is how hitboxes feel inaccurate, both on melee attacks and just on some enemies.
Edit: I bet they could fix the roof if they just gave it a single solid block instead of trying to be fancy and having all these interlocking / overlapping segments of ice that screw up your camera.
Fetid Consumption does not appear to function the same way it used to and I didn’t see anything in the latest patch notes addressing it. Originally minions would pull conditions as soon as they showed up, and then wait 10 seconds before doing it again.
Through testing it now looks like the minion won’t pull a condition until 10 seconds after you receive your first one. For example if I get 5 seconds of bleed, and then 6 seconds of vulnerability, the minion will pull the vulnerability at 1 second remaining.
I’m not seeing this on PvP or PvE – I can start the fight with corrupt boon and minions can pull the self-poison from me. They don’t always, of course, but it can happen. What I did notice though, is that Putrid Mark doesn’t seem to transfer conditions from minions to targets.
Sidenote: Fetid Consumption and Plague Signet is a hilarious, if ineffective, combination.
Looks like the effect of Deathly Perception is not displayed in the stats (but Furious Demise is)?!
It isn’t. I think the reason Furious Demise shows up is because it just gives Fury, which is a standard boon the game is well programmed to accommodate.
Also, I saw a thread somewhere noting how Putrid Mark no longer transfers all conditions / is capped to 3 per target. I have (finally) added it to the list. I’m betting it’s intentional, but I’d like to see that info make its way into the tooltip.
EDIT: Putrid Mark no longer transfers from allies to enemies. Added to the list.
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Not sure I agree with the judgement on Gust – it’s a piercing knockback with a very quick cast. It won’t push a crowd away from you, but you can line it up to get a pair of foes controlled and make a little distance. At most they could make the projectile wider, but I really do think it works.
Chain Lightning is all about spreading the love / damage. I enjoy it in multi-opponent fights when I’m not trying to focus one target down. If that means I shouldn’t sit in Air Attunement to wait for Lightning Surge to come up again, I’m okay with that, since Earth and Fire are both pretty good to stick in.
I agree on Lightning Surge though. The AoE blind / damage is nice, the 1.5 second cast ruins it though. I’d love it if they made this skill instant (like a combo of blinding flash & lightning strike) so you could use that blind to counter specific attacks.
Grenth’s Balance: A fast life siphon-style skill (2s channel duration) that won’t stop until you and your enemy have the same % of life remaining. If successfully used (Not blocked, missed due to blind, etc) on an opponent with less life than you, no effect & a five second recharge.
Always been like that. 1 ranged blind and the chance of more from subsequent combo finishers.
I agree that Deathly Invigoration needs some sort of buff, especially since Near to Death got cut to making DS a 7s recharge. The only way I could justify Deathly Invigoration’s existence before was being able to hit it every 5 seconds, on the dot. Increasing that to 7 seconds really hurts its theoretical effectiveness.
And either way, you still need to stack a pile of healing power to get anything worthwhile out of it.
Edit: Wow looked through the numbers people are putting up in this thread. 2000 is way too much for a base value for an ability you can hit every 7s forever – that makes it outshine the heal/second of well of blood with ritual mastery, in an AoE.
Personally I’d vote for somewhere around 900 with a slight buff to the scaling (0.5?), since that makes its base heal/second (Used every 10 seconds) surpass the base value of virtue of resolution, with slightly worse scaling.
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As of the last time I checked this (there was quite the thread on it once!) Life Force is a percentage of your standing health, so vitality will increase its size. (I believe death shroud’s ‘health’ total is around 60% with 0 points in Soul Reaping, and 60% * 1.3 = 78% with full SR.)
I’ve found it functional in a 100%-crit DS build in PvE. Makes sustain in DS decently viable.
Beyond that, I can’t see the trait being worth a whole lot.
But why would you be in the condi line for a DS build? All that condi damage is wasted and you get a bigger dps increase going into the power line to get the Close to Death 20% if <50%.
Ie, 30 0 10 0 30.
And even still with 100% crit chance, getting a 33% chance to get 1%? You deplete faster than you shoot. Its still a trash trait and not worth even going 10 trait points into, you’d rather just go for more damage.
As should be abundantly clear, you can go 30 in spite, 30 in soul reaping, and 10 in curses to pick up this trait. 100 condition damage is far from build defining, and the 100 precision can still be useful if your goal is 50% crit chance before Deathly Perception.
I’m not sure I’d claim this trait to be good, but comparing it to the other minors in curses for a DS build, only Enfeebling Shroud springs to mind as an actual contender. And maybe you just want that 100 precision over toughness / boon duration. Besides, it’s not like that 100 condition damage is utterly wasted. Barbed precision will mean that most of your crits will deal a nice little packet of extra damage.
