Showing Posts For Tim.6450:

Balance Changes 28. July

in Necromancer

Posted by: Tim.6450

Tim.6450

Why couldn’t they have made chilling Darkness work like Blinding ashes?

https://wiki.guildwars2.com/wiki/Blinding_Ashes

The trait cooldown is only for multiple hits on the same target, there is no cooldown shared between different targets.

It still would be bad because unlike eles we don’t have the possibility to spew out burning every 5 seconds.

EverythingOP

Suggestion on fixing condi

in PvP

Posted by: Tim.6450

Tim.6450

Now instead of nerfing all conditions, why don’t you suggest fixes for the skills/traits/runes/… that are op?

EverythingOP

Balance Changes 28. July

in Necromancer

Posted by: Tim.6450

Tim.6450

Interestingly, necros aren’t the only class to be hit by a “double nerf” like this. The recent change to mantras on mesmers also fits the bill.

#1: Mantras were changed to now recharge upon last cast instead of upon charging.
#2: Harmonious Mantras was nerfed form 4% to 3% per stack.

By themselves, either one of these nerfs would’ve made sense. But together, they are excessive.

I have a theory about this: The various balance and bugfix teams don’t communicate with each other. The half of the mantra nerf is technically a bugfix, while the other half was made assuming that the new bugged version was standard. If the teams talked, then there would’ve been no 4% to 3% nerf.

Likewise, the team in charge of general overworld and condition balancing, and the team in charge of necro balance don’t speak to each other either. So, upon seeing the problem of chill being OP, both teams tried to solve it independently. Thus, global chill was nerfed and necro chill was nerfed. And now, neither oen of them want to budge, so the players get stuck with the problem.

I do think that the bug and balance team don’t speak (remember frost spirit) but I don’t thnink that the chill changes are independant in fact I think they nerfed chilling darknes because in it’s inteneded use with reaper it could break the system with little effort.

EverythingOP

Cheat..condition!

in PvP

Posted by: Tim.6450

Tim.6450

Here is a simple comparison between 2 auto attacks guardian scepter and necromancer scepter.
The guardian scepter scales 0.666 with power but we have to factor in defense and weapon strength and attack speed. The attack speed is o,8 , average scepter weapon strength is 1000 and a guardians base defense is 2271 resulting in a true scaling of 0,36657859973579920739762219286658 dps/power.
necromancer scepter has 3 second auto attack chain inflicting 10 ticks of bleed and 4 of poison all scaling 0.06 dps/tick resulting in a 0,28 dps/condition damage. While poison may bring utility to the auto attack, guardian scepter has a higher range.
Condi’s don’t need to do anything to land damage: outside of a few runes you still have to land skills to apply damage this counts for both power and conditions.

EverythingOP

Necro is designed to be a burst class.

in Necromancer

Posted by: Tim.6450

Tim.6450

Death shroud being a burst mechanic is quite true or at least promotes a shorter fight/usage. After if you take a look at how life force is generated by default: killing things. So the faster you kill something the better your life force regen is → promotes shorter fight.
Now take a look of where life force generation is on the weapon skills: dagger #1 is the most damaging attack of the dagger, axe 2 is the most damaging skill of the axe, scepter #3 gives more damage and life force if you have more conditions , focus #4 is the most damaging attack of the focus and staff on the auto attack. So outside staff (which is an utility weapon) and scepter necromancer get more life force if they do their more damaging skills, scepter does also promote condition “burst” to an extent. So necromancer weapons → promotes shorter fight.
Death shroud skills have long cooldowns so the longer the fight goes the weaker your position in death shroud is. So death shroud cooldowns → promotes shorter fight.
Death shroud also promotes a shorter usage due the facts it degenerates since the longer you stay in death shroud the more is degenerated. In terms of defense it is best to time your death shroud when the high damage comes. So death shroud degen→ promotes shorter usage.

Now that being said I do have to admit that death shroud is not high damage exclusive even though it promotes a shorter fight/usage. This offset is done by making the life force gained scale by vitality and life force lost being scaled by the damage done. This two things make your life force gained more worth if you migitate more damage and if you stack more vitality promoting a prolonged fight.

