They need a 1200m leash, they follow targets way too far, its not right.
Once they get far enough they heal like they are out of combat if there master is.
Necromancer Minions leash, Ranger pets should as well. Otherwise out of combat regeneration needs removed.
F3.
As a Minionmancer I have to say this: “Deal with it”
Your pets are god tier. Be happy.
1) Stealth is not immunity to damage. I have fought some very good players that continue to chase, attack, and do damage to my while I am in stealth.
2) Rapid attacks continue to damage their target while in stealth. For example a ranger can use their rapid fire arrow attack and hit me with direct damage.
3) Thieves are very squishy. I get focused by the enemy very quickly. Even if I am at range using a shortbow rangers, necros and anyone else with range weapons will immediately switch to me.
1) I’ve seen some very good Thieves that aren’t dumb enough to make a predictable path while Stealthed, or stand inside AoE.
2) While this is true, that still requires the play to predict when you’re going to be stealthing.
3) False. Completely, utterly, false. Thieves have some of the highest mitigation in the game. Blind and Stealth being the top tier damage reduction capabilities. Combine that with their idiotic cleansing capabilities, and they’re practically immune to all forms of condition damage outside of HGH Engineer facerollery.
Depends entirely on the build.
TheMightAltroll, a Ranger is doing great solo, especially in 1v1, but what does it really bring to a team fight? Of course the Pet it doing a lot of damage, but he’s also easy to flank and trick, and in a team fight, the ranger or it’s pet is not what I’m targeting first.
Hope you understand what I mean.
Are you kidding me? Trap ranger in a team fight? Useless? Bloody hell, we’re talking mass-AoE conditions on par with HGH Engineer.
Rangers are extraordinarily powerful, Drakes are strong in group fights despite not being used much, and Wolf CC is absolutely stupid. I’m a Necromancer and I have less fear than a pet.
Invision, Ranger pets are blatantly overpowered. I use Ranger more often than most other classes lately because of the nonsensical Beastmaster and Trap-ranger builds.
Mesmers are less overpowered, but are in need of fixing. Blurred Frenzy is fine, infact I wish more skills with more classes were this fun to use. Phantasms are pretty bloody strong, though.
47%+ chance is my sweet spot on a lot of classes, along with 35%+ Crit damage.
Mesmer is easy, Phantasmal is almost faceroll level. However, it isn’t OP.
Now Thief… Thief is starting to get a little OP…
I would like my Necromancer to be evil. Or atleast an anti-hero.
If you need any help from me; let me know, I’ll also participate if needed.
Actually, I’m not really interested in nerfing Blurred Frenzy all that much, it’s not hard to deal with although it is annoying. I want to nerf Phantasms.
Or what if… what if… it’s on cooldown? And you… have to target the roots with a SCEPTER!?#
A good Phantasmal/Shatter Mesmer will take down any bunker within time, don’t know what you’re talking about, bro.
I play Necromancer.
Wish I had invulnerability on a 8 second CD.
I’ve tried teaching people how to PvP for gold, but I only get very few customers. Not enough to sustain my greedy wishes. So I’m forced out of my lovely PvP niche to play PvE with people whom I quote “all dps the big red guy” in CoF.
Terrormancer. Wheeee.
Assign “Sheath Weapon” to “x” key.
Start unwanted skill? Sheath weapon.
Invulnerability should only work on Regular damage, Critical Hits should still land.
I would rather them start actually fixing things. This is actually a minor issue compared to all the serious balance problems there are.
And apparently no one has seen the Necro glitch with Roots, where Scepter/Staff Necromancers seemingly have to manually target the Root and autoattack it. By the time the Necro can get out of the root, he’s already dead.
Because pets aren’t strong enough already.
I’ll make a fix for this. Thanks.
It would be nice if you also fixed the other 500 issues with the game, but I suppose a single bug fix and a thousand tooltip fixes a month is fine.
People like you making posts like this are why we don’t have more Anet devs (or devs for MMOs in general) willing to post on the forums.
Thanks.
Other companies are also able to create smooth content, why A-Net is not able to do that is a miracle for me.
Content creation at least takes significant resources, skill/trait balancing is mostly tweaking some numbers in a config file/script. There’s no excuse why Anet are sooooo ssssllllloooooooooowwww with balancing skills and traits.
Exactly. It’s simple value changing. The reason why they take so kitten long doing this is because their afraid they might screw up, so they spend all of their time testing. DESPITE THE FACT THAT THEY MUST NOT HAVE TESTED BECAUSE EPIDEMIC AND CORRUPT BOON ARE STILL BLOCKABLE!$@!
