lol, so that was an overwhelming nerf to our weakest weapon. LOL.
Ok, i just can’t… nothing to say anymore.
can’t even generate positive thought…
done…
When are you ever positive?
But seriously, the unholy fervor trait only applies to axe?!?! Wtf?!? I was staying pretty positive, saying that they took 3 steps forward 2 steps back but it seems like so far they took only about half of what necros wanted, and not even the good half!
Blegh thief will always be broken in some way because they play by a different set of rules with initiative. You would also need to buff the thief’s other defenses which I know everyone would complain about as well. And then if not careful, you could screw over mesmer, who uses stealth as well. It’s a very tricky tightrope act balancing a profession like thief.
Honestly, unless someone on Tyria has invented the toilet I would NOT want to live there. Everyone stacked on top of each other, can you imagine the mess?
Staying necro, might try rev because…well revenant. Not been much on the treehugging ranger and ele, the justice spewing guardian, the meathead warrior, the cowardly thief, mesmer does intrigue me though, and I love the mad scientist angle on engineer.
Necro I think will be fine, yes we got some nerfs, but like I said a bit ago, this patch was 3 steps forward, two steps back. We got some group support, siphons finally go through death shroud, a lot of traits were merged or made baseline (staff is a wonderful example), some were buffed considerably (lingering curse, shrouded removal, unholy fervor) we were given a fair bit more boon corruption. Probably some other things I’m missing. They also heard they admitted to screwing us over with the movement changes and will look into giving us more ways to keep people in combat so cautiously optimistic about that.
On the downside. CC got nerfed a bit, but we’ll find a way to play around it. Plague is just questionable at best, the lich nerf I’m not a big fan of, but have found I rarely stay the full length duration anyways, because after the first 5 seconds people are usually dead, have run, or stunlocked me. We still lack stability unfortunately in the core necro, or mobility though honestly I don’t think we should worry about mobility and instead focus more on buffing our other scaling defenses, and work to make deathshroud less of a SECOND health at and more of our OTHER healthbar, by that I mean having the ability to switch between the two, swapping to one while we heal the other.
And as for people saying we need to be meta, ehhhh, let’s worry first about being more viable. I’d say on the scale of, unplayable, playable, not viable, viable, META, this patch will put us a bit more to the viable side. Just need to take steps, and it seems like they have finally gotten the message, just misinterpreted some parts….
Nope. /15,000 nachos.
New Spite master trait:
• Unholy Fervor: Reduces recharge of axe skills by 20% and deal 10% more damage to vulnerable foes.
How exactly will the 10% dmg bonus only apply?
- on axe skills to vulnerable foes
- or while wielding an axe so also to offhand weapon and possibly shroud vs vulnerable foes
- or always and to all skills while the foe is vulnerableBased on the wording, it has no axe restrictions anymore. If that’s the case, and now that it’s against Vulnerable targets instead of Crippled, it’s not too bad.
Does make me wonder though, consider thieve’s minor is 10% against a target with any condition on them. I feel like theirs should be limited to poison, which reflects well in the tree and isn’t such a free-be, but of course, you could never tell a thief that lol.
Shhhhh….do you hear that…..exactly nothing, they’re in the trees mate…just waiting for anything resembling a nerf so they can tell you about how not op thief is….just walk away pretend like you said nothing
I would honestly prefer a condition we could apply that prevents opponents from CCing us with non condition attacks.
Then just pop the CC and go into Shroud. Done. It so pointless to constantly complain about this one nerf. Its 4s. Just dodge and dodge after you use the Heal. There’s at least 2 secs down. I mean come on, we’re the masters of condition manipulation. It will still heal us all the way basically. If you spec it it has an even shorter cooldown. If you rely so heavily on this 1 skill so much than you’re not playing Necromancer right. I just think its ridiculous that we’re all focusing on this 1 little thing here.
4 second base. MORE if you have condition duration. And here is the thing, less people would complain if it was something else, or like 5 vul for just 2-3 seconds. But it’s 10 vul, 10% more damage, and extra 100 damage for every 1000 and most classes do more than that with their eyes closed. The heal itself is telegraphed, long cast and easily interruptible, and the only defense we have is DS which will interrupt the heal if we use it too early. Even if we use it far away, thieves and mesmers even warriors can close the gap easily.
Even if you take that away, the biggest baseline problem, Is that we are having to fight our own mechanics. No other class has to factor in their heal or skill is going to hurt them. It’d be fine if our skills did hurt us, but did something amazing, but they don’t. I wouldn’t even say they’re medicre, they’re disappointing!
