It’s pretty obvious, and nobody’s impressed.
It’s pretty obvious, and nobody’s impressed.
Vampiric Rituals does actually scale with Healing Power and regular Power. The scaling’s pretty awful (0.005 with healing power for the heal component, 0.0025 with power for the damage component) but it is there.
It’s pretty obvious, and nobody’s impressed.
If they would get rid of the difference between PvE & PvP for skill 4 that would be a nice improvement.
As for skill 5, it would be great if they made it an AOE knockback that applied AEGIS to allies.
After that reduce the CD to 30ish seconds & the shield would be nice.
I would do a lot for a weapon skill that gave Aegis to allies. I don’t know how to balance it, but giving my team Aegis with any method besides Virtue of Courage has some fun combo potential with traits.
It’s pretty obvious, and nobody’s impressed.
As someone who plays a little bit of Necromancer, but isn’t good at PvP:
That necro (Rosalia at the end, right?) seemed like they were caught between a power build and a bunker build. No dagger, and not a lot of damage, but only one stun break (Flesh Wurm) and they certainly didn’t have Foot in the Grave. So all of your movement disruption (Banish, Ring of Warding) was at full effectiveness.
By comparison, their control / movement disruption was mostly fears, either from Reaper’s Protection (AoE Fear on being disabled) or Doom, which you were usually cleansing before you were even off point.
That’s stuff I noticed, at least.
Edit: Also, that you managed to complete Light of Deliverance was huge. If they had known what was coming, a single fear from death shroud or the fear mark on Staff would have given them a real shot at finishing you off.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
Yes and no. If you’re with a group that’s struggling to finish a boss and getting whittled down on their own, switching to cleric & mace can do wonders for keeping your team upright.
But if your team is actually competent / good, your outgoing healing is basically redundant and your lower damage will slow down progress.
It’s pretty obvious, and nobody’s impressed.
What: Projectile Interaction
Suggestions: Add projectile destruction or reflection to the Necromancer, either through increased functionality on a utility or through changes to traits.
- Corrosive Poison Cloud is a usual suggestion, but a trait relating to spectrals (Spectral skills also reflect projectiles for X seconds?) seems plausible.
- Maybe have Well of Darkness or corruption also destroy projectiles?
- Making Unholy Feast (Axe 3) reflect everything currently in the air mimics the behaviour of Whirling Defense (Ranger Axe 5) and Magnetic Wave (Elementalist Earth Staff 4).
Why: Literally every other profession has some method of dealing with projectiles specifically, whether it be through destroying those projectiles or sending them right back. These can require specific weapons, utility skills or traits, but the option exists for everyone that isn’t a necromancer.
What: Death Shroud and Healing
Suggestion: Allow it to pass through to the health pool.
Why: I find this the most unintuitive DS mechanic, and really disagree with it being used as a balancing feature. Would someone using Cleric gear to babysit a Necro in PvP actually be too effective of a tactic?
What: Siphoned Power
Suggestion: Change this to grant retaliation, not might.
Why: Now when you’re getting beaten to death, this trait will give you a boon relevant to being hit. The only way to make use of this trait currently involves way too much set-up to be worth much, especially stacks of might that last for a whole 5 seconds. Also, I want retaliation to be a Thing on necromancers, and it basically isn’t.
Edit: Really you could just trash the entire Siphoned Power trait as it stands. I love the idea behind it, but it just doesn’t work.
It’s pretty obvious, and nobody’s impressed.
Movement is ESDF, about-face on C, dodge on V.
Weapon Skills are Q W R T G, with weapon swap on Z.
Heal is B, Utilities are Shift+W, Shift+R, Shift+T, Elite is Shift+G.
Profession keys are 1 2 3 4. I also have 1 bound to left-Ctrl, since there’s quite a few professions that want / need to hit that key much more than the others. (Necromancers, Warriors, Thieves especially; Guardians, Mesmers, Rangers less so.)