Unless it was changed recently, Ritual of Protection gives its protection when the well is created, not per pulse.
Honestly, as a Necromancer, I don’t mind Terror becoming a grandmaster trait. It’s so build-defining that it always surprised me that it was so low to begin with. I kind of hope that if they do this, they can just get rid of Withering Precision and replace it with something more meaningful.
Maybe they could give us a trait that actually helps in PvE and PvP, like a further 2% damage to opponents for each condition on them (stacks with Target the Weak) or something like that.
Noooooo… withering precision is now key to attrition necro…
I realize Weakness got buffed, but didn’t that trait get kind of nerfed? It seemed to me that adding the internal cooldown of 20s really gutted where the trait shined before, which was builds that critted very frequently.
Does anyone else think that Withering Precision belongs in Spite about as much as Dhuumfire belongs in Curses?
As for balancing: I’d rather see them mess with Dhuumfire or the damage numbers on Terror (Condition burst got some big buffs with the possibility of burning and 3 stacks of torment, not to mention the greater access to Fear for necros) than move Terror up to a Grandmaster trait.
Welp, I have been told.
Still not sure I like the boss’ design, but it’s good to see a perfectly clear and achievable way to beat it.
What I’m saying is that almost a year into the game, the vast majority of players are still trying to play this game as if party roles should be completely segregated and they’re leeching from dps-oriented players on their team as a result. People want to spec fully into the control/support role and ignore damage because that’s how it’s been done in other game where you can’t just avoid damage with dodges or key utilities on the DPS classes.
I hate that this is true. I know that personally, I got this idea into my head (That control / support / damage roles would all be required in some significant amount) before the game was released, in a now absent blog post about combat.
Are you talking <100 damage per tick? Because you have to remember that that particular skill hits something like 20 times over the duration of the channel. (I think the rate is somewhere around 3 times per second?)
Edit: In any case, I haven’t noticed any difference in the damage.
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Note as well that siphoning isnt triggered in Death Shroud so siphon on crit doesnt benefit from the Deathly Perception trait.
The siphons are still triggered (You can see the extra damage number) but no healing is granted, since you can’t heal while in Death Shroud. Just pointing this out because it’s still adding damage.
Also, because I didn’t see it spelled out here: only Vampiric gained scaling with power / healing power. Everything else is entirely static.
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I’ll admit, part of it is me being a miser and not wanting to grab a second axe for my necromancer. I also haven’t given too much thought to sigils yet, I’ve just got a stacking sigil on my Axe. What would you use in the off-hand weapons in that scenario?
Edit: Just testing it now, and I can actually proc the on-swap bonus with just one main-hand axe. Obviously that’s only one type of on-swap bonus, but still something.
Wait – you’re literally running with just one axe? Doesn’t that kitten your stats pretty heavily?
Stats are only used from one weapon set at a time, so no, not really? (I’m still using off-hand weapons, two in fact, just only one main-hand.)
did this chart take into account each one of the skills listed has a different damage multiplier with power scaling?
Because if it didnt, the thread doesnt matter.
The wiki actually has a standard formula for posting damage values, that was put in place quite early in the game’s history. Basically it’s 916 power, and maximum weapon damage at level 80 for all weapon skills. Full set of rules here.
There’s also been a rise in posting the actual coefficient for some of the weapon skills.
I’ll admit it’s somewhat misleading, but since all the skill damage values are reported from the same baseline, it allows comparison between skills.
916 power is way to low to really compare scaling, and its very misleading.
As long as you compare skills in a multiplicative / divisive way (X skill’s DPS is 15% higher than Y skill) it doesn’t really matter how much power you take the measurements at, as long as it’s consistent. If you’d like, just double every number you see on the wiki and that should simulate the damage at 1832 power.
Edit: I will add though, that any skill that also applies conditions throws a gigantic wrench in the works because of how differently condition and direct damage scale.
And no, calling naked vs naked with exotic weapon, or naked vs 2600 armor with exotic weapon as base damage is wrong and missleading. The wiki damage numbers might be with any random amount of power. And even if they are with 916 power, the tooltip cast times do not reflect reality as many animations take longer to fully complete than the tooltip activation time says.
The wiki actually has a standard formula for posting damage values, that was put in place quite early in the game’s history. Basically it’s 916 power, and maximum weapon damage at level 80 for all weapon skills. Full set of rules here.
There’s also been a rise in posting the actual coefficient for some of the weapon skills.
I’ll admit it’s somewhat misleading, but since all the skill damage values are reported from the same baseline, it allows comparison between skills.
