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necromancer skill improvements

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Posted by: Tadsoul.6951

Tadsoul.6951

the skill are more aimed at general ideas like increasing the offensive of the war horn, making focus more condition friendly making cpc more beneficial to you than the enemy
feel free to discuss and comment

necromancer skill improvements

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Posted by: Tadsoul.6951

Tadsoul.6951

i haven’t thought of too many skill idea for the power necromancer
if i do ill post them here

necromancer skill improvements

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Posted by: Tadsoul.6951

Tadsoul.6951

overview
I feel like they need to increase the amount of access they have to chill, weakness, and cripple and a increase to their lf generation
condition necromancer
complete rework
scepter 3: apply 3-5 seconds of weakness to targets in range gain 10% lf it hits

focus 4 also apply 2-3 stacks of (bleeding or torment) for 3 seconds (keep in mind it bounces)
(this is to make focus a useful weapon for condition user beside boon strip)

warhorn 5 gains a second function. throw your locust swarm at your target
effect would be equal to or less than the effect of your locust swarm on a single target
example 1: 10 seconds on locust swarm applies 20second cripple and 20% lf
example 2: 3 seconds on locust swarm applies 6 second cripple and 6% lf
complete rework
signet of locust : (active) apply 4 seconds of chill. gain 10% lf 25second recharge
it similar to ele signet but slightly stronger since we cant trait for signets as much
complete rework
corrosive poison cloud instant cast. applies blind weakness and vulnerability 7 seconds.
applies weakness to yourself 7 seconds. 20 seconds cd

note focus and warhorn don’t have rework because they get those effect in addition to the they currently have
If you have any question on how some of the skill might work let me know
improvements

necromancer skill improvements

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Posted by: Tadsoul.6951

Tadsoul.6951

first off id like to say we need to receive heals in death shroud or change an entire trait line and 3 of the necromancer #6 healing.
some casting speed improvements on some skills would also be nice and combo finishers

Need opinion, 3sec fear terror build

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Posted by: Tadsoul.6951

Tadsoul.6951

so just tested with bleeds i have 100% duration from runes of the krait and food + agony sigil. when i attacked an enemy it would apply 9 seconds of bleed
when i equipped hemophilia it would also apply 9 seconds of bleed
however when i equipped lingering curse it would apply 13 seconds of bleed

Addressing Necro Issues [Merged]

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Posted by: Tadsoul.6951

Tadsoul.6951

gaining health while in ds would not be op
seeing as we both have no proof to prove our point it depends on what anet thinks

Need opinion, 3sec fear terror build

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Posted by: Tadsoul.6951

Tadsoul.6951

i think that trait that add bonus duration don’t follow that 100% rule
for example you have condition food, 6 into spite, two giver weapons, master of terror and runes of the necromancer
that would add up as 40 + 30 + 20 + 10 + 10 = 100% (because you can’t go over the cap)
then 100 + 50 = 150% duration
ill test later to make sure

You guys are too sour [Skill Bar]

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Posted by: Tadsoul.6951

Tadsoul.6951

just my 2 cents. the fact we can now res/stomp in ds is a gamechanger(the forum complaints are what enabled the devs to take this step in my opinion.) I do believe we could get more/will get more, but i think the devs wait to see how much this buff will affect us. Don’t give up on hope!

ya its gonna be an improvement and i suppose its fair enough that they take it slow

however it would be nice to see another change in 3 months because it wont take 6 month to see how much this affects us

Fixing Necromancer- 3 Changes You Would Make?

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Posted by: Tadsoul.6951

Tadsoul.6951

1. Ability to apply weakness more often/more reliably
2. Ability to apply cripple/chill more often/more reliably
3. Shorter cast for Corrosive Poison Field, and consider spectral recall as a leap finisher

i agree with this 100% for your 3 ideas
weakness on scepter 3 make it aoe 5 seconds
chill make focus reapers touch also apply torment or bleed then you have a nice weapon with chill
cripple change warhorn 5 to make it you can throw your locust swarm at your target

and then completely change how cpc works
and just thought of this signet of locust active 20second recharge recharge apply 4 second chill gain 10% lf
maybe they could give it a range of 100000 so we could chase people

Fixing Necromancer- 3 Changes You Would Make?

