This annoyed me at first as well, but I got over it.
Two handed axes have my vote, but only if necro can use it.
its simple. if you can read animations you can dodge most strong attacks, thus making power better.
kitten s will cry. both power and condi have animation tells.
The first and most obvious problem with this suggestion are simple mechanics. These are powerful traits, with a wider AoE the cost vs result scale would be tipped. My goal is to find a medium in which build choices open up without making certain team compositions overpowered.
For scale comparison:
Standard symbols are a radius of 180
http://wiki.guildwars2.com/wiki/Writ_of_Exaltation
Mesmer
http://wiki.guildwars2.com/wiki/Power_Cleanse
http://wiki.guildwars2.com/wiki/Power_Break
both from 240 to 450
Elementalist
http://wiki.guildwars2.com/wiki/Rock_Solid
http://wiki.guildwars2.com/wiki/Cleansing_Wave_%28trait%29
both from 240 to 600
Necromancer
http://wiki.guildwars2.com/wiki/Death_Shiver
from 360 to 600
http://wiki.guildwars2.com/wiki/Deathly_Invigoration
from 240 to 900
PvE
No problems foreseen.
PvP
Mesmer – Giving mantras too much of a boost, in cahoots with a bunker guard, would be ridiculous. With 450 range, its close enough for a player to leap to the mesmer to apply pressure, while the mesmer has to multitask between active defense, positioning, and burst damage.
Elementalist – Buffs the supportive side of ele in a rarely used trait tree.
Necromancer – Buffs trait trees which are pretty much useless on a master trait level.
WvW
Mesmer – Buffs an entirely different role to the mesmer. 450 range isnt quite enough to be safe from all of the aoe, forcing the mesmer to choose between survivability and damage. Giving mantras shout radius would be too much.
Elementalist – Gives d/d eles more utility, as well as staff eles team support for their backline comrades.
Necromancer – Again, buffs two trees which are very lackluster. Death Shiver could be pretty strong in an organized group setting if 2-3 necros worked together, but cleansed easily because of the time it would take to achieve high vulnerability stacks.
A big concern in WvW for these proposed changes would be the huge buff to group stability. I think the sacrifices in terms of trait/gear setup and team composition would balance out. The new mesmer in terms of group stability and condition cleanse would be pretty similar to a guardian, except for the fact that a guardian is still a lot more tanky with shelter and renewed focus, plus his shout radius is bigger than the mantras.
In the end, theyre ideas that might be beneficial and might not be. What ya think?
I dont see why pressing auto attack cant cancel an action. That would be so nice.
I would suggest using d/d over staff against condi heavy opponents. Staff damage is horrible while dagger aa is one of the hardest hitting aa’s in the game.
If you use d/d instead of a/f then your lf generation (and out of ds damage) will be a lot less, forcing you to compensate with traits, which means less potential damage/defense.
I like how this is in the necro subforum.
Necro master class!
manveruppd
A longer spectral walk is a great idea but to my best knowledge anet wont do things like this because of the amount of chill/cripple necros have.
I think us folks in BG/JQ/TC are just eager to have some fresh meat to beat up on for a change. -cracks knuckles-
I would rather anet focus their attention elsewhere instead of something that can be solved from a 3rd party system.
I agree that some insta cast skills / builds should be toned down, but for the most part insta cast is fine because it either balances other easy to see animations allowing sources of reliable damage, or is a tradeoff for rolling a really glassy setup.
http://www.poll-maker.com/poll136948xcd234b43-6
I’m interested to see what people think. I disabled comments on the site, so if you post here please keep it constructive. If you think I should add another answer then shout it out. Hopefully this experiment yields useful results!
I would imagine that like me, most of the people who complain actually love the game and just want more of it.
The deception for me only come from the lack of new WvW maps, GvG maps, new skills and new end-game dungeons (that deception is surely greater for those who have player GW1, where there were much more skills, expansions and GvG).There is also the class balance issues, but none the less this GW2 still has the best MMO combat engine.
Well this isnt related to blood magic but what if unholy sanctuary was the gm trait that allowed heals in DS (minions not included)?