To be fair, we could just corrupt resistance back into chill. But I do agree, it seems a little insane to make chill convert to…that.
Are you sure we can convert resistance back to chill, I got the feeling it is like “invul” and cant be stripped? If it can be then I agree, not a big deal.
Yeah it’s a boon definitely corruptable, only immunity is against the conditions themselves.
This makes me wonder, will they change berserker stance to instead use resistance?
It is worth noting that the reduced condi damage should synergize nicely with the corruptions. Just look at plague, those bleeds aren’t as bad with this trait.
I don’t think it’s worth taking over other traits but I don’t think it’s bad.
Yeah. Personally I still feel like much of Death Magic is underwhelming. Examples being:
- Beyond the Veil. sounds good if you plan on flashing Shroud but it’s actually much much less uptime of protection than Ranger’s protection on dodge roll trait. Maybe if it had some sort of lingering effect in DS, could help to keep minions from being wrecked all the time (in group PvP).
- Soul Comprehension which is just… Bad…
- Flesh of the Master still a boring mandatory pet HP boost because otherwise they get squished as soon as they are looked at.
- unholy Sanctuary lost a lot of its uniqueness, doesn’t seem that great, but we’ll see.
- Armored Shroud seems sort of boring/pointless, especially since we already take less damage in Shroud it seems.I don’t know, we’ll see…
See I think death magic is actually exciting and will help us a good bit. I plan on taking it for my roaming in WvW. Shrouded removal seems very strong now, the putrid defense is ok, but seems to have great synergy I guess if you have high weakness or protection uptime, will also go well with reaper’s since we have a trait there that gives some more damage reduction.
Reaper’s protection is meh, ok but would rather having something that gives reliable stability instead of a terror burst. The trait that converts toughness to power seems rather intriguing, would have to play around to find a build it would fit into though.
Unholy sanctuary I was always fascinated by, and think that now with siphons able to go through shroud, that this combined with siphons and slight healing power could prove to be rather potent. Unholy fervor, I was unimpressed by, until I realized that it applies to any condition. If only it also included normal damage and condition damage.
Then of course you have the MM traits, which will give MM much more flexibilty, the new necromatic corruption pretty much foxes the MM weakness to conditions, and they still get death nova. This could open up a lot of MM variations….of course this all depends on when the Minion AI decides to work. -_-
Should in addition to making the corruptions apply extra conditions, give extra effects.
BiP. Increased might duration and fury.
CPC-destroy projectiles
Epidemic-enemies hit by the first cast create smaller epidemics that hit 2 additional enemies. (Lol)
Consume Conditions-first should be reverted to not be a corruption in the first place, since it is though, each condition eaten becomes a boon.
Corrupt Boon-Corrupts all boons, lingering debuff to where if boons are applied, they get turned into conditions.
Plague-not sure….longer duration and more health/toughness?
Just an idea…
Don’t have a lot of time to comment, but I think we are going to see a lot of people going death Magic, and see shrouded removal a good bit more. For a minor that trait seems really strong.
….25 stacks of burning, poison, torment (is that even possible), bit of confusion, did I mention burning? Pretty sure that’d kill just about anybody with 1 to 2 ticks. 25 stack cap is fine. Also, doesn’t epidemic cause all the conditions to scale to our condition damage, the ones copied onto enemies i mean.
The consume condition nerf was such a bad job, while there was no way the would touch shelter for guardians. SO MUCH BIAS, how do you think this i stills fun or counter play? Wtf. You want us to use other heals, the make them worth kitten. You failed selling that as the logic is simply not there. It’s ridiculous.
Thank your for ruining the trust the developers have with players. If you look into the warrior forum
https://forum-en.gw2archive.eu/forum/professions/warrior/josh-what-about-mending-physc-skills/first
they are getting a dev to respond by being polite. You are just spotting random crap into the air hoping that a dev will explain themselves to a player that is frothing at the mouth.
Give it a rest already. You obviously haven’t proven to them CC needs to be fixed. And you behave in an uncivilized matter, so no discussion on it will take place
utter kittening crap, we tried the whole polite thing for almost 3 years and we were forgotten, we tried giving constructive feedback and we were ignored, what more do you want us to do? people are just fed up now and we have every right to vent. And as for Robert, he made these changes he can speak for himself. and if he truly believes in what he has done then he has to explain his reasoning and show us how these things hold up in competitive play!