EverythingOP

Ditch Diversity Edge.

in Guild Wars 2: Heart of Thorns

Posted by: Tim.6450

Tim.6450

I’m starting to dislike DE 2.0 more and more, for several reasons.
1. they are complete morons from time to time. My easiest case Taimi, the amount of (potential) trouble she willingly creates is unbelievable.
2.Sometimes they don’t fit the situation. Honestly in the final episode what was rox’s function? She was a torch carrier -_-.
3. They literally have to write the world around them. Hey what a coincidence that marjory’s sister is at the entrance of dry top and what a bigger coincidence that she is going to fort salma. Oh no marjory’s sisters ghost is on the loose, oh there comes marjory just in time to get her sword upgraded by said sister. Oh no kasmeer pricked her self, now she gets magical anti liar powers. Oh no the waypoints are being attacked luckely the 14 year old who hasn’t finished shool is the only asura in the whole world with a solution.

EverythingOP

(edited by Tim.6450)

Revenant - Scarlett Specialization

in Guild Wars 2: Heart of Thorns

Posted by: Tim.6450

Tim.6450

I’m getting awfully tired of scarlet. They litterally rewrote lore for her and every chance they get they have to push her existance into our nose. I was quite happy when she was dead but even then we can’t get away from her.

EverythingOP

HoT Price Feedback + Base game included [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Tim.6450

Tim.6450

Before I start writing this I must say that the question is directed to ANet.

The new expansion frankly leaves a bitter taste in my mouth. Meanwhile I can afford to buy it and prepurchase and probably will do soon I want to explain some things and ask some questions. The GW2 base game price was: 50 usd/ 60usd/ 80usd. The GW2 plus HoT is now 45 eur/ 75 eur/ 100eur. Providing the fact that there are a tremendous amount of players that bought the game at the before mentioned prices I totally disagree with the marketing strategy that you adopted and I will explain why. A veteran who really loves GW and played probably through the whole series has to take out of his pocket another at least 45 eur for expansion pack, a player that has been loyal to you since a long long time and which seems now you don’t give a kitten about. Yet the new players that pay 45 eur will have access to content valued at 90 eur if we do a simple math and ofc scale it with the Deluxe, Ultimate, OP edition or w/e.

In addition to this both the old and the new player wouldn’t be available to have this really basic things:

1. Showing up his own name tag on the HUD (really ANet? Sorry but I’m a programmer and I know for sure that this is not a big deal.)
2. Dueling system that should have been available for ages.
3. More dungeon content.
4. A bit of a revamp of the drops since it takes literally ages to build a legendary.
5. More variety in build development.

And the list can still go on but I want to point out basic features only. Now to wrap it up:

Why do we have this expansion and this outrageous marketing strategy and no listening to what players do actually want?

4 and 5 are being done. Fractal mastery could be considered “dungeon content”.

EverythingOP

Necro not looking good for PvE in HoT

in Guild Wars 2: Heart of Thorns

Posted by: Tim.6450

Tim.6450

Really hoping for an elite spec beta to test out reaper because eles shouts do seem to kitten on oura

well be prepared to be massively dissapointed since half our enemies are immune to chill so that’s 5 traits out of the window and spamming gravedigger (using nothing but gravedigger) is weaker then dagger auto attack.

EverythingOP

Did ArenaNet troll us?

in Necromancer

Posted by: Tim.6450

Tim.6450

it’s technically not feasible to make damaging conditions unaffected by our duration. If it would, it would probably use a fixed amount of condition damage.

EverythingOP

Tell Me How Condi Transfer Works

in Necromancer

Posted by: Tim.6450

Tim.6450

It’s still a (slow) projectile so if reflected it transfer conditions from the reflecter to you.

EverythingOP

3 Necros on team = win

in PvP

Posted by: Tim.6450

Tim.6450

I didn’t know that 1.5k damage/second is op.

EverythingOP

What do you think?

in Necromancer

Posted by: Tim.6450

Tim.6450

Well mainhand focus sounds cool but might not be feasible since mainhand weapons are more costly in the dungeon vendor so maybe you should consider an alternative.

EverythingOP

Tell Me How Condi Transfer Works

in Necromancer

Posted by: Tim.6450

Tim.6450

It literally takes the condition and moves it to the target. Meaning it takes the remaining duration and stats of the original user.

Deathly swarm transfer 3 condition on every hit.

EverythingOP

make warrior rifle aa into machine gun spray

in PvP

Posted by: Tim.6450

Tim.6450

The only problem I have is the adrenaline gain with this: up to 20 adrenaline single target in 2.5 seconds.