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Posted by: Tadsoul.6951

Tadsoul.6951

1. allow healing from trait, regeneration and external sources

2. speed things up like cast times and projectiles

3.increase condition pressure reduce condition spike

You guys are too sour [Skill Bar]

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Posted by: Tadsoul.6951

Tadsoul.6951

the fact that it only has that use is why i feel like it need a little buff

reducing the cast time by 1 second would probably be good enough

in terms of sustain the simple evade can avoid tons of damage in pve
i know that they operate differently but the point is there

side note alternatively it could provide regeneration boon per tick
let say 1 second of regeneration per successful hit totaling for 9 second
kinda like that one

You guys are too sour [Skill Bar]

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Posted by: Tadsoul.6951

Tadsoul.6951

dagger 2 isnt useless but it does need a buff
1.it could apply aegis every tic or at start of cast (9 stacks of aegis every 12 seconds probably too strong)
2.increase the healing per tic id say at least by 3x maybe up to 5x
3.reduce channel time to like 1 second
1 and 2 would affect the 3 game mode the most as it could make a skilled necro very tanking however leave options for counter play
3. most affect spvp and wvw roaming because now the skill hits hards and is able to active in clutch situations

Changes in the Sept 2014 Feature Pack (WOOT!)

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Posted by: Tadsoul.6951

Tadsoul.6951

our damage output is similar to a warriors damage output here one of nemisis video showing this the damage difference is very little
https://www.youtube.com/watch?v=Toyhtj0HPU8&list=UUch1FHsuRgkBJkp5o2g2mmw
we also have an advantage of being able to range our target
also keep in mind warrior gs is also getting a damage nerf
the real problem is people think our damage sucks and also we have no group support

Changes in the Sept 2014 Feature Pack (WOOT!)

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Tadsoul.6951

whered you come with qickening thirst? traveler is pretty much best rune for us , even arguably better for 1v1 as the nightmare pony is a 1x shot 90s CD, while traveler makes kiting possible

you don’t need traveler runes the signet works too also (what i prefer) use runes of the pack with spectral mastery and 30 into death magic that gives you perma swiftness + the power you lose from not going into spite in made up from the 25 grandmaster. heres a link to the build i use if its easier to understand
http://gw2skills.net/editor/?fRAQBJYcbifhS6XIAaXoCTqHjsIYB-TFBPgAgK/AU/pZ/hXlgAA-w

Signet of Undeath is horrible. There’s literally zero situation in where you’ll use this, and I’ve never used it before nor felt like I needed it.
Signet of Locust active needs buffs

the signet is useful to banner the lord in wvw at downed keeps and towers
they also use to shorter casts but anet made them longer however i agree they should reduce the cast time in pve

also since im making a post
what they need to do is improve death shroud’s interaction with the game such as

  • healing
  • interaction
  • ui improvement

Chillmancer maybe??

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Posted by: Tadsoul.6951

Tadsoul.6951

being a decent player makes any build work in hot joins

the build should work in solo que. i think the bezerker amulet will work better so you can do something and kill people

[Concept] Necro Pistol

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Posted by: Tadsoul.6951

Tadsoul.6951

okay thx ill wait to see

[Skill Barr] necro vs buffs

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Tadsoul.6951

hey thx for the support to the warhorn idea. i was thinking it would provide a decent cripple and some lf. something like 10% lf and 10 second cripple maybe make it aoe. but it would have to decrease in effectiveness so like this.
15 second left on locust swarm buff = 15seconds cripple and 15 lf
5 second left on locust swarm buff = 5seconds cripple and 5 lf
keep in mind you only 10seconds but can trait for 15seconds

if you guys read my post did you read my part on the minions
do you agree that bone minions need there cast time reduce alot maybe .5 seconds
i actually tried using them seriously and after trying them i wouldnt use them at all
WoS does more damage can burst harder more reliable
tried using them for blast finishers to apply weakness in small group roaming in wvw and it was so clunky that it was ineffective

im not sure how good they are on a minion master build or in spvp because i dont play that game mode enough

[Concept] Necro Pistol

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Tadsoul.6951

1 like other people said dont give us fire give us torment fit better for lore reason
2 personally i would like the mace or sword and increase the range on axe that way axe is our range damage weapon along with ds and at the same time it give us another melee weapon option
mace weapon are more the defensive weapons too which open up the support necro option possibly
3 @ TheDevice.2751 at first i thought this was suppose to be a condition weapon because you didnt even mention damage then i notice had bad its condi application is soo
can you clarify your post some more. is it a condition or power weapon? do you want it to support, damage, or control? as of right now it fit none of those.
also the autoattack is it really every 1.5 seconds if it is make it a lot quicker

how do you fight vs rampage

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Posted by: Tadsoul.6951

Tadsoul.6951

they have lots of stuns and high damage
high mobility
i can’t fight these things nor run nor kite plz help