So I have no idea what they do, probably just office golf.
From the point of view of a Necromancer: Yes, conditions are cleansed way too often, and it makes sustaining damage incredibly difficult in group fights.
From the point of view of a Trap Ranger: Eh, it’s fine.
From the point of view of a HGH Engineer: LOL, what cleanses?
How about for escaping a fight? Even necros can out run us or catch us…
Everything you said is now discredited.
Top 1v1 builds and their best counters:
1: Beastmaster Ranger -> Shatter Mesmer
2: Phantasmal Mesmer -> Terrormancer
3: Minionmancer -> Trap Ranger
4: D/D Burst Ele -> HGH Engineer/Wellmancer
5: Stealth Thief -> Trap Ranger/Minionmancer
(edited by TheMightyAltroll.3485)
All of this proves to me that Designers do not listen to players, or even know what is happening with half of the gameplay.
I, and many others, asked them to fix the rainbow jellyfish. The reason this thread exists in the first place is because they are listening to players. Also, did you read Jon’s post at all?
Post your thoughts on this internet forum thread and I will read them.
Then why the hell hasn’t anything else been fixed? Why is he wasting time and patch money for a bloody JELLYFISH instead of fixing Necromancer, Warrior, Engineer, Thief, or any of the other problematic classes? Rangers need nerfing, HGH Engineer needs rethinking, Warrior needs buffing, Thief needs reverting and changing
No, we get Jellyfish skins. Wonderful. Does anyone even go underwater anymore unless traveling to Orr? I think I’ve maybe fought 2 people in tPvP underwater. Both times I lost because Ranger is still invincible underwater. But hey! Jellyfish.
I actually did run for a long time shirtless in tPvP as a Norn, and a Human.
I’ll make a fix for this. Thanks.
It would be nice if you also fixed the other 500 issues with the game, but I suppose a single bug fix and a thousand tooltip fixes a month is fine.
People like you making posts like this are why we don’t have more Anet devs (or devs for MMOs in general) willing to post on the forums.
Thanks.
WHY? Because I criticize their shoddy work?
I’m not a Warrior. Maybe you should read.
Yup, nowhere do you state that you don’t play it and nowhere in your signature is there a list of the classes you play. What there is, however, is you complaining about them. Sorry I made the completely justifiable and natural assumption that you knew from firsthand experience and thus played one.
I have apparently committed a faux pas by using basic deductive skills and vow not to use them in the future lest I offend someone again.
Back on topic, I would think the Rainbow Jellyfish would be, more, I don’t know, rainbow? There really isn’t any shortage of marine life to get inspiration from to be honest.
“Just because they are OP in one aspect of a game doesn’t mean that justifies them being bad in every other part”
I main Necromancer.
I’m not a Warrior. Maybe you should read.
I’ll make a fix for this. Thanks.
It would be nice if you also fixed the other 500 issues with the game, but I suppose a single bug fix and a thousand tooltip fixes a month is fine.
And then people just continue to ignore the glaring problems and continue to be forcefed multicolored jellyfish than to think for themselves. Wonderful. I suppose that’s why the Developers continue to do next to nothing, since no one holds them accountable. Either that or they just ignore everything else.
Yes, having a different colored jellyfish is significantly more important than making Warrior viable, or fixing Necromancer’s staff. At this point in the game, you could revert Necromancer back to Beta status, and it’d be underpowered compared to other classes. Not that anyone would ever do that, because they’re too busy worrying about JELLYFISH
It has come to my attention that it took game designers this long to realize this bug, and yet they still feel justification for Necrotic Grasp being horrible because it pierces. That “Staff without greater marks is bad?” That Thieves being able to cleanse ungodly quantities of conditions in Stealth is balanced?
I would suggest gentlemen, developers, that you focus more on balancing the actual game. Than tooltip fixes and model fixes.
Meanwhile, Necromancers still have 1/3rd HP in downed state, while everyone worries about a jellyfish.
All of this proves to me that Designers do not listen to players, or even know what is happening with half of the gameplay.
And from what I’ve learned through other players and about the interns, the developer teams are completely compartmentalized, and have no idea what is actually going on in the game.
I am appalled.
(edited by TheMightyAltroll.3485)
Waka… the only troll on these forums… that I shall declare my equal…
I’m rarely in a good mood because people keep doing things like this.