Tab is select target, call target is middle mouse button (I think) and take target is X.
Interact on A, AoE loot on Shift+A.
This leaves all of my combat keybinds on my left hand so my I can have constant view control with my mouse.
It’s pretty obvious, and nobody’s impressed.
Mobility is incredibly important in any form of warfare that doesn’t involve sitting on a point you know your enemies will have to attack sooner or later.
Heck, mobility’s still important in that context, since whichever side can move from point to point faster and more effectively has an advantage in determining who is fighting where.
Basically: mobility is always important, it’s just often tricky to define.
It’s pretty obvious, and nobody’s impressed.
Hard to kill, but easy to knock off a point and lacking cc of your own to decap a point.
I don’t PvP very seriously but I’m curious about this: with Foot in the Grave and two other stun breaks, is it really that easy to push a Necromancer off point?
It’s pretty obvious, and nobody’s impressed.
For general event farm power is probably better, as Rising Dusk noted.
Now this is my opinion, but I think that in the Silverwastes condition damage is actually a tolerable choice for once. Again, you really only have an advantage against Husks, but in large battles you just always make it your job to destroy any and all husks that show up. In my observation, having someone single-handedly and quickly destroy a Slinger can be influential.
It’s pretty obvious, and nobody’s impressed.
A brief summary of the difference of the difference in stats between Celestial amulet and Berserker amulet in PvP for the Necromancer.
Stat advantages for Berserker: 493 power, 211 precision (10.05% crit chance), 13 ferocity (0.87% additional damage on crit.)
Stat advantages for Celestial: 107 vitality, 439 toughness, 439 healing power, 439 condition damage.
The stat advantages for berserker translate to its direct damage skills being about 145.52% of celestial. So you’re dealing about half again as much direct damage as Cele. (Alternatively, a Celestial necromancer deals about 68.7% of the damage that a Berserker necromancer does.)
The vitality and toughness advantages for celestial translate to having about 130.3% as much effective HP (takes into account light armor and naturally large health pool of Necromancer) as a berserker build would. (Alternatively, a Berserker necromancer has 76.75% of the effective health that a Celestial necromancer does.)
So without taking into account healing power, or condition damage, switching from Berserker to Celestial you sacrifice 31.3% of your previous damage to gain 30.3% more health. Switching from Celestial to Berserker you sacrifice 23.25% of your previous health to gain 45.52% more damage.
I can’t speak to how effective the healing power and condition damage stats are or are not. Much like I can’t say whether the extra 30% health of going Berserker → Celestial will frequently make you last long enough to not get bursted, or if the 31.3% damage loss will make you unable to kill opponents within a critical window.
It’s pretty obvious, and nobody’s impressed.
No, it’s a single boss, no extra enemies. And PvE already has plenty of encounters if not all of them that consistently kills phantasms with truckloads of AoE. Fractals are one of them. But aoe hurts shatter just as well, short of mirror image+deceptive evasion combo your clones are also going to instantly die as soon as they spawn before you can even do a 3 clone mondwrack with IP shatter in PvE.
Then it sounds like the problem isn’t clone / phantasm longevity, but that you can’t create clones quickly or easily enough.
It’s pretty obvious, and nobody’s impressed.
Can’t help but feel like a reference to the Boston Tea Party is ill-advised here.
Gift Cards with a $ value (should) not be taxed in any state. For instance, a $25 Gift Card to Best Buy should not have sales tax on it, as the tax will be collected when the card is redeemed.
Technically, a Gem Card isn’t a Stored Value card, so it should have tax attached to it. Maybe they still treat it like a gift card, though. Who knows.
Online Sales shouldn’t be taxed unless the company has a physical presence in the state — which NCSoft does, as they have an office in Austin, Texas. So most likely that’s why they charge tax for folks in Texas (or California, or Washington)..
As far as Steam goes, it’s the same way – they charge tax if you live in Washington (because they’re based in WA) but you shouldn’t pay tax anywhere else in the US. If you’re overseas they have to pay VAT, but they eat it.