[Skill Barr] necro vs buffs

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Posted by: Tadsoul.6951

Tadsoul.6951

Back on topic , I hope our siphons will get some loves , I would love to see more viable builds ( except MM ofc ) who are using blood magic

agreed but hopefully they make the siphon useful for all weapons not this perfect for dagger in a perfect situation.
also they need to make death shroud more interactive with the game and balance around that

[Skill Barr] necro vs buffs

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Posted by: Tadsoul.6951

Tadsoul.6951

thats cause condition can be cleanse (100% damage reduction) vs damage reduciton 33% + maybe 50% (again weakness can be cleansed)
then you can compare damage done condition usually do less damage unless your proccing on crit things
for example the target needs to have 2600 armor for scepter autoattcks (6/6/0/0/0 ii,xi in curse with sigil of agony and undead runes ) to equal the death shroud auto attack (i didnt even account for bonus like +5% from might runes)
also what you said spamming 1 is pretty easy to do and is more effective in power

[Skill Barr] necro vs buffs

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Tadsoul.6951

Necro will get nerfed. They will nerf lich and fear. I suspect by making terror a grandmaster.

In addition, they will balance this with some meaningless buffs to axe/dagger. These weapons will never be viable because necro lacks the sustain necessary to stay in melee range.

Well lich and terror are kinda cheesy so i could understand the nerf. But if necromancer dont get buffed in other areas to compensate (mainly our sustain) we will probably see even less necromancer in the tournements.

But hey lets wait and see…

Terror isn’t cheesey at all. Condi necro is one of the few builds which takes a lot of skill and experience to use well in PvP. Terror is decent but nothing more. Basing your damage around conditions is flawed vs teams with a guardian and staff ele (as most have now). This essentially means the other teams have so many cleanses that the necromancer might as well not be there.

Power necro, unlike condi necro, takes very little skill to use effectively. It is still flawed because it dies sooo easily. But the build takes no skill. Spam aoe, DS auto and lich. Really brainless. I have little experience on power necro but I can play it probably as well as anybody, even people who have played a ton of power necro. And this is because the build is so easy. I hope this build does not get buffed out right.

I think if they add life force generation to all weapon sets (as you say – more sustain) then they will need to nerf necro in some way. Because currently running 0 6 4 0 4 with reapers prot, master of terror, terror, nightmare runes is very strong in an ideal scenario. The reason, imo, it is not overpowered is because soul marks your life force generation is terrible and not viable. Unless you can gtd your team will win the first fights so you can stack some life force there (or on khylo I guess where you can exploit to get LF).

I think soul marks is kind of required to generate the life force you need to even have a tiny bit of sustain in team queue. If you can get this same life force generation WITH the passive/longer fears then necro would be OP. But like you said, if we don’t get this increased sustain then the expected nerfs necro will receive will just make it go from the 7th to 8th best class in the game. IDK why they like nerfing a class which is not even in the meta but they do. Before dhuumfire nerf the class wasn’t even in the meta…..

I would consider making soul marks merged with one of the staff traits in the death magic line. And I would consider making the grandmaster “scepter condis last longer” trait to be “Scepter condis last longer AND scepter attacks grant life force”

the skill on the power necro gives allows you to survive deal even more damage and knowledge of when to go in a down someone. if you go in at the wrong time no one will die and you will go down. more skill than spam and aa but difference is hard to tell when it comes to damage.

the condi necro i agree has to burst to preform but lacks in sustain damage and condi spam mostly cause of all the condi clears. what do you think if they gave back some of our bleed stack that they took away and gave us access to weakness on the scepter and redid cpc into a 20cd instant cast that spam some condition?

i like your ideas on the scepter trait and soul marks.

[Skill Barr] necro vs buffs

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Posted by: Tadsoul.6951

Tadsoul.6951

I hope they give us qol updates to deathshroud making it interact more with the game.