No he doesn’t. There is nothing forcing him to. If he were to explain it would be because he wanted to. If I truly believed in something I do not have to defend it, @see religion, vegetarianism, other stuff.
I’m honestly surprised some of the necros here don’t try and go highjack those threads with the dev posts haha. Oh that’d be interesting.
Speaking of Resistance, I don’t remember if they mentioned if it would negate all condition effects or not. I do know know they said that you wouldn’t take damage from the damaging conditions, but lets say if you are blinded while also under resistance, will that next attack land anyway? Or if you are poisoned while under resistance, will you no longer suffer from the healing reduction? Things like this…
Resistance will temporarily negate the affected target of all effects caused by conditions
https://wiki.guildwars2.com/wiki/Resistance
Pretty much kittens us hard, since alot of reaper stuff gives chill or spread chill, we are simply making the enemy IMMUNE by chilling them.
To be fair, we could just corrupt resistance back into chill. But I do agree, it seems a little insane to make chill convert to…that.
Silence you fool! Didn’t you see what they did to our Mark of Blood?! They merged it for PvP and PvE…and reduced it to 2 bleeds! DO YOU WANT FLESHY GOLEM AND HIS FRIENDS TO BE VICIOUSLY ASSAULTED BY THE BAT OF NERFS?! DO YOU?!?
Ah crap. I forgot they (of course) merged in the nerd direction with Necro… I’m terrified to know now… Why did you remind me of this…?
Because Anet giveth hope and then Anet taketh away my friend. It all began the last September patch when they said they would buff our siphons. I was a happy necro then, joyful swinging my scepter around, causing bleeding to all who so much as looked at me, excited for the siphon buffs. When they came, my heart sank, a 1 second buff to our signet of vampirism, and a slight buff to dagger 2, that was what anet considered big changes for necro sustain then…..beware my friend….do not believe in Anet if you are a necro, if they say they are changing or simplyfying something for necromancer….run…as far as you can. Over the shiverpeaks, past iron marches, and through the crystal desert….run
(edited by TheLastNobody.8319)
…..twitch….twitch twitch…twitch…..Does anybody else just feel like screaming right now? Anybody? Specifically in Anet’s direction?
Silence you fool! Didn’t you see what they did to our Mark of Blood?! They merged it for PvP and PvE…and reduced it to 2 bleeds! DO YOU WANT FLESHY GOLEM AND HIS FRIENDS TO BE VICIOUSLY ASSAULTED BY THE BAT OF NERFS?! DO YOU?!?
The whole problem with the corruption tag is that it is the only skill type that has a negative effect on the caster. I understand it comes from gw1 and they wanna keep their necro theme or w/e….but its an old and archaic design that used to work in a game that’s not this one. Imo corruptions aren’t strong enough to have to be “balanced” by this negative effect. I’d say remove all negative effects completely OR if the negative effects must stay then buff all corruptions substantially so that it actually makes sense to use them with their drawbacks.
No one wants to feel punished for using a mediocre skill….like wth lol.
Agreed with this guy. All corruptions are balanced around the best case scenario that you can transfer them back: but none are particularly powerful other than corrupt boon, which is honestly not what it used to be. I mean compared to what other professions have, theb nly 2 good corruptions are epidemic and corrupt boon. Epidemic sees no play though because it’s only useful on boon heavy targets, has a long cast time, and condition removal is crazy right now. Corrupt boon we only run because of the boon spam taking place. We should have corruptions grant us something like stability, or destroy projectiles, buff us and allies. The new blood is power is a good start but it is just that, a start.
When the downed Ele mist forms away behind the wall outside clocktower to LoS enemies for an easier ress
When the Thief shadowsteps through the roof for a safe ress
When the Mesmer manages to nail a downed port up behind window
I will be there and I will stand firmly at mid cap in the midst of all the AoE and I will use Life Transfer.This is the main reason why I’m thinking about not equipping transfusion in spvp for my sustain builds. For the most part though, it will be a net benefit since most toons get stomped regardless of where they are. Also if you want to save them from being stomped/bled out, you have to get off point to do so.
With the changes we will be able to teleport them to us on point, stop natural downstate degen with Last Rites, partially res them with transfusion and continue to res them in death shroud.
However, I don’t want to spoil good evasive play by teleporting allies back into a meat grinder. Might use it more in the new pvp mode. WvW and PvE transfusion is going to be a must support trait for me. No more having to Shroud tank AoE damage while ressing people. I can bring their bodies to me.