Is anyone getting weird values for Mind Spike? (Sword 1, end of the chain) Specifically, I don’t think the bonus damage for using it on a boonless target matches the tooltip, and neither of those match the patch notes.
I’m getting the bonus damage to be about… 20% above the base damage, and the tooltip indicates I should be getting a 33% bonus. Either way, using the values I get for the first part of the chain I’m not striking for high enough damage for the tooltips to be accurate.
Anyway what do you guys think of the changed (imo nerf) to mind spike. I feel it’s more of a nerf due to the fact that the main damage on it got a nerf but its damage is suppose to be higher when the target has no boons but in spvp or wvw people always have a boon on them which means that we actually took a 20% damage nerf on a skill that didn’t need any nerfing.
I’m not totally certain the changes match the patch notes. I was trying to test this in Heart of the Mists earlier (Steady weapons, my best friend for doing math!), and it seemed like the base damage (when it removes a boon) on Mind Spike wasn’t reduced much, but that the no-boon-to-rip version of the damage isn’t working quite right. The tooltip is only a 33% boost in damage, and the actual damage coming out wasn’t matching that.
Right now it looks to me like they nerfed its base damage by 10%, and the bonus damage for your target being boonless is 20%. Anyone else seeing this? Or at least seeing weird stuff with this chain?
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Necrotic grasp is much slower than once every 3/4ths of a second – it’s around 1.35 seconds per attack. (First try was 29 in 39 seconds, second try was 26 in 35 seconds, third try was 29 in 39 seconds again.)
I believe that drops it to somewhere between fireball and stoning.
I wish the stats on tooltips / the wiki were a bit more useable. Aftercast delay is a huge factor for dps, but it’s not listed anywhere in game. Best of luck getting all the stats for the 1200 range attacks though, it’s great to see them all directly compared.
Edit: I think chain lightning’s cast time is closer to 1.22 seconds / attack?
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If any weapon is added to the necromancer’s repetoire, I still want it to be a mace or a hammer. Because reasons.
I’m guessing something broke when they sped up the cast times / reduced aftercast delays on these skills, which allows you to interrupt yourself. It’s pretty annoying.
Last Tuesday a major patch went through that altered the Necromancer pretty significantly. For terror builds, some notable changes are:
For condition builds in general:
Sorry it’s just
you managed to get the error between what you expect and what you’re receiving down to 1 point out of over 1750 with some combos, so that’s what, less than a 0.06% difference?
I mean I commend you for going this deep into it but I think you’re just going to drive yourself crazy if you go much further.
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Ah, you’re right. The wiki finally updated it yesterday or so. It is now only a 10% increase. That’s a shame.
That was me.
Test it yourself.
I’ll agree the lack of a “Heel” button is frustrating, since Minions are kind of stupid and will needlessly run into danger zones.
As for PvP – I seriously don’t think that’s a minion issue: there is a lot of bad pathing on those maps. Stairs and bridges often break the path finding of shadowsteps, if the complaints I’ve read are accurate.
Test it more. If the trait does not work, it should be something like 4.5% as math shows. If it works, it will be 15%. There is no reason possible that the trait is “half working”; (very weird bug indeed). What is more likely happening is that your sample size was not big enough, and you might not have accounted for the loss of 5% damage when your lifeforce is below 50%.
If you truly care, document 100 shots either all above or all below 50% lifeforce in identical situations with axe training, then 100 shots without. Average both, then compare. From the perspective of someone who is doing a lot of statistical analysis in my labs, even 100 is considered a small sample size.
In my own testing, when I noticed that the general damage increase was over 10% by proximate, I called it a day and deduced that it was more likely working as opposed to working at 66% efficiency.
I was implying that they’ve since changed / nerfed the trait down to 10%, probably since it is no longer a grandmaster and can be taken alongside Close to Death now.
When I tested the damage boost of Axe Mastery, I took a steady axe and 20 points in spite, nothing else, into the Heart of the Mists. Toggling Axe Mastery on/off changed the damage of life blast from 240 to 265. Since it’s a steady weapon, every shot gave the same damage, as I did not use axe 1 or Unyielding Blast or Reaper’s Might.
Edit: The damage comparison of Staff / Axe was just based on their relative weapon strength stats, and uses Targuil’s mathematic model- I just think he was using the value of 15% for Axe Mastery, which was valid less than a week ago, but does not seem to be accurate now.
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I posted a picture of my traits to show I wasnt using the precision to vit trait when I took the SS’s.
Ah, sorry, I missed that picture somehow. Exactly how much precision are you gaining by using the maintenance oil? 144? 139?
