It’s pretty obvious, and nobody’s impressed.
It’s pretty obvious, and nobody’s impressed.
If you’re planning on getting in and out quickly, you definitely don’t want Vital Persistence. While it will save you some life force, I’d bet money that Soul Marks would make back the lost life force at least as well, since you’re using a staff.
I’m not sure I understand your choice of blood fiend. I can’t really see why you would take it over consume conditions is all.
It’s pretty obvious, and nobody’s impressed.
Lich Form skill 1 does not start out on auto-attack. You have to turn it on yourself. Every. Single. Time.
I would really love to see this change. I thought this was listed as a bug on the old thread; did it get dropped by accident or is it somehow considered not a bug any more?
It probably got dropped by accident. Re-adding it now, since I know exactly what you’re talking about.
It’s pretty obvious, and nobody’s impressed.
I do agree they need out of combat regen, and if they introduced a dedicated minion heal that would be an amazing way to make a new style of MM available.
Blood minion siphon now heals all other minions at 50% effectiveness of the heal given to the player.
Reactions?
It’s pretty obvious, and nobody’s impressed.
There is, and I believe it’s 10 seconds.
It’s pretty obvious, and nobody’s impressed.
60% chance on crit to remove a boon, we can pretty much already do this with all our tools used.
So the question stands: Why do we need more boon-hating-skills?
Internal cooldown: 10 seconds.
It’s pretty obvious, and nobody’s impressed.
Oh I’m not saying that there isn’t more to do with Epidemic, I just look forward to when the game progresses to that point in competitive play, where people are comboing skills off each other. It has some of the highest potential of every skill out there, I was just pointing out one specific use that I would love to see.
So we can all come to agree wells are the way to go, and that epidemic is crap skill and knowing every other class in the game except eles/mesmers. Can just flip/remove those conditions anyways. And you getting a free weakness whether it misses or not, I think it is? I haven’t been condi mancer in about 3 months. And that there are still greater issues…like plague signet still miss firing even with LOS/the enemy not doing anything. Or cast time on other skills…and cooldown times which are too insane for the most situational utility’s in the whole game
I cannot see how you could possibly reach this conclusion from Bhawb’s post.
Also, epidemic causes 3 stacks of vulnerability. Weakness comes from corrosive poison cloud.
Edit: Personal reaction to this patch’s notes: Grim Specter had been bothering me for a while, but I never tested it properly. I don’t think I would have picked up on that it works as long as there’s a target, but not otherwise, and I’m glad it was made a bit easier to use. Other than that, nothing surprising to me, so kind of a ‘nothing’ patch I guess?
I would have liked more bugfixes, but apparently that is this month’s priority, so I am excited for that. Also going to predict DS5 won’t be implemented until July, at the earliest.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
Posting in a Daecollo thread.
I honestly think this is kind of awesome, to be honest. Sorry you weren’t the one doing the awesome thing.
It’s pretty obvious, and nobody’s impressed.
Alright I don’t know about the entirety of this list: maybe some of these nerfs were just too hasty. I personally question the Pistol Whip change, especially in light of how quickness has been altered game-wide. But.
October
- Assassin’s Signet: This skill has been updated to grant 15% damage for 5 attacks rather than 50% damage for one attack.
This one absolutely had to happen, and the compensation in the way the new active works is excellent.
It’s pretty obvious, and nobody’s impressed.
In PvE, this skill definitely has its moments. Those moments are any time your opponent has boons. In dungeons especially, bosses can have over 100% uptime on a particular boon. You can keep stealing that boon to give yourself that same uptime. I actually want to try it on that one HotW boss with the three totems. Permanent regen, protection, and retaliation… For you, now that you can steal them. The 4 turret golem in Crucible of Eternity also springs to mind.
To be honest? I think the transition to two boons and to stealing instead of just removing was a bit too strong. I honestly think they should cut it back to one boon per combo, or turn the LS ini cost to 2, or cap the duration on stolen boons. (Ten seconds? Not a really tight cap, just enough to block stealing huge durations that cost the other player 40 second+ recharges) I dunno. Something though. Cutting it to one boon would be the most drastic measure, but I really do suspect it’s too capable of screwing over your opponent without significant investment from the thief.