Another problem will be once people figure this out, they’re really going to put the interrupt hate on your Life Transfer.
Well don’t forget the reaper shroud 4 will apply to this. You can use the infusing terror to stab up, then go into your 4. And the reaper 4 will heal more unless they change the number of hits…..that is of course assuming they don’t screw over reaper more.
Well there is focus. And uyielding blast, and well of suffering.
Jumping on the plague discussion, why not make it so that we apply plague on someone else, and if they get close to an ally, it starts to spread. The more infected, more bleeding inflicted on you….just an idea….>_> cap at 5 of course
They didnt mention any and they seem to have the ICD on traits down in the notes. Even if it does its still great as a trait because of the synergy with the other traits that use signets.
“Signet of the locust is not going to be an AoE path of Corruption.” It actually would be if it functions on all hits of the skill. Would also still be balanced due to much longer cooldown and shorter range.
Anyone else have a build they will be running? What do you guys think of mine?
I’ll have a look later as in at work right now but I’d still be cautious with Possible ICD’s until we actually get the update. And since plague sending uses plague signet, it more than likely has a cool down.
I mainly WvW roam and PvE so for me, I’m ok with the update and most of my builds were even buffed but for PvP I will say this update is going to, and we are seeing now is, causing a lot of frustration. I mean…why make CC give us 10 vul?! I mean yeah we have numerous transfers and cleanses in traits and and skills but still, having to fight against our own heal? And it’s 10 vulnerability for 4 seconds, more if you get Condition Duration.. That’s more than enough time for a thief to blink in and hit you with a free backstab. If they buffed the casting time maybe that would justify it but I’m just scratching my head right now.
Parasitic Contagion still doesn’t heal in DS…
That’s a downer, guess I can also go curses, death magic, and soul reaping though for a tanky Condition necro.
Tata, have fun, look forward to fighting you guys as reaper….now back to build making!
Since I took a couple steps back and reevaluated my builds, I’m in the same boat. PvE wise we were in fact given a bit of a buff with blood is power, and the new transfusion I think will be a lot of fun to play with in WvW. Even though it says partial, I wonder what that means. Does it mean that if I heal them all the way they will be revived? If so, Yay! Medic necro! Nurse, get me my bone saw!
I found I can get 75% base condition duration for everything except fear and bleeding, which I can get bleed to 95% and fear to 100% so my WvW terrormancer and PvE conditionmancer are going to be just fine. And both even got some nice buffs with the new system, so overall yay there.
Not too big on the CC changes though, that’s my biggest downer, time will tell how this will affect it.
Love the new axe trait, since it reads like I don’t even need axe anymore, love the new healing through DS. I can’t wait to try the new GM trait that gives toughness and reduces condition damage, that should be fun to play with. People who were expecting a lot of stuff like blast finishers and big group support I think we’re a bit disappointed but I never expected such things. We’re not designed to be mobile or be buff wonders, so it’s never going to happen. But i do like the unique form of support we can give with vampire presence and transfusion.
Overall I say, 2 steps forward one step back, oh also don’t like the mark of blood nerf, I mean really? Eh I’ll live I guess. Now we just need to hope the fix or compensate for the mobility changes. Which can someone link the post where they said it did seem like they screwed reaper’s over?
The fallout from this nuke is still settling, but give the build crafters some time to calm down and I’m sure you’ll find that you can hybrid just fine. If not I’ll take a look at it tonight myself. I’ve already found that while my builds took a slight shave in a couple areas, overall they got buffed.
The thing that bothers me the most with the CC giving us 10 Vulnerability is that if the Vulnerability uptime increases our own Condition Duration…which I’m pretty sure it does already. If that’s the case, ANET THAT’S TOO MUCH! Seriously, I’m ok and can work with most of the stuff they gave me but making CC give us 10 stacks of Vul for 4-8 seconds? Waaaayyyyy overboard.
Ah lol, i took a look around, everyone is not too happy with the updates to any of their classes. A lot feel like they got shafted or not enough.
Me, i’m ok. I didn’t get everything I wanted, but didn’t loose too much. Lich and plague got a bit of a nerf but I’ll live. Staff traits got compressed, we got some team support, i’m going to enjoy ressing downed allies, we got path of corruption and terror competing now but honestly, I don’t think that’s too bad of a thing. Sorta scratching my head at the whole 10 stacks of vul from Consume conditions though. And plague applying bleeding. I’ll have to play around though, see what I can make.