  • involves interacting
  • healing
  • better ui for party member
  • better ui to see your utility skill while in deathshroud( 6-0)
    of course you still can’t use skill 6-0 but you you can see them now and getting heals from allies and having regen and siphon work would help a lot.
    these changes will increase the necromancer strength and should be changed first and balanced around that

however that probably not going happen since the focus is on the skill bar
WEAPONS
scepter #3 change it to work more like the trident skill feast however make it only 3 life force per target also have it remove immobilize
warhorn

  • #5 i feel if i could throw my swarm at a person could make it more useful for a range user
  • #4 i like it just feels weak i dont know why

focus #4 giving it torment or bleed could make it more attractive to a condi user
axe increase on range would be nice as positioning is important for necros
main hand dagger feels like it doesnt know what it wants to do. you have a good direct damage autoattack then a defensive range little damage channel then a nice cc. I was thinking a well of some sort on number 2
general combo finishers would be nice to add to some weapons

UTILITIES
corruption are offensive with a theme of condition all really fit this well except cpc
spectral are defensive utilities except spectral grasp
minions reduce cast time on wurm and bone minions. casting wurm to escape a lot of pressure is almost impossible. casting minions and using the explode feels sluggish and overall slow
———————————————————————————————————————————————————-
tl dr
fix deathshroud first then balance around changes improve axe and dagger and reduce cast times

[Ready Up] Upcoming Warrior Balance Changes

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Posted by: Tadsoul.6951

Tadsoul.6951

Utilities

  • Banners – Sprint ability no longer gives an attack. Instead, it will remove crippled/chilled and sprint you forward a short instance.

they need to make this change also remove immobilize otherwise what the point in removing chill and cripple if your not going anywhere

One time blocks and stun/dace

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Tadsoul.6951

I guess he hit you with some other Attack first (AA maybe?), and used Mace #3 directly afterwards? One Stupid thing regarding Illusionary Counter and Illusionary Riposte is, that their effect comes with a delay of ½ to ¾ seconds after your opponent triggered the block. During that time you are not allowed to dodge or do anything else, because it would actually interrupt your blocking-skill’s effect. It also means that your opponent can trigger your block, follow up with a fast attack, and still dodge to avoid your countereffect.

In Case of a Mace using Warrior, this means that he can trigger your block by using AA (or any Attack for that matter), and quickly follow up with his pretty-much-insta-cast mace #3, which stuns you, thus interrupting your skill’s countereffect.

So in case you measured them coming consistently through your blocks by waiting for your countereffects to happen, then i can assure you that it wasn’t a bug, but simply part of the crappy mechanics both Illusionary Counter and Illusionary Riposte suffer from.

If they actually completly circumvented your Block (meaning no Blocking message turned up whatsoever), then you actually found a Bug – at least as long as your Warrior Opponent didn’t use his Signet of Might, ofc.

this could be how tactical strike is also getting through combined with the fact the thief is invisible

[Mesmer] Null Field

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Posted by: Tadsoul.6951

Tadsoul.6951

no what it does now is what it’s suppose to do. it can remove all boons and it can remove all condition it just does it one at a time per pulse. if your confused by this you should be asking for a tool tip change

[Warrior] Rampage & Physical Training

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Posted by: Tadsoul.6951

Tadsoul.6951

rampage is suppose to be more of a defensive transform rather than damage. compare plague, rampage and tome of courage. As of the next patch rampage will basically give as much toughness as plague form.

plague form x4 bonus to toughness =
rampage x2 bonus to toughness + 25% decrease damage taken

also with those changes it would need to increase the recharge time closer to 210 second recharge at least

Warrior update??

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Posted by: Tadsoul.6951

Tadsoul.6951

i did some calculating and with the extra 25% damage reduction it will be more like plague form
plague form gives
*2 power
*4 toughness
*3 vitality
basically that what rampage will give stat wise
try taking a look at these 3 defensive elite skills tome of courage, plague form, rampage. shouldn’t they all be relatively equal in defensive benefits

Warrior update??

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Posted by: Tadsoul.6951

Tadsoul.6951

it sounds like you will just need to use more cc skills to make sure your not wasting your burst skills and run less stances and maybe use other options to clear conditions

more importantly the change to the banner #4 that remove cripple and chill should it not also remove immobilize. It kinda pointless to remove chill and cripple if your immobilized

the changes to rampage …
the condition reduction is more or less fine just that its almost making the skill have no counterplay
the reduced damage however is it really necessary they already get increased toughness and increased health. large concern here because it essentially could make a zerker warrior a tanky warrior for 20 second with good movement speed
I think the rampage skill is fine (maybe it isn’t I don’t know) but won’t be use until it is overpowered

Is full LifeForce allowed in WvW duelling?