On a related note, do you think Bountiful Theft could get the same steal mechanic that LS has? As it is, Boontiful Theft doesn’t seem to properly steal stacks or duration.
It’s pretty obvious, and nobody’s impressed.
So after you clear the first three burrows (But not the one directly in front of the table that spawns at the start of the event) gravelings stop spawning? I’ve actually never had that pointed out to me: if I’m understanding correctly, that gives a great opportunity to take a breather / clean up / let skills recharge.
A lot of groups can just soldier straight through and clear it in one go, but I’ve been in groups where I wanted to just stop and clear everything out so we could guarantee a finish. I always thought the graveling spawn was endless though, so I didn’t think clearing out the room was really an option unless you could kill gravelings faster than they spawned, which was often unlikely with those groups.
It’s pretty obvious, and nobody’s impressed.
“I agree somewhat. I want to be able to receive healing while in Death Shroud sort of badly, although I recognize that letting people use their heal skill while in there could be too strong.”
It absolutely isn’t too strong and I wish people would stop saying stuff like this. Plenty of classes get to heal by standing in a heal fountain inside full invulnerability or stealth.
Plenty of classes don’t lose a full trait line (siphons in blood) when they use their mechanic.
I feel like I should clarify: the heal skill, singular. As in what you choose for slot 6. I was referring to two different ideas there: receiving healing while in DS (Please yes!) and using your healing skill while in DS (Questionable!).
Maybe using your heal skill while in DS isn’t Too Stronk, but I feel like letting a Necro use their dedicated heal while in DS would be giving too much safety, given the abundant availability of DS.
But again: receiving heals while in Death Shroud, whether they’re from yourself or others? I really, really want that to happen.
It’s pretty obvious, and nobody’s impressed.
BTW, I am very disappointed that Transfusion (Life Transfer healing) still won’t scale with healing power and still won’t be able to heal yourself though DS.
I am also very disappointed that the regen from Mark of Blood cannot heal me when I am in DS.
In layman’s terms, DS is a “self inflicted counter” to Transfusion and Mark of Blood.
All these contradictions and “self inflicted counters” of necro skills really need to be looked at.
I agree somewhat. I want to be able to receive healing while in Death Shroud sort of badly, although I recognize that letting people use their heal skill while in there could be too strong.
Although I thought Transfusion did scale with healing power, just not very well.
Edit: Huh, no, it doesn’t.Transfusion scales with the % additional life force life transfer generates (going from 290 to 310 with full soldiers gear, as in useless unless you got 30 into SR and at least minior vit in all of your gear for as much of a change as vampiric would do if you would add just 5 points more into blood). Still imo a mandatory trait for every power necro since it gives the party what a ele/guardian dodge do every 32-40 seconds (and thats a lot in necro terms)), also small bit of self heal helps.
Are we both talking about the actual allied HP heal? Because I’m not sure you’re talking about that. As far as I can tell it’s 292 at level 80, always.
It’s pretty obvious, and nobody’s impressed.
BTW, I am very disappointed that Transfusion (Life Transfer healing) still won’t scale with healing power and still won’t be able to heal yourself though DS.
I am also very disappointed that the regen from Mark of Blood cannot heal me when I am in DS.
In layman’s terms, DS is a “self inflicted counter” to Transfusion and Mark of Blood.
All these contradictions and “self inflicted counters” of necro skills really need to be looked at.
I agree somewhat. I want to be able to receive healing while in Death Shroud sort of badly, although I recognize that letting people use their heal skill while in there could be too strong.
Although I thought Transfusion did scale with healing power, just not very well.
Edit: Huh, no, it doesn’t.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
My cautious hope is that minions will now 1) circle around behind their targets whenever possible and 2) not crowd each others shared pathing.
Signet of Spite will get a buff, but it won’t get what I want for it, which is an interesting non-statistic based passive. I can’t for the life of me figure out what that passive should be though. Periodic condition conversion? (1 every 10 seconds, converted like with Well of Power)
Or they could just drop the recharge to about 45 seconds. Just saying.
It’s pretty obvious, and nobody’s impressed.
I’d like to see a condition that was useful for any build, in most situations.