Haha, man lot of angry people on here. Mainly play necro and overall, I’m ok with what we got. Wasn’t EXACTLY waht i wanted. ( i mean comon, do we really need 10 vul from Consume Conditions and make it 30 second cooldown, and what’s with plague?) But overall, staff traits got compressed, necros can finally have some form of unique support (gonna love teh ressing i can do with reaper, and the siphons should be fun to play with….if you all buffed them) so eh, not a bad day.
It’s not perfect, some things I like some things I don’t, like the whole plague giving us bleeding and such, I’m sorta ok with the Consume Conditions thing. Though….i’m a bit worried about what this will do with condition duration increases. MM is going to be fun provided they give the Minion AI an IQ higher than 0. DO NOT like the nerf to Mark of Blood, we did not need that. Love the fact our marks are bigger now. I have more to say but I think it’s all been said already.
I’m mixed but, overall please. It’s not a leap like I wanted but a step, love the support ideas and the fact I CAN FINALLY RESURRECT PEOPLE!
quickly everyone! GRAB EVERY SiNGLE LUCKY CHARM YOU CAN FIND! Sacrifice all the people you can! Cross your fingers, toes, lungs, intestines, and pray to every single diety figure you can think of!
easy fix that would make necromancers welcome in groups-
and that is to change the REAPER CHILL to GREATER CHILL.This would allow the the REAPERS CHILL to be the ONLY chill htat is unaffected by the incoming snare nerf.
thank you all for agreeing.
My candidacy for Necro team lead and developer are awaiting your votes!
Ha, that’d go over like a lead balloon. They said torment was inspired by the necromancer too, supposed to be sort of a punishment for people running away, now its gone to mesmer/…..actually now that I think of it, mesmers have been getting a lot of things that were supposed to help or seemed based off of necromancer. The new time rift thing seems based off of what the first death shroud was going to be, there is torment I just mentioned, they are now getting wells that seem to put ours to shame…ANET!!!!!’
I am really disappointed that greater marks wasn’t merged into the staff trait. It is frustrating to have that stuck alone in the death magic line. The death magic line is useless for almost all necromancers. The grandmaster traits (which you now have to take if you go into that line) of death magic are all unviable in anything except minions (which is itself unviable). So greater marks is gone and with that any hope of really competing in pvp. Fighting dps guards and engis is hard enough with greater marks. Without it we are screwed. At least the condi spec is screwed.
The new traits will reward classes with coherent trait lines because they will be able to specialise by going into a single line. Necromancer has traits all over the place with no over-riding structure (like staff traits in different lines) because arenanet do not have a single dev who plays necro or understands necro. The new traits will lead to another 12 months where necro is worse than ever before. Other classes have coherent trait lines with clusters of things you can specialise in. They will be much stronger after the patch
You need to wait like 8 hour until after the stream. We don’t know how everything will shake out. Necro traits could end up stronger and other classes weaker than the last stream.
Yeh and pigs might fly :P. There is no point waiting for a few reasons:
1, Necro is conceptually limited – they wont give it healing, vigor, evades on weapon skills, ports, invulns. All of this is how you actually survive in pvp
2, Nobody at anet plays necromancer so they fundamentally dont understand its needs and they dont understand how to create traits to create viable builds. Sure they could stumble across it by luck but I doubt it.
3, Necro is judged from the view of fighting AGAINST IT. Hence why they remove or nerf stuff with no “counter play”. Other classes are judged by “that is cool to play with”. As in with the opposite perspective.I don’t think it’s that black and white. Necro has some issues they can fix, and some they can’t. I think, personally, is that some classes lack weaknesses, and necro has a few too many. I wish that were evened out.
This. Necro is supposed to be designed to be a snowball/attrition type class. The longer it fights, the stronger it gets or the weaker your get, and then deathshroud is supposed to be our all powerful defense. But the problem is they seem to be balancing around what we can potentially do when we reach our full strength, ie, 100% deathshroud with bleeds and the like. So we’re being balanced around how strong we could potentially be.