Interesting. I’ll admit I hadn’t given the matter much thought before, and I really should have.
So does this imply that if you’re seeing a tax on direct in-client purchases, you should be seeing some form of tax (reduced gems received?) on card redemptions? Or is it just implied that ArenaNet is eating that cost?
It’s pretty obvious, and nobody’s impressed.
Can’t help but feel like a reference to the Boston Tea Party is ill-advised here.
It’s pretty obvious, and nobody’s impressed.
Don’t try to make the game what it is not, and will never be. Tanks and Healers have no place here by design
It seems like bad design that healing power and toughness/vitality are stats, yet there is no place for tanks or healers. What is the point in having these stats (especially healing power), if healing has no place?
This is from a little while back, but I think it’s interesting to examine the difference between the three defensive passive stats. They’re all based on how long you want a fight to last.
Vitality is extra health that you get to use once. This is for fighters who want a little survivability, but plan on ending or escaping fights rather quickly. Toughness reduces damage (boosting effective health) while also making your heals proportionally better (since that static heal of 4000 now requires more enemy damage to erase). Healing power is for people that want a fight to last (or last in a fight) indefinitely.
Basically, as a fight goes from short to long to very long, effectiveness per stat changes from vitality to toughness to healing power. (And combinations of the three)
It’s pretty obvious, and nobody’s impressed.
I think there’s two root reasons why Norn don’t do jails:
1) The Norn don’t have a central authority structure to which most / all of them swear allegiance or pointedly rebel against.
2) The Norn don’t have a clear, coherent set of “rules” that govern most of their interactions.
The two are related: Norn are highly individualistic. They don’t demand a coherent community, and they don’t expect other people to play by their rules. At the same time, they won’t be beholden to anyone else or their rules if they don’t have to be. You can see in they way they discipline troublemakers in Hoelbrak: exile is generally all they can do. I suspect that few Norn would tolerate someone being held against their will, even if the jailer was Knut Whitebear.
It’s pretty obvious, and nobody’s impressed.
It isn’t at all a bad trait, we just need a few better sources of blind to make it worthwhile when you aren’t running Plague.
I really do think this is the core problem. With necromancers,there is exactly one weapon skill that applies a blind. Two if you count underwater death shroud, I guess. Otherwise, you’re only getting value from that trait if you’re running specific utilities or Plague.
Maybe that’s good enough? After all, it gets quite powerful with Plague, and Well Of Chilling isn’t an abjectly awful idea for a skill. But when you compare it to the other two “condition on blind” traits, it does seem a little lacking.
Mesmer has a about equal access to blind as a Necromancer, but has a conspicuous trait option for more blinds. Plus, combining blinds & confusion is very good, since it punishes auto-attacking to clear off the blind.
Guardian can pointedly spam blinds with a couple key weapon skills and a very good minor trait. Vulnerability is easier to get on most professions than chill, but this vulnerability also lasts for 10 seconds at three stacks, compared to 1 second of chill.
I guess it just bothers me that the trait basically reads “Plague and Well of Darkness now apply chill as well as blind”, since if you’re not using it with at least one of those two skills there’s not much reason to take it at all.
It’s pretty obvious, and nobody’s impressed.
If it takes you 10 minutes on average to find a buyer for 20s, and “all nodes” is actually just the nodes they already have unlocked (no further investment cost) then…
It’s something like 110 hours before you break even.
Sell the node.
It’s pretty obvious, and nobody’s impressed.
Imagine the first boss after the change that transfer the conditions back at the players.
Well of Power -> 30 minutes of might, fury, swiftness, and protection… sounds good to me lol.
This isn’t how Well of Power works, because if Well of Power worked like that it would actually be a good skill.
It’s pretty obvious, and nobody’s impressed.
Or keep it and charge a fee like some entreprenuer was doing in Hoelbrak a couple of nights ago. Since team-mates can mine the nodes you have in your instance.