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Posted by: Tadsoul.6951

Tadsoul.6951

if your dueling in wvw just duel with whatever amount of lifeforce you have depending on skill levels you will usually win your first one because roaming in wvw you usually have 100% lifeforce
if your playing a better or equally skilled player condi builds will really start to hurt at lower lf value however i find the power builds dont have this problem as much
after a couple of duels i usually know how much lifeforce i need to have a fair fight go with that

Condi rangers are overpowered

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Posted by: Tadsoul.6951

Tadsoul.6951

Random video of a roamer makes a spec OP…

Reminds me of a favourite of mine:

that video was awesome
fireworkes really need a nerf

Immobilize Stacking

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Posted by: Tadsoul.6951

Tadsoul.6951

i kinda agree with you personally i think it wouldnt be so bad as long as you could still turn around (and dodge too) while immobilized this way you can defend and retaliate
as it is now you can stand behind the person and they usually can’t do a thing its pretty much a stun at that point

Fix deathshroud first

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Posted by: Tadsoul.6951

Tadsoul.6951

There is supposed to be counterplay to LF gain, that way the enemy actually has a way to avoid your sustain. That is why sustain tends to be tied to skills that have counterplay, or AAs that can be avoided in some way. But simply putting it on every single ability base is too much.

if only this were true for warrior sustain … healing signet
that aside

@ typin
the reason you keep hearing people say deathshroud stomping isnt that powerful is because its not that strong. however in some situations you might consider that stomping or rezzing (pve to has this in the game too) in deathshroud is beneficial.

this is more of a “quality of life change instead of a buff” however concerns are valid that deathshroud potentially may become too strong with this buff. Let me remind you it does have couterplay and while it may be strong in a team fight it also put the necromancer in a bad position (which is key for the necromancer)

some examples of having a good defensive mechanic working every 3 seconds to achieve stomp are
thieves – go into stealth
gaurdians 15 into radiance they can blind nearby foes (every time they try to use their interupt)
elmentalists 20 into earth magic 2 seconds of stabilty to their party (13 second cd 10 second traited)

btw a lot of eles dont use that trait for multiple reasons its the same with the necromancer it sounds good but isnt practicle

(edited by Tadsoul.6951)

Fix deathshroud first

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Tadsoul.6951

I fully agree with the UI complaints.

However, to be able to stomp or res in death shroud would allow you, if traited, to go every 7 seconds into death shroud with at least 3 seconds of stability (or more, depending on gear and other traits) and basicly do relatively safe stomps/resses in a super short interval. I think it is reasonable that this shouldn’t be possible.

The whole siphoning being not possible in death shroud seems rather counter intuitive. I did expect that DS would allow you to trigger life siphon traits, so you can heal up then. I have no idea of the balance impact. But given that life siphon builds are rather weak in a PvP setupt that might just give such a build the right push to be competitive and might allow for a whole new kind of bunker build.

necromancer already can stomp 7 seconds with at least 3 second of stabilty however these updates would make this combo easier to use
the reason why this doesn’t work however deathshroud is
one you give up amazing damaging trait to do this
two deathshroud is burst and defense for the necro meaning he is probably already in deathshroud for like 2 second or he just left and there is still 5 second of cd left

Fix deathshroud first

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Posted by: Tadsoul.6951

Tadsoul.6951

Falling off Skyhammer while in Death Shroud is an example to illustrate how ridiculously overpowered Death Shroud can be in that it can help you survive in scenarios where other classes would not

any skill or trait that gives you vigor
endure pain
shelter
distortion
mist form
any block
elixir s
signet of stone
sometimes even movement skills (not counting though)
and all classes except necromancer (which have none) get at least two of the option there from the list

also gaurdians can get down safely too with a well timed teleport

(edited by Tadsoul.6951)

Who would win in this race...

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Posted by: Tadsoul.6951

Tadsoul.6951

This question is absolutely absurd. The mesmer would have a fighters chance to finish before the warrior got halfway.

If the warrior is smart and the mesmer dropped a portal at the start, the warrior would follow the mesmer closely and spam f at the midpoint. This would give the warrior a chance to portal back sooner or at a tie.

Obviously I would concede in a 10k unit one-way sprint the mesmer has no chance. In a 10k there and 10k back…now I’m interested. My money is still on mesmer(if it was allowed a focus for this one) because it can instantly make up 6200 units out of the 20k needed.

Those of you that keep complaining about warrior mobility need to understand a few things:

1.) The warrior is usually ineffective if it isn’t at melee range. Its mobility is designed to get them there.
2.) The warriors mobility skills are not that fast. Go roll one and follow a commander. Notice how much ground you make up when you use certain skills. Compare that to the ground you make up using teleports or other movement skills.
3.) Most debates about warrior mobility eventually boil down to people saying that warriors can reset fights at will with their mobility. My d/d ele is better than this than my warrior.
4.) The whole melandru/hoelbrak, lemongrass, dogged march thing is what needs nerfed. Making anti-movement conditions obsolete without actually having to use a single skill is silly. This is the real problem with war mobility. btw…all of these conditions effect all warrior movement skills.
5.) Class mechanics exist. So when you compare professions only looking at their mobility. You ignore the strengths and weaknesses of the rest of the builds. Not every class is meant to be equally fast at both short and long distances.

