I think I should remove this quote given the recent developement.
I think I should remove this quote given the recent developement.
If I understood it correctly, this is probably the most unique Idea for DS I’ve ever heard. At least in PvP this could actually change how people view necromancers. For pve there’s still the dancing component so you could avoid damage every 10 seconds. Still, being pve based game, I’m doubtful they’ll introduce a system that doesn’t reach even nearly it’s full potential in generic open world encounter.
I think I should remove this quote given the recent developement.
Did we master Deathshroud yet?
I think I should remove this quote given the recent developement.
imo blood is power should me a skill that grant hefty amount of resource like in gw1
make it fill 25-33% life force on use or something
It used to give you 20% life force on use but it was changed to 10 might long ago.
I think I should remove this quote given the recent developement.
Might as well give them good ideas so revenant will be playable.
I think I should remove this quote given the recent developement.
The pve only Antitoxin heal is superior to the signet, it’s THAT bad.
I think I should remove this quote given the recent developement.
Good luck predicting sigil procs.
I think I should remove this quote given the recent developement.
Every time someone says that necro has a second healthbar a kitten dies.
Every. Single. Time.I’m curious, what’s the preferred categorization of Death Shroud’s defensive capabilities then? It’s not like it’s a period of invulnerability, or extra dodges. It’s also not nothing, even if general consensus is that it’s not enough.
It isn’t a health bar because:
- Health bars are always full at start while life force is empty
- Health bars don’t drain over time.
- Health bars don’t prevent healing.
It isn’t an invulnerability because:
- You are still being hit by CC and conditions.
- It doesn’t scales with the number of enemies.
What’s the closest thing to death shroud?
- Life force drains like the downed bar.
- You are locked out of your skills and utilities as if you were downed.
- You can’t use your heal when you are downed.
- CC and conditions are effective against downed players.
- The downed state doesn’t scales with the number of opponents either.
So what is death shroud? Death shroud is a downed state.
You can use it only to buy time, hoping the situation turns in your favour, with little to no control on the outcome… exactly like when you are downed. Fun fact: death shroud was the necromancer’s downed state before being lazily promoted to profession mechanic during development.The whole profession is balanced around the 2nd health bar idea, while we really have a glorified downed state, and it’s supposed to cover for the lack of invulnerability and mobility. How can you fix this mess without completely reworking death shroud?
Our profession mechanic is to enter and exit a downed state at will. Next time you are wondering why death shroud is so hated ask yourself “Do I enjoy being downed?”.
For defensive usage: pretty much this.
I think I should remove this quote given the recent developement.
Take a look at the front page. As it stands, there’s little hope for core necromancer profession. Elite specialisation may be salvageable.
I think I should remove this quote given the recent developement.
They could just call most of our current skills 1 time use mantras anyway because they take so much time to cast.
I think I should remove this quote given the recent developement.
I bet we get ranger shouts to command our minions to attack.
I think I should remove this quote given the recent developement.
1. Not necro
2. Not necro
3. Definetly not necro
4. …
I think I should remove this quote given the recent developement.
Make axe autoattack a chain and make it apply short duration taunt on the last hit. The weapon might actually become useful and have a purpose.
I think I should remove this quote given the recent developement.
Oh don’t worry, Necromancer won’t see any more daylight in dungeon groups than it currently does.
I think I should remove this quote given the recent developement.
They really had to merge corruption recharge trait with falling damage trait? And Probably by far the worst falling damage trait. I’m at a loss of words.
I think I should remove this quote given the recent developement.
Hotfixed within 24hours. Funnily enough, I’ve subconsciously noticed this… couldn’t say it aloud but it just felt weird to be so “durable” taking my own lifeblasts to my face. I guess I just assumed it was my shroud absorbing them. Usually I took the first one to the face and then wasted a dodge for the second one.
I think I should remove this quote given the recent developement.
That’s lacking some pingpong.
You ask…
Now thats more like it!
I think I should remove this quote given the recent developement.
That’s lacking some pingpong.
I think I should remove this quote given the recent developement.
Imagine my face after misreading the first sentence as “We all know necromancers are in a huge pain”… and then reading the rest.
I think I should remove this quote given the recent developement.
At least we still succeed in raising threads. If only MM was as effective.
I think I should remove this quote given the recent developement.
Master minor in death magic would be fair.
I think I should remove this quote given the recent developement.
Is anyone playing necromancer even serious anymore?
I think I should remove this quote given the recent developement.
I guess wells could do the job.
I think I should remove this quote given the recent developement.
Needs more minions.
I think I should remove this quote given the recent developement.
I just ticked 9 with bleed in hotm. I think that says just about enough.
I think I should remove this quote given the recent developement.
Bro I need to practice more downed state, I don’t think 5k hours is nearly enough to master it.
I think I should remove this quote given the recent developement.
Perhaps now would be the time to ask ANet to make Necrotic Traversal a true teleport, since the Flesh Wurm cast check means you have to be able to walk to the location.
This. So much this.
I think I should remove this quote given the recent developement.
I was hoping it would actually kill me, but the trait just doesn’t activate. I’m kind of disappointed.
I think I should remove this quote given the recent developement.