I think what they need to do is to stop looking at DS as if it is a second health bar, and instead look at it as our OTHER health bar. Our scalable defense seems like it should come from how many people we are fighting. We need to be able to stand on our own two feet, literally, while taking an active approach to our fighting. Allowing siphons through DS is one way, but the also need to increase the amount of life force we get from our skills, making them more AoE oriented instead of single target, like feast of corruption, Axe 2, staff with the Life force from marks trait. If these would scale with the amount of enemies that got hit by them, we would finally be taking a step in the right direction for making necromancer a truly feared class, we still need help though when it comes to lockdown, but one step at a time.
Oh no no no. that’s not what I want and mean. What I am saying is that they seemed to have shoehorned all the, guess you could say, key condition traits into this line. It’s so overly concentrated. All three of the GM traits are really only good for Condition builds in the spite line. And then you have the Warhorn trait still in here? Just doesn’t really make much sense to me. Then you have dhuumfire down in soul reaping, which does honestly make sense because soul reaping is all about DS, and that trait alters your DS AA, you also have spiteful marks down there which gives 3% life force per mark trigger, which is really flexible for any build that runs staff.
Sorry I’m sorta rambling, having a tough time getting my thoughts together. Anyway, Blood Magic though has no Sustain options for a Conditionmancer, so I think Parasitic Contagion would work much better as a GM Trait there to help fix the Conditionmancer’s problem. Then to help Unholy Martyr to compete, make it also turn your Life Blast into Plague Blast (maybe make it only work for Conditions you drew from Allies though?). And would it possibly kill them to make it so Vampiric rituals makes wells last a tad longer? Like…I don’t know, an extra 3 seconds? I think you sorta get my point. The new trait system is good but still could use some work, least I think so.
Ok you are a reasonable person so I will try my best to give you a good example. Some people think we need to have all of them in one build to make something works. This type of thought is brain dead. I don’t mean to offend them but I would rather have one trait to do enough DPS than having to have all 3 traits to do enough DPS. If you need 3 traits to make one build work then there is always one DPS build. But if you only need 1 trait to make one build works then there is a possibility of having 3 builds with 3 different way of doing DPS. In turn, our base DPS need to be reliable before adding the trait into that equation. How do you like the sound of it, a Terrormancer that doesn’t need LC? And a Condi Necro that doesn’t have to be a Terrormance? How is that not sound awesome to you?
I’m finding it very hard to argue with you, primarily because I think we’re arguing for the same thing hahaha. I honestly do agree with all your points, just that I think some of the traits should be reorganized to different trees, to increase build options. Like, instead of having a definitive condition line, like what curses seems to be right now looking at the trait rework changes, make it more like when a player looks at a line, they think “ok, what does this line offer me for a power build, or a condition build, or a support type build.” Which it does seem like they’re doing, just needs some slight tweaking, least in my eyes which admittedly aren’t in the best shape.
I can understand the new lingering curses competing with terror, but putting parasitic contagion in the same space is just sorta….well it doesn’t feel right. We’re being forced to choose between more condition burst, more long lasting conditions, or having our conditions heal us. We’ll be missing 300 condition damage from what we’re used to, as well as 30% duration. And condition builds for necromancer already have very little LF generation as is, and next to no sustain. It’d be nice if they moved parasitic contagion to the blood magic line, or just somewhere else really. I’m just not feeling it.
You do realize that stats are being completely separated from traits. So you don’t have to choose between high Condi damage and a trait that you like for exapmle.
Yeah I inderstand that the base stats from the trait lines are being removed, plus they are upping equipment stats to compensate. Sorry I’m just having a hard time understanding your post. What I’m saying is we have three traits which are great for us, but theyre all in the same spot now, and terror and parasitic contagion pale in comparison to lingering curse.
It is called option and in turn it gives you choice instead of one best trait in each block now you have 3 best traits in each block. What is the problem in there? Unless you just want all 3 traits available to you in one build and ignore all any other traits in that line.
Oh no no no. that’s not what I want and mean. What I am saying is that they seemed to have shoehorned all the, guess you could say, key condition traits into this line. It’s so overly concentrated. All three of the GM traits are really only good for Condition builds in the spite line. And then you have the Warhorn trait still in here? Just doesn’t really make much sense to me. Then you have dhuumfire down in soul reaping, which does honestly make sense because soul reaping is all about DS, and that trait alters your DS AA, you also have spiteful marks down there which gives 3% life force per mark trigger, which is really flexible for any build that runs staff.