Something I’d like a little more of on my Necro is some healing. What do you all think of an attrition based condition that supplies healing back to the Necro while also damaging the opponent, for every time they attack. For every ability the opponent uses, or just weapon ability, it takes a little life from them and gives it back to the Necro.
I’ve seen a couple suggestions asking for something to do with healing, and I’m starting to lean more in favour of that than the “condition cover / damage on remove” suggestion I put forward originally. A condition that essentially gives Vampiric to anyone attacking the target would be excellent for group support and the heal over time could be useful in a more attrition-based build, if there’s any way to focus on the duration/uptime of the condition.
Plus, it would match half of what Dark combo fields do currently: steal life. (They also blind on blast / leap, where most other fields give a buff of some sort. Weird, huh? Maybe they should make an aura that blinds foes when they attack you, then put it on DS 5 and the combo finishers.)
It’s pretty obvious, and nobody’s impressed.
(…) the immediate thing that stands out to me is Critical Strikes, and the fact that Precision and Critical Damage and grouped together… Perfect Synergy.
Warriors, and Rangers also have this grouping. Oh… and Mesmers. Wait… Guardians too… And Elementalists… And Engineers.
So… All other classes have Precision and Crit Damage grouped together except for Necro.
This is one of the biggest reasons the Necro is so hard to build for.
All other classes can easily fill out their second trait line for high critical rates and damage…except for the Necro.
(…)I realize my suggestion might actually be overly optimized and require a ton of balancing… but it just bugs me to no end knowing EVERY OTHER class has Precision and Crit grouped together except Necro.
Engineers, Warriors, and Guardians also have precision paired with condition damage. Their critical damage (prowess) is also paired with their profession-specific stat, with the exception of Guardians, who have it paired with toughness.
So half of the professions have the precision / prowess pair, and half do not.
That said, I’m going to look through and try to give this proper feedback, I just had to get that out of the way first.
Edit: I see where you’re going with the proposed swaps, but I don’t think it will happen. By and large, trait lines force hybridization, rather than encouraging a player to funnel every stat possible into one spot. This is partly due to the pairings, but further reinforced by the way you max out a line at 30 points.
Not to mention that you’ve got two secondary stats paired together, as well as two primaries. (The profession specific stat boost is considered a primary for the purposes of trait line pairs. I’m not sure why this is a constant across the game, but I think the idea is that a primary is more or less useful on everyone, but a secondary is more niche in its very nature. That sounds kind of weak though; I’d love to hear a better explanation.)
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
If you just want to cut the health of all dungeon bosses, just do that. (50% health + protection is still just 75% of their earlier effective health, and that’s ignoring how conditions can take advantage of the situation.)
As it is, a lot of dungeon bosses do use boons. Adding protection to them all uniformly would just be making bosses less distinct from one another.
It’s pretty obvious, and nobody’s impressed.
So I’m pretty new to the game and I recently started playing a necromancer which I’m loving more and more. I’m really interested in the condition manipulation skills. My main interests are Signet of Spite combined with Feast of Corruption. Or using Deathly Swarm with the number of skills that give yourself conditions and combine with FoC.
Are condition-centric necromancers viable. If so why? If not why not? Is it possible to stack enough condition damage as a new player to make any meaningful impact on gameplay?
Do I have to use minions to survive as a necromancer?
I’m actually opting for Consume Conditions unless it is highly recommended that I don’t do this.
Deathly Swarm + Corruption skills is an excellent combo / choice, but signet of spite is a bit more questionable. Not because it doesn’t make for a powerful opportunity, but because it’s only up once every 90 seconds. As well, with good usage of weapon skills & death shroud you can set up about 5 conditions to trigger with Feast of Corruption anyway, compared to Signet of Spite’s 6. For example, Enfeebling Blood (since you seem to be using off-hand dagger) → Dark Path → Grasping Dead → Auto Chain → Feast of Corruption, for weakness, chill, cripple, poison, and the omnipresent bleed.
Condition necromancers work very well. Condition damage keeps ticking through evasion, block, etc, and in PvE they will last until they expire because of a nearly complete lack of condition removal.
You don’t need to use minions to survive, wells can make for a pretty good defense, and don’t forget to use death shroud to soak damage periodically.