So you are saying all of us should suffer because you cant or wont find a guild of likeminded individuals?
i should not be forced to follow your rules and you should not be forced to follow mine, nobody is forcing you to join my parties , but YOU are trying to force me to only play with guildies, i see a problem here
Dude, I dont know what your trip is, but you should really sit back and look at the big picture. This isnt about rules or force. This isnt a power struggle. Its a kittening bug fix. I am not trying to force you into anything, I dont have control of what the game devs do, and I gave up caring a long time ago. Joining a laidback guild for dungeon runs that doesnt follow the meta is the best choice regardless of this update. If you dont see the wisdom in that then I suggest sitting back some more and contemplate over a cup of tea or something.
Problem is, you won’t know when guilds leave/disband/merge/move – it will be out of date quickly as well.. Good luck though
True. Sort of a dilemma.
Hate to sound lke a needy child, but I want more options with this class.
I really wish they would decrease cooldowns on our other stunbreaks after spectral armor. If they decreased the cooldown on spectral walk and flesh wurm (amongst the other stunbreaks) it would improve sustain through life force and offer more teleports.
Those changes alone could address sustain and improve our own mobility and make this a better patch.
Thats great, I didn’t think simple when addressing necro sustain but yeah it makes sense. I was thinking something like dagger #3 and maybe focus #5 with the mastery trait teleport the necro to the target. Not being a smartguy more stunbreak+teleport is a good idea.
NO. Then they would have to nerf the power scale of it. Then in wvw it would be even more useless but would have to take it anyway.
Wait, this was an ironic thread, right? If you want more sustain, spec for it.
You must have never played necro or heard of their sustain traits.
Sarcasm I hope.
Oh no! Now warriors have to use things like timing and strategy when using burst skills!
1 – make all wells recharge 10 seconds faster
2 – make mark of blood scale with power a LOT more
3 – make corrosive poison clouds radius a lot bigger with lower durations
(edited by Stand The Wall.6987)
Also, I never said that this was a good trait
uh its in the title? at least thats what people assume you mean with the … and ?
Unintended bug or intentional gem sales?
At this point I dont care if giving necro mobility is not what Anet wants, its what we need as a class and there are ways to do it so it doesnt make the class OP.
I’m so glad I’m not in t4-5 anymore. kitten that sucked compared to t1. Have to run around for half an hour sometimes to find a zerg of 30…
Yeah Guild Dex is extremely out of date, A WvW focused guild list here would be 10x better.
Yeah? You guys think so? I guess you cant have too much information on the interwebs. Sure, whatever, I’ll keep this post up and see how it goes.
My thoughts are: the post is talking about sustain, you spend the entire post talking about how OP terror spec is, and then you ask our thoughts without giving us any suggested changes in detail?
The adrenaline nerf to warrior for pvp settings is huge. Finally I can dodge a burst attack and not have a warrior switch weapons and do another burst attack all on a ~8sec recharge.
intothemists.com/
For those of us who do not want to or simply dont have the time to do hours and hours of LS. Some of the new recipes look very interesting to try with different builds.
So you are saying all of us should suffer because you cant or wont find a guild of likeminded individuals?
Its useless because if you dont get bursted down when below 25% hp by the melee train or pickteam in wvw, you are already at 25 stacks from guardians and your own might stacking. Plus the might lasts a whole ~7.5 seconds with runes of strength.
Its completely worthless in wvw.
(edited by Stand The Wall.6987)
Huh, well guildex makes this post irrelevant. Ok, thanks.
@Rym
I debated whether or not to push for Spinal Shivers getting a teleport. I would think that the Chill of Death proc teleport should be turned off, but that wouldnt make much sense. So I’m taking that off of the table.
@Muchacho
DS2 should be a lot more reliable, so I’ll go with that.
Didn’t know about that, thanks. I’ll throw up a spreadsheet now.
Mobility.