What’s the typical fee, in your observation?
I ask because 132G now is probably worth more than 200G three months from now, that also requires you to invest your time finding buyers.
It’s pretty obvious, and nobody’s impressed.
Trying really hard to not get super hype over this. I’m really interested to see what (if anything) comes of this.
It’s pretty obvious, and nobody’s impressed.
Is there any extra value in the way that siphons can be used concurrently with regeneration? Sort of like that one ranger build that used regeneration + troll unguent + a signet to have fairly consistent healing over time, with significantly higher intensity than regeneration alone?
It’s pretty obvious, and nobody’s impressed.
Let me put it this way: Not getting Death’s Embrace is the same as saying that you will never get downed. You’re making a statement, that you will never die as a Necro and therefore you don’t need that trait.
Well, no. Not really.
All they’re saying is “I can get more value out of (other trait choice) than from Death’s Embrace”. Possibly their experience has been that once downed, they’re stomped immediately before they can get mileage out of life leech, making Death’s Embrace a wasted spot where the might from Reaper’s Might or the retaliation from Spiteful Spirit could have contributed more damage.
A case can be made for building around this trait, I guess, but I don’t think it’s nearly as mandatory as you’re stating.
It’s pretty obvious, and nobody’s impressed.
I kind of wish that they’d given this style of trait the Mantra of Stability treatment. Since the stability is such a short duration, it seems sensible to boost it up to three stacks.
Or was this found to be an abusive trait in PvP scenarios? I don’t think I’d ever heard any serious discussion of it before now.
It’s pretty obvious, and nobody’s impressed.
Wait this is a real thread
I’m sorry I was certain it was a Necromancer joke
It’s pretty obvious, and nobody’s impressed.
I’m still holding out for Midnight Abyss myself. :U
It’s pretty obvious, and nobody’s impressed.
Boonsteal should be one of your lesser worries, have you already tested the port changes? The mesmer forum is full of joy right now…
If I understand correctly, you can no longer waste 6 initiative on an Infiltrator’s Arrow that doesn’t actually shadowstep you anywhere. So that’s neat.
It’s pretty obvious, and nobody’s impressed.
Lol. Just tested both FB and JI and it’ll teleport you towards your target no matter the distance if you can target it. Lol.
It’s not currently implemented in the US/EU version of the game. You should probably try to improve your reading skills.
The patch dropped literally less than an hour ago?
It’s pretty obvious, and nobody’s impressed.
Will close to death now give us one stack of might every time we downed state channel, or only when we downed state health below 25% channel? Rofl rofl.
In other news, That’s an awful nerf to lich form. Foot in the grave which was already underpowered is now useless.
We’ll see how bad the Wurm now is.
Close to Death is the trait that gives 20% bonus damage on targets at <50% health. Are you thinking of Siphoned Power?
The stability changes seem to have been unkind to Necromancers. I’ll have to wait a while and see how it pans out for everyone else, but I’ll admit they look pretty bad.
I’m not sure what the Wurm change means entirely, just yet. But it looks like you can no longer place the wurm at a location that you can’t teleport to, so hopefully less people will experience the “Popped wurm, teleported only 2 feet” problem?
It’s pretty obvious, and nobody’s impressed.
It looks iffy, but we’ll see how it plays out. The positive is that getting your stability stripped from you no longer leaves you open to CC for the entire duration of the elite, but the negative is that since people don’t even need dedicated boon strip to remove stability anymore… Well, anyone whose build has heavy CC probably won’t be inconvenienced at all.
It’s pretty obvious, and nobody’s impressed.
so plague get 3 stack of stability every 3 seconds but lich doesnt
Yeah, it’s on the same tier as Tornado/Whirlpool and guardian Tomes (with the Elite focus skill). I’m not sure what criteria they’re using to decide who gets what, but it looks like it’s based on the current perceived strength of each elite.
It’s pretty obvious, and nobody’s impressed.