Consume conditions is an excellent heal, especially if you’re running corruption skills.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
I’m betting that when they were referring to ‘all pets’ they meant ‘all of the ranger pets’, considering there’s like 40 of them and every family (Around 10 of them, I think) has its own stat distribution. They tend to refer to minions as ‘minions’, rather than pets.
They only mentioned wurm and golem, so I’m betting on just those two minions seeing any sort of change. At this point I’m guessing they want the bone minion to be relatively vulnerable, given its ranged nature.
It’s pretty obvious, and nobody’s impressed.
Since Fear stacks in duration, I’d bet it’d work like burning or poison. First it would deal the damage ticks from one of you, then the other.
It’s pretty obvious, and nobody’s impressed.
I mentioned this in the other thread, but:
A condition that ticks for damage over time, deals a shot of damage when removed and is always removed before other conditions, providing an explicit “condition cover” a la classic cover hexes.
Maybe I’ll go dig up some old ‘New Condition!’ suggestion threads and link them here.
Edit: Two I found quickly:
Rot by lordhelmos.7623 – Necromancer gains a damage bonus for each condition on a target, does bonus damage when siphoning life.
Necrosis by Marinzine.3056 – Increases condition damage taken by the target.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
How about a condition that does more damage the longer it is in effect (caps out at some point)? I also like the idea of this condition doing direct damage if it gets removed, and is always the first to be removed so it provides a bit of cover for your bleeds. This gives players the option of taking burst damage now, which could potentially kill you, or let it tick and not take burst.
The skill itself should also changed depending on what weapon you have equipped. I don’t like the idea of shutting out all builds that don’t use condition damage with this one.
You could try and combine the two for an effect like the old Rising Bile: deals no damage until it expires or is removed, but deals more damage the longer it was allowed to run.
I’d love something that provides an explicit condition cover, possibly with the option of requiring multiple cleanses to clear all stacks. Sort of like a condition cleanse based version of Defiant.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
Also if it takes the 2 key hits for the full effect. ppl will ALWAYS press it twice in a row, no one will hit it once and wait to see it it actually hits to press it again so if it misses the first one we will ALWAYS lose the 6 initiative…
With the amount of passive blocks and invulnerabilities in game atm we will be wasting initiative on thin air…
The answer to this is literally learn to play, and you actually gave the solution in your post.
Don’t hit the button twice immediately. Hit it once, make sure you hit with that, line up your shot, and hit it again. If it’s anything like infiltrator’s strike, there’s not gonna be a big rush to hit it before it reverts on its own.
It’s pretty obvious, and nobody’s impressed.
for the record: the necro has abilities to deal with conditions on allies, but you already knew that right?
That I did! Now let’s see which post the readers think is more relevant.
I don’t think any of them are relevant to the topic of this thread. It’s turning into a derailment discussing the pros and cons of increased health versus increased toughness for minions. This isn’t to say that it isn’t worthy of discussion. Perhaps it would be best to create a new topic to debate the issue.
In the meantime, there’s a window of opportunity here for the necromancer community to influence the 5th skill slot of Death Shroud. As you asked the opinion of the readers, I’m stating my opinion as one reader that I’d like to see the thread get back on topic.
Point taken. Gonna reply to parts of your other post first though since I liked it!
After watching the interview, here’s a few things I came away with:
2) For warriors, the trait “Turtle’s Defense” will now be replaced by a new trait “Dogged March”
Why is this important to Necromancers? Because it demonstrates a willingness to actually change an entire trait. For all those who hate Reanimator, this introduces the possibility of hope.
4) While addressing changes to rangers, the devs said pets (including minions) will no longer aggro a mob their owner has not aggroed. Furthermore, when a player enters combat and has aggroed a mob, pets (and – without them explicitly stating it – hopefully minions, as well) who don’t currently have that aggro themselves will attempt to move behind/around an enemy to stay out of cleave range.
6) The 5th slot of Death Shroud is currently empty. The devs are considering filling it with a new skill in a future patch. They were leaning towards what they described as a “dark-themed damage-over-time” condition. They also hinted that this new condition would first be seen on the necromancer, but would not be exclusive to necromancers (aka. the whole “fear-will-be-a-necromancer-only-condition” debacle all over again). However, they left open the possibility that the 5th slot could be filled by something else and want to hear feedback on what players feel it should be.