I know you guys at Anet have said a hundred times that necro will not be getting any buffs to mobility. Its completely understandable, with the amount of hard/soft cc and ranged pressure the necro can dish out. Just hear me out.
http://wiki.guildwars2.com/wiki/Dark_Pact
Teleports the necro to the target. This change is a double edged sword as there are many situations when using this skill at the wrong time would put you in a bad spot. It provides the necro with the tools to survive in a prolonged fight, as well as keeping up with the aggressive playstyle that necro requires. Dark Pact has a long and obvious cast time and thus is easy to dodge / interrupt.
http://wiki.guildwars2.com/wiki/Dark_Path
Should see a buff. The cast time right now is good, but the projectile is staff-aa slow and thus rarely connects against a skilled opponent.
edit: took out spinal shivers
(edited by Stand The Wall.6987)
This is great, thanks for all the energy spent creating this.
So me being a regular necro know it all, this is how I see a successful rotation:
Staff 2+3, both wells, deathshroud 5 then 4, horn 5+4, and finally axe 3+2. Save staff 4+5 for emergencies.
A while back someone created a topic just like this, and its been bothering me that it hasnt been kept up to date.
So! Please give me as much accurate data as you can so we can make this post as informative as possible. This is how I am goign to setup the google spreadsheet:
NA/EU
‘Server Name’ | ‘Guild Name’ | Guild Leader | Guild Size | GvG Y\N | Raid Times
’’ – indicates hyperlink. Please give me a link to your server / guild website! Please indicate what timezone your guild raids in. If you dont want to add your leaders name, or dont have a website, thats fine! Bare minimum is the guild name/ server location.
I dont usually get on the forums multiple times a day, but I’ll do my best to keep this up to date. If I will not be around my computer for a while I’ll let you guys know, and if for some reason I stop playing, someone else please pick up the torch!
https://docs.google.com/spreadsheets/d/1eFrrGilEKp45oXt9oPoUXL-tekeRhfvUeezwQBPCNhU/edit?usp=sharing
(edited by Stand The Wall.6987)
You do realize both sides used meteornado right? Both sides are now going to do less damage rather then just the smaller zerg. So it is really just a neutral fix.
True but the zerg isnt nearly as coordinated, so in my eyes the scales were tipped slightly towards the smaller group. What good are meteornado + power wells without flurry / chill / static?
Or at least make it so there can be only 2 max of the same profession per team.
Profession loot is a horrible idea for level 80s.
Anything below that and it wont have a negative impact.
Chilling darkness + well of darkness is a decent combo as well.
For damage I would go zerk or knight. Soldier isnt very viable without minions.
Since the nerf to Tornado + meteor shower was announced and Lich + wells most likely to follow, smaller groups are going to have a much harder time taking on groups a lot bigger then them.
I am hoping that said nerfs will not affect combat to such a degree, but then again I know how much most groups rely on this extra oomph when their melee train is 2-3 times smaller.
This may sound pessimistic, and is definitely hypothetical, but these nerfs combined with the siege disabler seems like a pretty huge buff the the zerg. I hope it isnt the case, and of course the feature pack has not come yet so there is no real way to tell.
I guess my real worry isnt over the nerfs so much as prompt response to the numbers gap in wvw. I’m not talking about free transfers, aoe cap, or anything else like that. I’m talking about real time combat between two forces of greatly differing sizes. If for some reason it does turn out that after the feature pack that said combat is no longer viable, and its a zerg or bust situation, I wouldnt be surprised to see a significant drop of players over the coming months.
Although the power buffs from tornado + lich were unintentional, they did add a great mechanic that many people make use of to help even the odds. I guess that about sums it up, and I hope all my worry is for nothing.
Peace.
The real reason necros have no survivability is because of mobility, and although anet have said plenty of times that they wont buff it, I’m going to suggest some mobility changes anyways. Its the easiest and most sure-fire way of buffing necros in my opinion without making them OP with tons of stability and protection.
http://wiki.guildwars2.com/wiki/Spinal_Shivers
http://wiki.guildwars2.com/wiki/Dark_Pact
Now teleport the necro to the target. Doesnt effect condimancers unless they decide to go scepter / focus, and even then they sacrifice quite a bit. I believe that this could be a beneficial thing for necros because using these skills could be a double edged sword.
Oh well, life goes on.
Why all this bs about communication?
Everything that people who love the game want to see happen have hashed and rehashed the same idea a hundred times.
Either do it or dont.