But that was some impressive Necromancy, resurrecting a month old thread.
Summoning Sigils need a massive buff. 26, with no double possibility, for a Minion half as strong as my Flesh Golem. What is this?
It needs to be worth the 26 charges, or extremely easy to get. For the amount of effort it takes to get the charges in sPvP, I expected to see a mighty champion that would dominate my opponents while I sat back and enjoyed a cup of tea. Instead it literally died in 3 seconds from an Elementalist AoE.
It has no HP whatsoever, and does almost no damage. It’s utterly pathetic and at the moment I’m pondering why some of the Sigils are even in PvP at all.
Way to resurrect a long dead thread.
I’m impressed.
Rangers are already somewhat OP. Especially with their downed shenanigans.
Ah, it’s a typo, supposed to be VI.
Moa Form should not affect Minions, and should be stopped by Stability.
Tbh that’s all we really need. Blind is extremely effective at stomping and ours are on relatively short cooldowns. We have a teleport stomp, although it’s a bit more… underdeveloped compared to Mesmer. We also have our own sort of Invincible stomp (Plague Form) that lasts much longer and allows us to do things after the stomp.
Yes, we could use Stability. Other than that, we’re fine.
Well of Darkness
Plague Form Stomp
Necrotic Traversal/Spectral Walk Stomp
Deathly Swarm
Shadow Fiend
That is all.
(edited by TheMightyAltroll.3485)
I’ll help you, gladly. I’ve got loads of hours on Necro, and a lot of experience with fiddling around on it.
- Alternatively
Equipment
- Rampager’s Amulet (With a Celestrial Jewel)
- 6 Runes of Divinity
__________________________________________________________________
Utilities - Consume Conditions
- Well of Suffering
- Blood is Power
- Corrupt Boon
(edited by TheMightyAltroll.3485)
- Alternatively
Traits
- 30/30/0/10/0
- Spite: VI, X, XII
- Curses: II, VI, XII
- Blood Magic: II
Utilities
- Consume Conditions
- Well of Suffering
- Corrupt Boon
- Well of Corruption
- Flesh Golem
I’ll help you learn Necro in PvP, if you like. It’ll cost you less money than going head first in PvE or WvW, and get you familiar with the class.
This build is designed to roam whilst still being able to provide large contributions to group battles. It has significant bleed ticks, and consistent strong damage, with moderate to high survivability. It is surprisingly effective for how much you might doubt it. It does exactly as advertised, and the Corrupt Boon is a strong bursting point, since you do significantly more damage per condition on the opponent.
__________________________________________________________________
Traits
- 30/25/0/15/0
- Spite: VI, X, XII
- Curses: II, X
- Blood Magic: II
Equipment
- Carrion Amulet w/ Berserker’s Jewel
- 6 Runes of The Ranger
- Dagger (Sigil of Air) and Warhorn (Sigil of Doom)
- Scepter (Sigil of Agony) and Dagger (Sigil of Earth)
Utilities
- Consume Conditions
- Well of Suffering
- Corrupt Boon
- Spectral Walk
- Flesh Golem
Primary Stats
- 1,910 Power
- 26,012 Vitality
- 1,048 Malice
The main strategy of this is to wage a warrior of attrition with the opponent on two fronts, use your Spectral Walk for confusion and escaping. Use your Well of Suffering only when you have the chance to initiate a strong burst. Use your corrupt boons to initiate a burst. Switch between your Dagger and your Scepter often to keep your opponent guessing.
Trust me, this build does work, despite taking some significant skill to master.
(edited by TheMightyAltroll.3485)
I agree fully with Bhawb
Pointless 1v1 build, but good at what it does.
Leeching Sigils and Energy Sigils do not stack.
Use Sigil of Hobbling on your Axe/Focus along with your Axe, since you use Cripple considerably. I would also use a Sigil of Energy on your Warhorn, along with your Sigil of Leeching. That way, if you time your switches, you’ll have significantly high amounts of energy at most times during the match.
It is impossible to defeat 3 good players singlehandedly outside of WvW.
Being realistic must be a stretch for you.
Dear god Hot boy, but how is it possible for someone to be nearly as skilled as yourself!? How could such a lowly pleb as myself achieve such ability to 3v1 and win!?
Oh right, Shatter Mesmer. I see.
Teamwork is necessary, I only rambo myself when I feel it is necessary to delay a group of enemies from capping a point, or deny them movement by standing in a chokepoint, etc.