Do you think making dogged march would solve this
swapping places with any of the master but cleansing ire(far too strong to make adept)

Fix deathshroud first

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Posted by: Tadsoul.6951

Tadsoul.6951

This is a really lame complaint and I wholeheartedly disagree with this.

Not only is death shroud already an incredible mechanic that increases the necromancer’s survivability to substantial levels especially considering the fact you ckittene it while disabled… but it’s also PERFECT thematically with the class — entering a different form at the brink of death… you would imagine someone in this state would not be able to interact too much with the environment.

You’re asking for a lame easy-access God mode.
I don’t think so.

This is a bug I didn’t want to bring up but Necro is the only class I’ve been able to be hit off of Skyhammer with and survive at the bottom because of Death Shroud… OP as hell.

Please take the time to sit down and put yourself into perspective before you hop on the forum to baselessly cry.

i added in the portion i forgot to add this morning i hope that clear some thing up for you.

Fix deathshroud first

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Posted by: Tadsoul.6951

Tadsoul.6951

deathshroud and many aspect of the game do not get along well
interacting
team support
interface

these issue cause problem and greif for the necromancer and his team.
the problems should be fixed first and balanced around after

edit
sry for not getting this bit in earlier but some examples of deathshroud not working with the above points

interacting
prevent rezzing, stomping going through the skyhammer portal and general use interaction

team support
can’t recieve heals while in deathshroud making an entire traitline useless.
only thing in game that prevent healing beside downstate

interface
you Can’t see the skills 6-0 at all requiring you to guess when they are off cooldown
your teammate can’t tell your deathshroud hp from your normal hp confusing them

some of them are op for debate whether its op or not but some of these should happen for sure
appropriate balancing i feel would make none of them op

(edited by Tadsoul.6951)

recieving heals inside ds is needed

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Posted by: Tadsoul.6951

Tadsoul.6951

Because we’ve been balanced for the past nearly 2 years based on us having to be self reliant on things like healing because of DS. My MM build already survives incredibly well despite DS countering some of my own healing, let alone other people’s.

Think of it this way, as it is now, you can have a spectral build that can basically pop into DS every time its up. Now you have the same build, and every time it goes into DS it can come back out with full HP.

The big key difference between a tanky Necro and a tanky anyone else, is that everyone else plays tanky, but with their own HP bar and active defense. A normal tank is tanky by using blocks, dodges, healing, boons, things that are generally counterable (and the mechanics that are pure invulns are very very short duration and uptimes). Necromancers, however, can’t really be “countered”, you can’t just use an unblockable skill to bypass our DS, you can’t remove DS or corrupt it, you can’t poison LF generation, you basically just need to deal more damage to them. As it is now, its okay because those builds need to rely completely on themselves for their defenses, so to be super tanky they need to really spec for it. So a Necro bunker would basically be uncounterable except through constant CC chaining while burning through a 3k armor 40k HP target that can very quickly refill that HP.

Also, Necros don’t have insignificant self healing. Once DS allows all types of healing to itself, it already has a large boost to self healing.

TL;DR, currently necro DS is balanced because of how selfish it is. The only big thing that needs fixing is how different parts of Necro completely invalidate each other. But to just blanket allow all healing to work through DS would be a massive boost to survivability that would really break DS-based builds.

Just fix the UI so my team can smartly heal me, and make it so DS doesn’t counter myself.

that sounds just like what im going for. here why though
I believe anet want the necromancer to be the class that has to see the fight to the end because he has no escaping option
his survivability would depend on his teammates making train the necro tactics less reliable (simply target the necro last)
this unkillable necro would need defenses so he is not full zerk and cant run condi(not enoguh lf regen)
also I don’t think it would work that perfectly

recieving heals inside ds is needed

in Profession Balance

Posted by: Tadsoul.6951

Tadsoul.6951

If I could receive healing in deathshroud it would make me horrendously OP. A little more sustain on life for generation and easier access to stability would be better.

could you please explain.
Why do you become horrendously OP?

recieving heals inside ds is needed

in Profession Balance

Posted by: Tadsoul.6951

Tadsoul.6951

Actually, everyone else is able to do so. The difference is that death shroud is up much more frequently than true invulnerability. Death Shroud is literally the only mechanic in the game that makes your HP unable to go up.