Now that health and traits are fixed in downed state, what downed state bugs will be discovered next?
inb4 Deathshroud jokes.
I think I should remove this quote given the recent developement.
Tooltip was wrong before.
I think I should remove this quote given the recent developement.
Plot twist: It actually checks the path requirement on both intial wurm cast AND teleport.
Worst. Nightmare. Yet.
Hold the phone, the teleport check only happened once in pve, tested it later in spvp and it worked as before. Casting check however is a serious constraint. All in all this does us nothing good and will only restrict our wurm placement regardless when we want to activate it.
I think I should remove this quote given the recent developement.
Plot twist: It actually checks the path requirement on both intial wurm cast AND teleport.
E: can’t actually reproduce the teleport path requirement for some reason.
I think I should remove this quote given the recent developement.
(edited by Targuil.3741)
I could see GS having longish pbaoe fear though.
I think I should remove this quote given the recent developement.
What a false hope.
I think I should remove this quote given the recent developement.
Also, those wings dissapear in Death Shroud. So they are 100% worthless.
Thanks anet. At least I can still do my Ernst cosplay with them.
I think I should remove this quote given the recent developement.
I wonder if it takes fear duration into account. (So that longer fear is actually stronger than short fear)
I think I should remove this quote given the recent developement.
Not directly related to boon priorities, but I’ve been wondering the same about condition removal/transfer priorities ever since someone posted a thread about necromancer’s condition removal priorities which seemed pretty much random/determined exactly by means of removal. I would be interested in this across all classes and their removals too.
I think I should remove this quote given the recent developement.
Is it EU or NA? In case of EU:
Main character name: Targuil Istrong
Account name: Targuil.3741
Favorite game mode (eg. WvW/PvP/PvE): PvP
Server: Desolation
I won’t be repping much if at all, but at least I’ll give the roster one more necromancer icon if not anything else.
I think I should remove this quote given the recent developement.
I have 5500 hours on my necro and I’m already considering ditching it for what we just saw.
I think I should remove this quote given the recent developement.
DS is a spectral form not a transform.
L2read.
What’s the mechanical difference in utility skills between DS and transforms if not something I tried to describe. Also the “spectral form” is just a tooltip description. Not a color coded skill type or anything.
I think I should remove this quote given the recent developement.
(edited by Targuil.3741)
Because nobody grasps the ORIGINAL issue, even before anyone was even talking about elites+minions and such, I’m going to clarify it once and for all.
At launch you could go underwater, equip and summon minions, get out of the water with non-minion skills and still have your minions alive. They changed this and it automatically broke with elites too and later they just accepted it as a skill fact. It had NOTHING to do with balance, it was just a byproduct of another balance issue. (Potentially having pretty much two heals, and 6 utilities, flesh golem can’t swim so no elite minion though).
Now I think better question is to ask: Why don’t minions mechanically get killed with DS? Assuming that DS is a transform (does anyone deny it? and if so, based on what? I believe anet said it was a transformation) and assuming any transformation or changing the utility kills the minion.
Obviously minions don’t get killed with DS which leads us to the point that one of these assumptions is factually wrong. This actually leads me to believe that it has less to do with transformations and more with changing utilities because the original issue revolved around changing utility and still gaining the benefit. That still begs question: Why doesn’t DS kill minions? If I had to guess, I’d guess Anet has two ways of “disabling” utility skills: Hiding them (they exist but are unusable) and changing them to a blank during transformation (they don’t exist at that moment on your skill bar at all). Hiding the utilities instead of changing them to a blank in DS could just be an artifact from the time when it was necromancer’s downed state (Which coincidentally also doesn’t kill minions despite them not being on your usable skill bar at that moment.)
Then again I could be completely wrong, considering how Anet has coded things in past.
I think I should remove this quote given the recent developement.
Orders.
[characters]
You didn’t explain how your idea works.
Ported the idea from GW1:
http://wiki.guildwars.com/wiki/Order_of_Pain and
http://wiki.guildwars.com/wiki/Order_of_the_Vampire
Basically support damage boosts.
I think I should remove this quote given the recent developement.
Orders.
[characters]
I think I should remove this quote given the recent developement.
I’m hoping one of the specializations or deathshroud changes make room for Orders.
I think I should remove this quote given the recent developement.
wat?
15 characters
I think I should remove this quote given the recent developement.
Expected nothing, got a little something.
I think I should remove this quote given the recent developement.
Some necro skills have reduced amount of bleed stacks in spvp.
I think I should remove this quote given the recent developement.
Wrong, it has appeared twice. Source: checked it every single day.
Though it hasn’t appeared in a long time so I’m actually curious myself. Could just be “the RNG” and “GReNth” doesn’t want to favor its favorite child.
I think I should remove this quote given the recent developement.
Logical flaws of your argument: Not reading this: http://wiki.guildwars2.com/wiki/PvP_Matchmaking_Algorithm.
I think I should remove this quote given the recent developement.
“Grenth’s Balance is most effective when:
The target has as much health as possible and
The caster has a high maximum health, but is left with very little actual health.
"
Sorry no 1 shot meta, it balances around caster health.
I think I should remove this quote given the recent developement.
(edited by Targuil.3741)