Sorry I’m sorta rambling, having a tough time getting my thoughts together. Anyway, Blood Magic though has no Sustain options for a Conditionmancer, so I think Parasitic Contagion would work much better as a GM Trait there to help fix the Conditionmancer’s problem. Then to help Unholy Martyr to compete, make it also turn your Life Blast into Plague Blast (maybe make it only work for Conditions you drew from Allies though?). And would it possibly kill them to make it so Vampiric rituals makes wells last a tad longer? Like…I don’t know, an extra 3 seconds? I think you sorta get my point. The new trait system is good but still could use some work, least I think so.
I can understand the new lingering curses competing with terror, but putting parasitic contagion in the same space is just sorta….well it doesn’t feel right. We’re being forced to choose between more condition burst, more long lasting conditions, or having our conditions heal us. We’ll be missing 300 condition damage from what we’re used to, as well as 30% duration. And condition builds for necromancer already have very little LF generation as is, and next to no sustain. It’d be nice if they moved parasitic contagion to the blood magic line, or just somewhere else really. I’m just not feeling it.
You do realize that stats are being completely separated from traits. So you don’t have to choose between high Condi damage and a trait that you like for exapmle.
Yeah I inderstand that the base stats from the trait lines are being removed, plus they are upping equipment stats to compensate. Sorry I’m just having a hard time understanding your post. What I’m saying is we have three traits which are great for us, but theyre all in the same spot now, and terror and parasitic contagion pale in comparison to lingering curse.
Ohhhh it better not. If I can get that thing to go off with a full 1 second cast time, and an obvious animation, yeah, sorry, they deserve it. -_-
At the moment nobody knows how it will play out because Anet has only been feeding us little scraps of information and none of us can get a clear picture of how everything will interact. I don’t know whether these changes are good or bad, I just get the feeling that people are making a mountain out of a mole hill and that after a few weeks people will have adapted and realize that the change wasn’t that earth shattering after all. Who knows, maybe Anet will be changing distances and CDs of our movement skills.
I honestly do hope you’re right, and if the change turns out to be something like “They move the same distance, but travel slower.”, than I will gladly come out and say I was wrong and am sorry for complaining as much as I did. Save this post and hold me to it.
But for right now, all we have to go on is a worse case scenario, that being chill and cripple becoming near useless.
Yeah, I’m a bit bitter on this. More than a bit, really, as it strips the Reaper of its teeth before the Reaper even makes it to beta. We finally have the hope of a setup that actually fulfills the Devs vision of us being hard to escape from and then they make it so any Necro build is escapable by any dash or leap skill you like.
Feel the same way. Exact same way.
(edited by TheLastNobody.8319)
It’s like the “don’t get caught because it won’t end well for you” was actually going to be difficult to get away from if you got caught! We can’t have things working out as they were designed to!
I think the heart of the problem stems from trying to balance 3 game modes at once. In PvP without access to food 100% chill uptime would be OP so the change to how it affects movement skills is somewhat balanced in that regard.
In WvW for those running trait+melandru/lenomgrass 100% chill up time is insignificant but it would still insanely strong vs builds that don’t use l the food and runes. Leaving movement skills the way they were would make chill unless against one and OP against the other. With the new changes it will still be useless against one but is somewhat balanced with the other.
Know don’t know if chill ever had any real use in PvE but anything is OP vs a stupid scripted AI.
I’ve never seen Dranor quite like this but it’s a nice change.
But here is the thing. Mobility currently dominated everything right now. And yes, necros (including myself) are most upset by this because of the fact our entire specialization was based around using chill to lock down opponents. Now, it’s just not going to happen, while people running Melandru runes with lemongrass in WvWvW do happen, I see most people running with whatever food compliments their build. Also the so called 100% chill uptime is a myth, it would only happen under very very very specific circumstances. You would need to constantly be getting hit by the necro greatsword 3rd AA swing…really, who is that dumb? And also, condition cleanse, every class has some in one form of another, and most things that remove cripple will remove chill as well.
There is no good reason behind this change whatsoever, all it’s doing is dumbing down the game and making mobility more ridiculous than it already is. And it’s a giant middle finger to every necromancer, hell even eles.
Condition damage takes ramp up time, plus you need to keep the Conditions applied and in proper rotation. Condition builds also do not gain near as much benefit from crit chance as power builds, power builds it does more damage, condition builds might get lucky and get a 5-10 second long extra bleed. I say might because most minor critical hit traits for conditions are like 66% on crit.
So don’t worry, power builds will more than likely stay the most optimal. Just pure condition might now be able to compete.
Simply, minion/pet do not proc sigil and rune effect. It would be absolutely OP otherwise.
why do siphons not heal us in DS?