Filling that 5th slot in Death Shroud sure would be nice. For those in favor of seeing that slot claimed by a new skill that is dependent on the weapon a necromancer is wielding at the moment you enter DS, this is the opportunity to have your voices heard. Yes, I admit to my own bias in wanting to see that slot become a weapon-dependent skill that synergizes with our builds. There are some pre-existing threads regarding this topic, so I won’t rehash it here.
7) In the same way they are doing with thieves, the devs state that trait compression is something they feel worth looking into for necros.
Using an example of my own that was NOT stated by the devs, that would be like rolling Greater Marks and Staff Mastery into a single trait. We won’t see any changes regarding this approach for this patch, but it does bode well for necromancers if they follow through with trait compression in future patches. I think necromancers would stand to gain quite a lot from trait compression.
2- Yep. Changing around traits is a really good sign. I know that thieves want to see something done with last refuge as well. I don’t think we’ll see those changes for a while (At least 2 months), but they’re getting closer.
4- I’m really interested to see if the new pathing changes some minion AI bugs. I’ve read a couple theories that the reason some minions start refusing to attack is that they can’t path to their desired location, so they just pace and wait for the spot to open up. I don’t know how true / likely they are, but with other mentions of improved AI… I’m optimistic.
6- For my earlier whining about it, this could lead to some really interesting threads. I usually kind of frowned on the “Adding a New Condition” threads because I felt like they would just add needless complication to the game system, but if the Devs are looking for suggestions…
7- Trait compression could be amazing for things like minion builds, if you ask me. Some other examples that come to mind include Spectral Attunement / Spectral Mastery and the Life Blast traits. (The piercing + vulnerability and the might stacking one.)
As for actual suggestions about DS5? Having it be weapon dependant, but always apply the new condition in some way would be nice. As for the condition, the first thing that came to mind was something that did more damage if you removed it, and was always removed before other conditions. The point would be to use it as a sort of ‘cover condition’, to match the idea of ‘cover hexes’ from the original Guild Wars.
It’s pretty obvious, and nobody’s impressed.
while increasing toughness is only helpful for healing builds.
I see now, this is where you are having trouble understanding…
toughness increases survivability in EVERY single build because it reduces damage the minions take (this is what we are after).
In healing builds it has the ADDED benefit of increasing effective healing.
For the record: Toughness doesn’t increase survivability against condition damage.
for the record: the necro has abilities to deal with conditions on allies, but you already knew that right?
That I did! Now let’s see which post the readers think is more relevant.
It’s pretty obvious, and nobody’s impressed.
while increasing toughness is only helpful for healing builds.
I see now, this is where you are having trouble understanding…
toughness increases survivability in EVERY single build because it reduces damage the minions take (this is what we are after).
In healing builds it has the ADDED benefit of increasing effective healing.
For the record: Toughness doesn’t increase survivability against condition damage.
It’s pretty obvious, and nobody’s impressed.
@Softspoken, wasn’t that a thread like… a couple days ago? Just bump that and continue the conversation there.
That thread is once every two weeks, without them inviting the topic. What I’m implying is that they might get a more vigorous abundant response than they expected.
It’s pretty obvious, and nobody’s impressed.
Just listened to the Necromancer section.
“So offer some suggestions about what you want to see as that new condition / fifth slot.”
They have no idea what they’ve brought upon themselves.
It’s pretty obvious, and nobody’s impressed.
Just watch the red numbers that correspond to your degen, if possible. Multiply that number by 30 (iirc) and that’s your downed state health pool. Then get downed on any other character with a similar standing health pool and check the degen. Multiply by 30, compare the downed / standing pools between both professions.
Technically you start at 75% downed health pool, and it takes roughly 30 downed ticks to kill that. While full downed health pool is largely irrelevant, it would take roughly 40 ticks to kill that.
E: 2th downed is 50% and 3th downed is 25%. 4th downed is 0% which means no downed at all
Ah, thanks! I wasn’t certain of the exact number of ticks to a full health pool, and just went with 30. So it’s actually 40 ticks to your downed health pool, and you just start from 75% health, so you have 30 ticks before you bleed out. (Barring damage / bandage and such)
It’s pretty obvious, and nobody’s impressed.