Also, what runes / sigils are you using?
After a bit of testing, (Steady weapons in PvP) I think that
So going off of the Weapon Strength values (as Targuil did) Axe will change from 857-1048 to 942.7-1152.8, compared to staff’s 985–1,111. Their average weapon strength then is 1047.75 for Axe and 1048 for Staff – So they have the same average damage, but Axe will be a bit spikier in its output.
UI clutter is my suspicion – Guild Wars 2 has gone to great lengths to keep the number of buttons to press and on-screen icons at an absolute minimum, and adding a control bar for one subset of necro skills is disproportionate presence for a subset of the profession.
The typical comparison is the ranger pet control bar: note that for rangers, their shouts, signets, two of their heals and about 1/5 weapon skills have effects for their pets specifically: their entire profession is based on having a pet – minions are just a sideshow for necros, like spirit weapons for guardians.
I understand that design decision and concept behind the UI, but, unlike spirits, the inherent problem is that pets can be “aggroed”.
Spirits might be a sideshow, but they are a FUNCTIONAL sideshow. Pets aren’t really functional. The flesh golem is just a forced preference of cooldown…
By virtue of clutter minimization, why do some of the pet skills even exist if they are meant to be broken and redundant? Why not replace pets then with something a necromancer might actually use?
Minions start attacking things if:
As far as I know, spirit weapons behave in the exact same way. I consider these to be pretty legitimate criteria for gaining aggro.
And honestly, I don’t find minion skills broken, so just stating your conclusion (‘broken and redundant’) isn’t all that convincing to me.
Necromancers really don’t have a “Always focus on this” stat, since what build you want to run determines what’s important, and those builds cover almost every stat.
However, you’ve already mentioned that you’re interested in doing damage, having minions and siphoning! So that narrows the field a lot! If you want my reasoning, read on. If you just want results, skip to the end.
First off: Power. You are going to want power for dealing direct damage, and that is that.
Secondly: Toughness. If you siphon a lot of health, toughness helps that to count for more, since the health you earn that way is now harder to remove.
Now there’s a couple places you could go with the rest of your stats. Vampiric recently got scaling with healing power, but it’s the only siphon trait that got it, so I can’t fully recommend it as a stat. (Generally healing power is only worth bothering with if you’re worried about healing other people. If you’re just worried about your own health, toughness / vitality is often just as good)
Precision & prowess (Crit chance and bonus crit damage) are the secondary stats that really boost up a power build’s damage.
Vitality (health) would be what you took to make your build quite tanky.
One thing is: minion attack power doesn’t scale with your power, so you can build full tank and their damage won’t be hurt much. But if you’d like to focus on beating things up, it’s wise to have some damage on your own.
Skip to here to get to the end:
So I’d say focus on gear with Power / Toughness, and take whatever precision / prowess you find lying around. When you get to triple attribute gear, try a combination of Knight, Berserker and Cavalier equipment.
Yeah, necros are immune to ground-targeted AoEs now, unless their graphic effects go up as high as waist height. It’s pretty nice.
Or have the finisher trigger at the end but still activate if we leave the field during a channel. Ele churning earth works in this way.
I’d prefer this functionality myself. I know that there’s a few skills that ‘store’ their blast finishers for later, and I think it fits with the pacing of the skill.
Do you have any traits that are converting stats from one to another already? Practiced Tolerance (5% of precision → vitality) would mess it up since the maintenance foods don’t count that small bonus to vitality in their calculations. There might be others, but I can’t think of them right now.
But now it transfers to multiple opponents hm? Interesting…
Since it’s acting differently between the two and there wasn’t an announced split, I’ll definitely put it in the bug list, but I wonder if this is a new direction they’re taking with the skill…?
Probably a better question for the Lore forums imo.
Probably is – At least the Norn forum.
Still, I’d say that I cannot think of a single reason that a Norn necromancer doesn’t make sense. Norn aren’t adverse to magic, and tend to be squeamish about nothing: I seriously doubt they’d find a study of death any more distasteful than a typical human.
Edit: As sorrow points out, Raven is strongly associated with the spirits of the dead and the underworld.
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UI clutter is my suspicion – Guild Wars 2 has gone to great lengths to keep the number of buttons to press and on-screen icons at an absolute minimum, and adding a control bar for one subset of necro skills is disproportionate presence for a subset of the profession.
The typical comparison is the ranger pet control bar: note that for rangers, their shouts, signets, two of their heals and about 1/5 weapon skills have effects for their pets specifically: their entire profession is based on having a pet – minions are just a sideshow for necros, like spirit weapons for guardians.
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