Hopefully this issue will be addressed in the next update.
Why do we have no infinitely scaling defensive mechanics?
DS defensives capacities are difficult to balance. One can argue that using spectral armor/DS/locust swarm provide a very good defense.
Why do we have barely any pulls?
I can see 2 pull skills on the necromancer. (I didn’t say they were userfriendly skills)
why did they make the elite specialization center on chill?
Because the flavor fit their idea of the necromancer.
Why did they “nerf” impairing movement condition?
Well, chill also enhance cool down duration which can already be viewed as a huge effect on almost all movement skills (thieves does not count). Beside, they most likely do these changes to stop exploit with movement buff like swiftness and super speed. things that could probably ruin a part of the futur content of the game.
Good points, you get an Internet cookie. I’ve been railing that announcement but am plum wore out otherwise I would like to discuss with you further….that and we really don’t need this to devolve into another thread arguing about the subject. -_- Not being snarky! Truly am not, that post was mainly to show the OP that the necro class is currently full of contradictions.
Thx for the help. From what I read in the wiki, the minions inherit condition damage and condition duration.
I played mesmer for a long time, and there’s a shatter skill for a mesmer that causes the illusions to run to the opponent and do a daze. That skill procs interrupt traits for the mesmer.
So it feels like this is a case where necro is not getting credit. The player choose when to use the skill. From my testing so far, it’s pretty tough to land interrupts with the flesh golem, so it seems like a reasonable thing to reward.
There is a lot of unreasonable things for necros. -_- why do siphons not heal us in DS? (Granted that’s coming) Why do we have no infinitely scaling defensive mechanics? (Blinds, blocks, teleports, extra evades, invul)? Why do we have barely any pulls? WHY DID THEY MAKE OUR SPECIALIZATION CENTER ON CHILL, THEN (possibly) NERF IT TO KINGDOM COME?!?!
Flesh wurm is a terrible teleport, it has a 1-second casting time, and if there is something between you and him now you’ll just end up with wurm gunk.
Death’s charge is a 6 second cool down yes, but it is still only 600 range compared to ride the lightning’s 1200. And you also have burning speed as well. Granted these are lengthy cool downs, but you’ll still have a 600 range advantage on us even if we start at the exact same position. Which conveniently is the range or greatsword 5 pull has, and then you have to factor in its casting time.
Warriors can cover 1650 distance in 3 seconds if they use whirling attack and rush, so we can just forget about ever catching them anymore if they have a greatsword equipped.
But this isn’t really the biggest problem with the change. Right now to use a movement skill, to break even, you need to not have crippled or chill on you. If you use it, you’ll not get the full effect. So essentially this means you’d need to cleanse, then dash, and that cleanse can be interrupted. Now though, you can just dash and then cleanse. And this affects reaper so much because the entire specialization, is based around using chill to lock down our enemies. All this change does is remove the reward/punishment (depending on if you’re the applier or receiver) of having chill or cripple on a foe who tries to use a dash. Mobility is already crazy strong in this game so this change really makes no sense whatsoever.
However, my entire point is moot IF having chill or cripple makes it take longer to get to your destination. If that is the case this could be seen as a buff to cripple and chill. Sorry I didn’t touch in the whole swiftness aspect, but the same arguement can be applied I think, just swap out cripple/chill.
…..yes please uh, one rocket to Mars. I’d like to watch the earth explode from a safe distance.
It might possibly because it’s flesh golem doing the interrupt and not really you. though I’m not sure, never used perplexity runes before.
Annnnd this topic has devolved quickly. -_-
Honestly, I love the whole vibe Orr gives off, just wish it was better designed. Take the Balthazar temple fight for example. That fight is epic! All the risen minions, and everything are just so much fun to fight. Heck even the dreaded subjugated, just a couple of those at champ level will will wipe even the biggest party. The only thing I hate is having to protect the npcs so much. They’re so squishy and will often wander right into the enemy risen. If it was instead based on how many players were alive instead of those npcs it’d be perfect.
I thought these weapons were pretty ugly like most Black Lion sets :\
My necro skins I like are my Scythe Staff, Deathwish, Eye of Rodgort, Tequatl Dagger, The Crossing, I also like Corrupted Dagger.
My main problem is finding warhorn skins QQ
Maybe try the Arah warhorn or orrian warhorn, those have a necro vibe. I’m using the orrian alongside my majory’s dagger