But I love knowing why! If you don’t tell me, I can rarely take the advice / tactics seriously! Telling me that we need to all melee that graveling stalker doesn’t make much sense to me, until you point out that it makes him stop the tunneling move that gives him evasion. After I know that, I’ll do it.
The same thing for melee stack on subject alpha. People will suggest it, and even insist that you don’t dodge (wtf) but will not explain why, (Avoiding earth rings and taking the lesser damage of the ice pillar, quickly clearing crystals off of allies and fast revives, for example) which can lead to problems like people not realizing to switch to destroying crystals ASAP or that they should all take a knee to revive an ally immediately, even if someone else is already reviving.
It’s pretty obvious, and nobody’s impressed.
My major complaint about Charr armor is that the skirt / trenchcoat look on a lot of light and medium armors doesn’t always translate well. The half-length ones suffer the worst of it, in my opinion. (This is why mine wears the light pants from AC.)
It’s pretty obvious, and nobody’s impressed.
I paid a little more attention to my downed sate in wvw because of this thread.
I was downed at the same time as a thief. We both just auto attacked each other.
Before the thief got back up he was still at about 50% hp, the whole thing was over before fetid ground was even ready to use.
My normal hp pool is 26k btw.So today I terror-feared a guardian down immediately after going down myself.
This time everything worked properly, I managed to rally ~1 millisecond before the guardian (I didn’t use death’s embrace). The whole thing lasted so long that my fetid ground was almost ready a second time.
Apparently sometimes it bugs and sometimes is doesn’t…?Honestly, “I won/lost this fight” is a poor way to judge. Just watch the red numbers that correspond to your degen, if possible. Multiply that number by 30 (iirc) and that’s your downed state health pool. Then get downed on any other character with a similar standing health pool and check the degen. Multiply by 30, compare the downed / standing pools between both professions.
This example was not about winning or losing a fight. Both examples should demonstrate how fast my downed hp was drained by someone who went down at the same time.
Even if the guardian killed me first, it was obvious this time that my hp wasn’t reduced to 30%, while it certaily was against the thief.
My point is: this hp bug doesn’t always occur.
Except that how fast your downed health is drained by an opponent is based on far more than just how much health you have. It’s very possible, (in fact, even probable) that the thief had strictly higher damage than the guardian, while the guardian would have had strictly higher defensive statistics. The first one causes a downed vs downed battle to end quickly and decisively, while the second would draw it out by both taking longer to kill and be killed, changing whether the recharge for fetid ground manages to clear once or even twice. And none of this implies anything about the size of your health pool.
It’s pretty obvious, and nobody’s impressed.
I paid a little more attention to my downed sate in wvw because of this thread.
I was downed at the same time as a thief. We both just auto attacked each other.
Before the thief got back up he was still at about 50% hp, the whole thing was over before fetid ground was even ready to use.
My normal hp pool is 26k btw.So today I terror-feared a guardian down immediately after going down myself.
This time everything worked properly, I managed to rally ~1 millisecond before the guardian (I didn’t use death’s embrace). The whole thing lasted so long that my fetid ground was almost ready a second time.
Apparently sometimes it bugs and sometimes is doesn’t…?
Honestly, “I won/lost this fight” is a poor way to judge. Just watch the red numbers that correspond to your degen, if possible. Multiply that number by 30 (iirc) and that’s your downed state health pool. Then get downed on any other character with a similar standing health pool and check the degen. Multiply by 30, compare the downed / standing pools between both professions.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
No, it does not. As far as I know, there isn’t a single “Boost damage by x%” trait that does.
It’s pretty obvious, and nobody’s impressed.
Make sure to use your heals early and often. I noticed at one point when I started playing that I’d save my heal skill for when I was nearly dead (25% health or so) even though it only healed me for about 33% of my health or w/e. Find out the number / general point where you won’t overheal, and make sure to use your heal as soon as you hit that so you can get your recharge up for a second heal as soon as possible.
You’ll learn the finer points of when to heal later in the game, but at the start, just remember to use that skill.