Oh, my bad then. I had never noticed this on other professions.

I’m still not sure that receiving all outside healing would be entirely balanced, tbh, although at the very least ANet needs to look into it.

I do think self-traited healing should be looked at though, things like siphoning. The only issue I have is that some builds of ours are already very tanky despite our mechanics right now (and aren’t viable almost entirely due to bad weapons), and this would really throw things out of balance.

other classes can build very tanky too. why does group support in healing too much for us but not the other classes?

recieving heals inside ds is needed

in Profession Balance

Posted by: Tadsoul.6951

Tadsoul.6951

That’s never going to happen, it’d make necro healing skills too good.

this doesn’t improve the necro healing skills at all because you can’t use skills 6 to 0 while in ds

recieving heals inside ds is needed

in Profession Balance

Posted by: Tadsoul.6951

Tadsoul.6951

necromancers need to be able to recieve heals while in deathshroud

when playing a necro a you saw a party heal being cast by a teammate but wasn’t able to benefit from it because of deathshroud
or
when playing with a necro teammate and you tried to heal them but was ineffective because they went into deathshroud

both situation causes unnecessary grief for the necro or the helpful teammate
removes the fun of teamwork
causes frustration when attempting teamwork
and causes grief for both the reciever and giver of the heal
and there is no fun enjoyment in not being able to recieve healing while in deathshroud

notes
coming out of deathshroud is not an option because you might be take multiple hit that will kill you instantly
you might need to use the skills in deathshroud to be able to play

because necromancer have deathshroud they lose other valuable other defensive option that can negate far more damage than deathshroud
deathshroud isn’t a second healthbar because we go down when we run out of hp not deathshroud

Let's talk: Corrosive posion cloud(cpc)

in Necromancer

Posted by: Tadsoul.6951

Tadsoul.6951

How often do you use cpc
never (only while testing builds or situations)
Do you feel cpc is fine or needs to be changed
I feel it needs to be changed
in what situation would you consider is the perfect situation for cpc
in spvp when trying to get people to move off point or giving your party a distinct advantage over the point

i feel even in the perfect opportunity it doesn’t preform it’s job to be worth using

suggestion
change cpc into
corrosive debilitating cloud
instant cast
usuable while cc
20second cooldown
apply blindness 8sec
apply vulnerability (5) 8sec
apply weakness 8sec
self weakness 8sec

I like it because you can use it to negate damage with the instant cast blind and with the weakness it provide a nice overall defense skill. however it also fits the theme of corruption skills that they are usually more offensive in that you can use it to spam condition or to stack vulnerability for extra damage on your burst

List of other know suggestion
have cpc block projectiles

Let's talk: Corrosive posion cloud(cpc)

in Necromancer

Posted by: Tadsoul.6951

Tadsoul.6951

I know there have been post or mention of this skill before, but I couldn’t find them.
please answer
How often do you use cpc
Do you feel cpc is fine or needs to be changed
in what situation would you consider is the perfect situation for cpc

Suggestions!
Ill try and post any new suggestion here

I think CPC in a vacuum is fine, the only problem is it doesn’t have a build to call home yet.

Its a horrible skill tbh.
Either make this skill function like:

1. an aura around the necromancer
2. an AOE that grows in size based on X (conditions applied within its area, boons corrupted within an area, etc.)
3. an AOE that can “move” if you press the skill button during its duration, a lingering small moving cloud of doom

and add a function that serves a purpose

a) block projectiles
b) blocks gapclosers
c) increases condition duration for targets in the area
d) reveales targets
e) cancels blocking skills and stances
f) prevents boon application to enemies within, or greatly reduces boon duration

then maybe add a little “spice”

I : deals damage every second, rising amount over time or the longer an enemy stays inside
II: deals damage for every projectile blocked / boon prevented
III: applys one stack of torment for x seconds for every projectile blocked / boon prevented
IV: causes daze /stun everytime an enemy stays sinside for 3 seconds
V: necromancer gains lifeforce while inside or for every projectile blocked or boon removed
VI: DS has no natural decay while inside

Just give it something worthwhile for a corruption skill, not a boring AOE that applies 2 conditions on a sluggish pulse without utility or something exciting.

change cpc into
corrosive debilitating cloud
instant cast
usuable while cc
20second cooldown
apply blindness 8sec
apply vulnerability (5) 8sec
apply weakness 8sec
self weakness 8sec
have cpc block projectiles

Faster cast time, slightly bigger area, I would use it all the time. Alternatively it could have a pulsed damage aspect too

(edited by Tadsoul.6951)

Deathshroud is toxic

in Necromancer

Posted by: Tadsoul.6951

Tadsoul.6951

i made the original post more clear why not allowing healing while in deathshroud is toxic.
hope that helps
also healing in deathshroud isn’t including the utilities so we can’t cast consume condition while in deathshroud

Balance stance is NOT a true stance !

in Profession Balance

Posted by: Tadsoul.6951

Tadsoul.6951

Balance stance is NOT a true stance !