So for clarity’s sake (and hopefully hearing people who are currently in-game, unlike myself) if you use Flashing Blade or Judge’s Intervention on a target who you have a clear path to, but who are just outside of range, what happens?
- Skill gives “out of range” message, refuses to be used?
- Skill goes on cooldown and you don’t move at all?
- You teleport the maximum range towards them?
- Something else?
It’s pretty obvious, and nobody’s impressed.
My guess is when they decided not to make death shroud our class mechanic, instead of our downstate, they shiv’d in our downstate without backing out everything else.
I’m really not sure how big of a difference this will make – possibly making us a bit more of a threat when downed if we’ve invested in the blood traitline?
Sometimes, when I was feeling especially goofy in PvE, I would run a build that had a pile of siphoning traits, some toughness or healing power, and the “increased damage when downed” trait. When finishers aren’t part of the equation, you can laze around on the ground and drain your enemies for a rather long time even if you don’t finish one off.
I may have been lucky and using that build at a time that Bloodthirst was both 50% boost and worked in Down State, but I’m really curious if I can make that work again.
Edit -
Those traits were probably why all my minions died when i went into the downed state.
I think you’ve got it. If you had Flesh of the Master equipped, then it suddenly stopped working because you entered Downed state, it would probably trigger the “when this trait is unequipped, all minions are killed” clause.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
I believe toughness and armor already do this? Increasing the amount of toughness you have reduces the damage you take by a certain percentage. In fact, I think your example might be low-balling it. For a medium armor class in level 80 exotics, the first 105 additional toughness is equal to about 5% damage resistance. (The next 105 is closer to 4.5%)
It’s pretty obvious, and nobody’s impressed.
And it removes one source of new blood to WvW. There are some map completers who found out they really enjoyed WvW after reluctantly going in the first time for map completion.
I’ve seen this expressed a couple times, and I really disagree. WvW should not be reliant on inflows of players who are trying to finish off world completion. (be it for a legendary item or something else) Recruitment should be happening at earlier stages of a player’s experience with GW2, and not as the unpleasant surprise that the current experience can be. (“Guess where the last 4% of your world completion is? A completely different game mode that subjects you to getting ganked if you go out on your own!”)
I understand that WvW, like any game mode, needs an influx of players trying it out for the first time. But I think that its current role in world completion is a poor example of that, since it only recruits characters who have significant investment and interest in a different game mode. And even then, it doesn’t really require them to participate in WvW proper, but to just run to a list of locations currently held by their server and wait for other spots to flip.
I just said it was a SOURCE of new players that was being removed. Never once did I say it was the main source or that it should be the main source. Or that it should be the first opportunity to try out WvW.
How can you say that it wasn’t a source of new players when players that have learned they loved WvW through going in to get map completion have come in and told their own stories of how they thought WvW wasn’t for them and then they tried it while doing map completion and loved it?
And I’m saying it was a kittenty source that should not be relied upon, and its loss should not be mourned.
For every person that Discovered WvW because of this requirement, I’d bet you there’s twice as many that resent it all the more. And for most of those people who discovered a love of WvW this way, I’d also bet you that any moderate incentive to get them into the game mode would have been just as effective. Map completion is overkill.
It’s pretty obvious, and nobody’s impressed.
The reason WvW being part of map completion is a problem is because if you happened to roll a character on a bad WvW server you have 0 chance of ever completing it. You shouldn’t be forced to switch servers to finish content. If you had no problems getting any portion of the wvw map consider yourself lucky.
That is false. You always had a chance because you never always play the same color. It might be long to get without any fighting, but hardly impossible even if you can’t be bothered to fight at all.
It’s not uncommon for low-tier servers to spend 4+ weeks without seeing the Green side of the map.
It’s pretty obvious, and nobody’s impressed.
And it removes one source of new blood to WvW. There are some map completers who found out they really enjoyed WvW after reluctantly going in the first time for map completion.