Edit: Andele. Why. Why you do this. Why you ninja me so hard. :c
It’s pretty obvious, and nobody’s impressed.
My current working theory with Flesh Wurm is that you need to be within 1200 geometric units of the wurm, as well as within a pathable distance that’s much greater, maybe near 4000 or so? If it will result in you being closer to the wurm, you can actually travel a path that involves you ‘shadowstepping’ away from the wurm initially. However, you can still end up teleporting to the bottom of the cliff your wurm is on top of if you’re too far. I think this is because if you followed the ‘path’ that would result in you getting to the wurm, you’d end up further away from it before you ran out of the hidden distance value than if you just teleported directly to the barrier nearest to it.
I don’t know if that comes across clearly, but that’s my guess so far.
Edit: Here’s the deal with Forest of Nihfel at the keep – the distance there to go from the keep capture area to the upper ledges by walking? Is gigantic. I’m very certain it’s out of range for the hidden shadowstep pathing distance of necrotic traversal.
Edit 2: I didn’t post these sooner, :x but regarding some earlier stuff:
Mark of Evasion triggering out of combat might be a bug, or it could be working as intended. That it doesn’t specify (Only works in combat) makes me a bit reluctant as I prefer listing explicit bugs rather than “That works in a weird way”. For contrast I’m adding the flesh wurm / necrotic traversal bit just because the range indicator for it lies to you, and it would be really nice if it didn’t. But I’m not going to call the actual teleport / shadowstep bugged, yet.
I can’t see the effect described re: spinal shiver’s and reaper’s touches recharges & tooltips being related with Spiteful Talisman. What I did just notice is that the tooltip refreshes to the correct, empowered version every time you leave combat. Maybe it’s like the opposite of the dodge roll traits: it only works out of combat, not during it. :P
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
I honestly feel like shield could work, unless the balance team / devs are absolutely adamant about not giving Necromancers access to block. (Adding a shield, but not giving it block somewhere seems really unintuitive, in my opinion.)
As for lore / flavor, I don’t see why not. Necromancer as a defensive caster isn’t exactly that hard to conceive with the current state of the game. If you don’t feel like a shield is inherently magical enough, just add an animation where it spins around in mid-air to one of the skills. It worked for the axe and greatsword.
It’s pretty obvious, and nobody’s impressed.
I’ve never really bothered to measure before. Maybe I’ll do that now.
Off the top of my head, I’d bet from fastest to slowest it’s
Shadow Fiend, Flesh Golem, Bone Fiend, Blood Fiend, Bone Minion, Jagged Horror,
with shadow fiend being somewhere around 1 attack every 1.2 seconds and jagged horrors taking about 3 seconds between attacks.
I’ll update this post with better numbers in a few minutes.
Edit: These are all approximations made by having a minion attack a golem, alone, for 30 seconds and counting the number of attacks made. The number is seconds per attack. Lower numbers mean more frequent attacks. None of these include active attacks.
Flesh Golem – 1.2 / 3.6
Shadow Fiend – 1.7
Bone Fiend – 3.15 (Hits twice per attack period)
Blood Fiend – 3.15
Bone Minion – 3.5
Flesh Wurm – 3.8
(Flesh Golem attacks at a rate of around 1 attack chain per 3.6 seconds, somewhere around 1 attack every 1.2 seconds.)
Some notes: blood fiend, bone fiend and bone minion are very close in attack speed, so I redid their tests with a full 60 seconds as the sampling period to reduce error. I didn’t get numbers for jagged horrors, but I’d seriously bet around 3.5 seconds per attack from them, similar to bone minions.
On an unrelated note, this completely ruins some numbers I made once guessing at the efficacy of the necromantic corruption trait.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
Are you referring to a build something like this for Ranger regeneration? I’d note that it gives something around 650 health per second (which is still very impressive, I won’t deny!) but requires 1800 of its stat points (in a PvE / WvW context) to achieve this feat. After that, there’s not much room left for offensive statting.
What I’m getting at is that while that build is going to be incredibly hard to bring down, I can’t imagine that they’d have the damage to burst anyone down themselves. Maybe if their opponent was the epitome of glass, in which case a tanky player with piles of healing is something of a poor target for the glass cannon no matter what.