Necromancer

  • death shroud: 2nd health pool and damage dealing capability.
    imagine if when you pop death shroud someone could simply strip it from you ? oh the horror and the uproar on the forums.

Just a fyi deathshroud can be stripped. Moa will remove the necro from deathshroud, kill all minions.

Deathshroud is toxic

in Necromancer

Posted by: Tadsoul.6951

Tadsoul.6951

when playing a necro a you saw a party heal being cast by a teammate but wasn’t able to benefit from it because of deathshroud
or
when playing with a necro teammate and tried to heal them but was ineffective because they went into deathshroud

both situation causes unnecessary grief for the necro or the helpful teammate
that is why deathshroud is toxic
that is why deathshroud shouldn’t prevent healing

this would also make a lot of our trait synergize with the class better
there are other issues with deathshroud i would like to bring up but i am keeping to one for simplicity

Deathshroud is toxic

in Necromancer

Posted by: Tadsoul.6951

Tadsoul.6951

good idea guys my original idea is suppose to be a simple fix rather than a total redesign of the class. keep in mind that a redesign takes lots of time and resources so its less likely to happen

Yes deathshroud is a secondary health bar but because we have deathshroud we don’t have other things that classes uses to sustain themselves like invulnerabilities , stealth, movement, blocks, dodge of other classes. im more talking about like 3 second block and invulnerabilities, massive movement and stealth all of which can easily equal deathshroud
Also, beside minion master necros, necros don’t have access to that much healing in deathshroud our regen outside of staff is closer to a 75% uptime if your wasting your valuable dodges 50% if your not
same thing with the vampiric traits your probably getting closer to 75 hps but this only if you hit your target
main point
getting healed from other source that isn’t originating from the necromancer can be said to be equally op for all other classes as well.
a bunker gaurdian getting healed to full hp from a teammate would be no different than a bunker necro getting healed to full

Deathshroud is toxic

in Necromancer

Posted by: Tadsoul.6951

Tadsoul.6951

you can’t receive heals normally while in deathshroud (the new trait is an exception)
should be enough but for reason it isn’t

the necro has 5 source of regen
Staff – mark of blood (6s) 6s cd
focus – reaper’s touchg (5s) per bounce 18s cd
well of power – can covert condition into regen (5) 50s cd
blood magic trait line- mark of evasion (5s) 10s cd
– full of life (5s) 30s cd
other healing
Parasitic contagion
vampiric
vampiric ritual
vampiric master
vampiric precision
blood fiend
signet of vamparism

now only two of those regen sources are a guarantee
necromancers can’t use their utility skills while in deathshroud which limits the wells and the signet heal
the attack of deathshroud is a 1.5 sec cast which would mean wampiric precision and vampiric would heal about 100 health every 1.5 sec
the strongest and maybe op thing would come from vampiric master which involes using all minion

reason why it should be able to receive heal
multiple classes have access to heal that can heal teamate
deathshroud is the necro main form of damage mitigation this is comparable to invulnerabilities , stealth, movement, blocks, dodge of other classes. If those classes couldn’t receive heals while using their defenses they would be infuriated and so would their teammates
popping out of deathshroud is not an option because you probably have low hp alrdy and you might want to use one of the abilities it has to offer

summary
risks) minion master necromancer my become op in some situation
goal) reduce the amount of grief deathshroud cause all necromancer and their teammates

edit for toxic clarification
when playing a necro a you saw a party heal being cast by a teammate but wasn’t able to benefit from it because of deathshroud
or
when playing with a necro teammate and tried to heal them but was ineffective because they went into deathshroud

both situation causes unnecessary grief for the necro or the helpful teammate
that is why deathshroud is toxic
that is why deathshroud shouldn’t prevent healing

overall it is a toxic mechanic that
removes the fun of teamwork
causes frustration when attempting teamwork
and causes grief for both the reciever and giver of the heal
and there is no fun enjoyment in not being able to recieve healing while in deathshroud

(edited by Tadsoul.6951)