I’ve seen this expressed a couple times, and I really disagree. WvW should not be reliant on inflows of players who are trying to finish off world completion. (be it for a legendary item or something else) Recruitment should be happening at earlier stages of a player’s experience with GW2, and not as the unpleasant surprise that the current experience can be. (“Guess where the last 4% of your world completion is? A completely different game mode that subjects you to getting ganked if you go out on your own!”)
I understand that WvW, like any game mode, needs an influx of players trying it out for the first time. But I think that its current role in world completion is a poor example of that, since it only recruits characters who have significant investment and interest in a different game mode. And even then, it doesn’t really require them to participate in WvW proper, but to just run to a list of locations currently held by their server and wait for other spots to flip.
It’s pretty obvious, and nobody’s impressed.
Suggestion Anet: Make some really nice looking WvW map completion exclusive armor/weapon skin vendors!
With the current legendaries being pushed a little further away from WvW and into the exclusively PvE territory, I agree that there should be some more high-tier rewards that are exclusive to WvW. I’m not sure how you would gate this (Not just through Badges of Honor, that’s for sure) but it doesn’t seem like there’s a gear/equipment way to show off supreme WvW skill and dedication.
It’s pretty obvious, and nobody’s impressed.
With the new daily structure, the incentive to go to WvW is much gentler, rather than a “no dessert unless you finish your WvWegetables,” which could mean a lot less resentment.
I could be wrong about this, but it also seems that WvW dailies encourage people to accomplish generally useful WvW goals. By comparison, world completion in WvW maps only required people to run to points of interest and get the hell out before the tower flipped again and they were killed by another server. And that behaviour doesn’t seem especially helpful, honestly.
It’s pretty obvious, and nobody’s impressed.
When 95% of the achievement could be completed in PVE, it always felt like a bit of a bait and switch to force players to WvW to achieve the final 5%. Is there any other achievement out there that so heavily favors one game mode then suddenly switches for the final 5% for completion? It just seemed like an odd choice from the beginning and I think they’ve made the right decision to fix it.
As soon as you said this, what sprang to mind was Personal Story. It can be played solo for most of the game, but the final mission requires a 5 man party for a story mode dungeon. And a lot of players hated it.
I mean, that shift from solo small instances to a full dungeon run was not the only reason the final mission of the personal story was poorly received, but it was a pretty big one.
It’s pretty obvious, and nobody’s impressed.
It’s always weird to me when people talk about things not unlocking until level 4. How long does it even take to get to level 4 in NPE, assuming you don’t skip the introduction instance and head straight into a renown heart or two afterwards?
It’s pretty obvious, and nobody’s impressed.
I agree. It was pretty exciting when they introduced the wallet to keep track of all your currencies without clogging your bank, and then they promptly introduced yet more currencies and never added them to the wallet.
Maybe the purpose of the wallet was just to make room for the new tokens.
It’s pretty obvious, and nobody’s impressed.
I dont expect one. I expect an aoe pull/immob instead.
It’s a likely alternate solution. Guardian GS 5 is an already existing implementation of the pull idea, and is a useful skill for clustering enemies.
It’s pretty obvious, and nobody’s impressed.
Do we really have to go down the same road as the other greatswords aside from mesmer in terms of having some gap closer?
A widely held complaint in the forums is that a Necro cannot actually stick to their target in PvP situations. Gap-closers are a possible solution to that problem, so that’s probably why you’re seeing one predicted / asked for here.
It’s pretty obvious, and nobody’s impressed.
It’s annoying that Renewing Blast isn’t a bit easier to heal allies with, as that is really the trait’s only problem. The amount it heals sure isn’t. It’s placement is all right as well, really (a bit odd, but being in the same line as Vital Persistence and Unyielding Blast provides a nice 3-major trait synergy).