Edit: If I was going to try and counter that build a build based on constant high-value healing, I know that first and foremost would be poison. Probably a scepter, the lingering curses trait, and bonus condition duration to try and get 100% poison uptime with frequent reapplication.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
I’m glad that people are figuring out how very good life leech is currently, due to the small life pool limiting the absolute size of the degeneration. However, I don’t think that’s enough reason to insist on keeping the small health pool in PvE downed state. The option still remains to buff the healing on life leech to match the (new) typical degen, or even making it disable the degen similarly to how bandage functions.
Edit:
The post below me by Panhauramix is very true.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
“You can reflect that dredge oscillator attack. They share the exact same graphic effect, which was the main reason I even attempted reflection, but nope. Can’t be bounced back.”
I’ve seen oscillator attacks go through smokescreens in Dredgehaunt cliffs, shadow’s embrace, and also in fractals from the dredge general. I asked guardian friends to test it too and after initially saying it was reflected, both saw the same shots go through the walls and hit them.
Just tested this with wall of reflection in Dredgehaunt cliffs. Wall of reflection does reflect shockwave. You can still be hit by the tremors if you’re practically on top of the wall, since the projectile has a pretty big hitbox and doesn’t bounce back until it’s inside / partway through the wall, but they are still reflected.
The dredge general from the fractals might be different, I don’t know since I have no experience with him, but I’m quite certain the attacks in Sorrow’s Embrace can also be reflected.
It’s pretty obvious, and nobody’s impressed.
Mace mace mace mace mace
Edit: Hammer could work if you want to add a two-handed weapon instead. But I think mace could be an interesting choice and a weapon you don’t see on that many classes.
It’s pretty obvious, and nobody’s impressed.
This attack is also used by dredge oscillators and some other foes. I suppose it is thematically an earth attack rather than a missile attack but it is annoying.
You can reflect that dredge oscillator attack. They share the exact same graphic effect, which was the main reason I even attempted reflection, but nope. Can’t be bounced back.
Arenanet why. >:(
It’s pretty obvious, and nobody’s impressed.
(Edited to be an actual response, rather than a botched edit to my first post)
I wouldn’t call the minion recharges long, honestly. Especially in comparison to almost any other necromancer utility skill.
I’m going to go on record that this thread was more interesting the first time I read it, but I hope this one can manage to create interesting discussion somehow.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
Why can’t I use corpses to summon minions?
Because it’s a mechanic that becomes more restrictive than it is interesting.
It’s pretty obvious, and nobody’s impressed.
Are you sure the displayed radius matches the actual shared radius? There’s a bug with the necromancer elite Plague that makes the AoE ring change sizes depending on race, but the actual area affected is still static across all races.
Venomous Aura could have the same problem, with the actual gameplay still working properly, but the graphical effects not matching them correctly.
It’s pretty obvious, and nobody’s impressed.
I haven’t played my necro in a while…..how is it you get 25 stacks of might…
With the 50% extra duration (10% from traits, 40% from specific runes), the ten stacks from blood is power last for 15 seconds, and each stack from life blast lasts for 22.5. So if you can manage about 12 life blasts in 22 seconds to keep your might stacks high, you can spike (if 15 a second duration counts as a ‘spike’) to 25 with a weapon swap and blood is power.
I don’t know how plausible the life blast stacking is though. :S
It’s pretty obvious, and nobody’s impressed.
Yes and no!
A recent change made DS now alter your skill bar, rather than hiding most of the UI. It was about… Two months ago? Trust me when I say the new version is better.
A better word might be that damage is redirected while in DS. As long as you are in DS and have life force, your health pool shouldn’t move, but you’ll lose life force when you take direct or condition damage.
It’s pretty obvious, and nobody’s impressed.
Bhawb and Softspoken — Thank you for your time in reading my post, and I apologize if it sounded like I was overly complaining about the traits, as that was not my intention. Regardless, your insight and views are greatly appreciated, and you are absolutely correct in your assessments. Take care and have a nice weekend!
Don’t get worked up over it. :P
I think I agree with you: the traits are good! It’s just too bad they couldn’t be more interesting at the same time, but there’s nothing wrong with being straightforward, clear and useful.
It’s pretty obvious, and nobody’s impressed.