I actually tried running a Cleric Necro in the Silverwastes for funsies lately, identifying Renewing Blast as a major source for outgoing healing. It’s remarkably difficult to hit allies, or at least confirm that you’re hitting allies, in open dynamic battles. If your heal target is wiggling at all, you’ll never land it consistently. Height differences between you and your target only make it worse. (Targets whose auto-aim is very tall, or who are flying by default) If they’re tall enough, you won’t even hit allies in melee range directly between you and your target.
I really think the area / way that the healing is applied should to be looked at. That or the tolerance for missing could be drastically increased, even if it comes at the cost of slightly reduced healing.
It’s pretty obvious, and nobody’s impressed.
So I could show you a lot of calculations if you’d like, but here’s the results using level 80 exotic gear:
A character with a full set of equipment with toughness as the primary attribute takes 65%/66.5%/68% (Light/Medium/Heavy) of the damage that a character with 0 extra toughness would take. Or, to put it another way, they have 35%/33.5%/32% damage resistance compared to a berserker character of equal armor. In the example of being two-shotted as a berserker, if each hit did exactly 50% of your health and no more, they would instead do 32.5%/33.25%/34% of your health. Or in other words, the two-shot skills would become three-shot skills.
And now, extra commentary:
Interestingly, this is comparable to having the protection boon on you at all times. Or in other words, to a berserker protection is worth something like 1000 toughness. (To someone in toughness-primary gear, it’s worth more like 1400)
If you choose Toughness as your secondary stat consistently, your damage taken rises to 72.5%/74%/75.4% for a damage reduction of 27.5%/26%/24.6%. Full celestial armor is 79.6%/80.8%/81.9% for reduction of 20.4%/19.2%/18.1%.
If you used Ascended, the numbers improve, but only slightly. About 1-2% overall.
I don’t know if this makes toughness worth it to you, but I think it’s a good characterization of exactly what it can do.
Edit: After the post immediately above, I wanted to look into the 47%-57% DR comparison. Heavy gear has a base DR advantage of around 14% above light, so if you also take full exotic equipment with toughness primary you’ll have something like 41% DR compared to a no extra toughness ele, by my calculations. Granted, there’s also stats from trait lines, runes, nourishment, and probably a few other things that still need to be accounted for.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
I kind of want those skills to be useful and interesting, in the way that I want all skills to be useful and interesting, but I don’t think encouraging players to forgo an off-hand weapon is a good idea.
It’s pretty obvious, and nobody’s impressed.
Some characteristics I’m guessing at:
- Access to chill
- Some sort of movement control condition on the auto attack chain. Possibly the chill mentioned earlier, or cripple.
- A mid-range teleport or leap skill that requires a target. Something with less range, but more reliability than Dark Path.
- At least one skill that applies a ‘tall’ stack of vulnerability. (Many of our skills do a couple stacks of very long duration. This would be 6+ stacks with a much shorter duration.)
- Boon corruption, but no condition cleanse or transfer.
- A PBAoE Burst damage skill.
- Possibly something that gives Retaliation to you and nearby allies.
It’s pretty obvious, and nobody’s impressed.
The dark fields thing is relevant. Necro is meta for jade maw currently. It might not be once revenant comes along.
I don’t fractal, nor do I meta that thoroughly, so I’m curious: why not just use Shadow Refuge on a thief for this? Does the tactic require 10+ seconds of dark fields or something?
It’s pretty obvious, and nobody’s impressed.
Could be nice and useful in a relaxed context, since a necro will always have a fear to provide no matter what their build. But as spoj has extensively pointed out, it’s not like necromancers have a significant advantage over anyone else when it comes to hard (Defiant-interacting) CC.
Well you definitely have an advantage over guardians when it comes to providing hard CC.
I suppose so. Aside from Hammer #4, GS #5, and bane signet, I’m not entirely certain what else a Guardian provides*. Perhaps I should amend that to “have a significant advantage over everyone else”, since that’s probably what it would take.
*Although now I’m curious how impassable wall skills will interact with Defiant, or if they’ll interact with it at all. Line of Warding, and all that.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)