EverythingOP

rise shout suggestion

in Necromancer

Posted by: Tim.6450

Tim.6450

Two ideas I had last night:

1) Each minion summoned takes a full hit for you every X seconds, including all effects of that attack. So if the minion takes a Backbreaker, it takes all the damage from it, and it is knocked back instead of you.

2) Each minion absorbs X% of the damage you take from all hits, and for each minion summoned you gain a charge of a stun break which pulls the CC effect from you and puts it on the minion instead. So lets say its 5% each, if you have 5 of them and you get hit for a 10k hit, you only take 7.5k damage, and each of your minions takes 500 damage.

Both minions in question would have a very low damage AA that exists solely to apply minion traits. Their HP could be tuned to limit their life span, as well as armor to adjust how much damage they take from normal attacks not transferred from you (the damage they take off of you would be armor ignoring).

The point of the minions would be to give defense that scales properly, like any shout, so it wouldn’t be overbearing in 1v1s where it is harder to kill the minion, but in 5v5s where the minions will die somewhat quickly, you will see a very strong effect for however long it is up. These are also effects that would help any build, not just MM, and wouldn’t be reliant on any minion traits.

Well I suggest that the minions generated, degenerate naturally and/or have a spawn limit. Second 5 percent/minion is quite little compared to mesmer’s defender. 10%~20% sounds better.

EverythingOP

Condi Nerf!

in WvW

Posted by: Tim.6450

Tim.6450

Instead of complaining about conditions in general complain about the skills that are considered OP. If you do, name the skills if possible.

EverythingOP

Elixir X and moah

in PvP

Posted by: Tim.6450

Tim.6450

look, think, very carefully now.

when the necromancer gets transformed into a moa, against the necromancer’s own will.

it is very natural for the necromancer to lose all access to all necromancer abilities for the duration of being forcefully transformed into a moa.

when the necromancer loses all access to all necromancer abilities, it is only very natural that the necromancer cannot use the necromancer healing ability or utilities or elite.

so yes, this means losing control of all summoned minions as well.

this is working as intended.

do you understand?

That is very strange since banners don’t dissapear nor ranger spirits or ele elementals when moa’d. So we can assume this is not working as intended.

EverythingOP

Condi transfert

in Necromancer

Posted by: Tim.6450

Tim.6450

dagger 4, staff 4 , plague signet, plague sending (trait), minions with necromantic corruption.

Blind does not work on transfer and blocks should work on everything but traited staff 4.

EverythingOP

"Damaging shouts need casttime"...

in Necromancer

Posted by: Tim.6450

Tim.6450

Shoud did not offer anything new in regards of defense

yes they did. scaling life force generation. It’s kinda new since Anet destroyed spectral armor and spectral walk in that regard.

Warhorn? Well of corruption? spectral wall?

EverythingOP

"Damaging shouts need casttime"...

in Necromancer

Posted by: Tim.6450

Tim.6450

why is, of all things, this seen as something negative? we finally have some more (defensive) stuff that scales with the number of enemies. thats one of the few positive things about our shouts.

Shoud did not offer anything new in regards of defense. We always have had aoe weakness ,aoe life force generation and a 5 condition transfer skill.

EverythingOP

"Damaging shouts need casttime"...

in Necromancer

Posted by: Tim.6450

Tim.6450

Is overload earth pulsing? Because that sounds much better than plauge lol.

The breakbar is all you get. I still also want a breakbar instead of stability on FiTG…imagine only getting stunned for 1s when somebody moas you…

breakbar + cripple + protection.

EverythingOP

lets try 1v1 balance?

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Tim.6450

You shouldn’t 1v1 balance because we have support skills/traits.

Is the net skill that comes from support skills worth invalidating a few classes every patch? I’m a bit new(low skill), but I find my support skills aren’t that hard to set up and sort of have a bad risk/reward on attempting to deny them. I see things like power block on the mesmer which looks interesting but he’s not gonna interupt my mass moa or anything like that. Maybe just deny a guardians might/heal channel and that’s hardly a lot of the utility guardian offers. He does however interupt rampage and the guardians immortality and adds a 15s cooldown.

I mean, over 99% of the pvp is pugs, so although balancing the game around top level players who don’t ever main classes and only play for the tournament money is cool and all, it sort of devaluues pugs, aka the pvp we all play.

IMO balancing the game around high skill pugs > high skill tourny play because it drifts through the rest of the game better.

It’s just that by nature support skills should be weaker in 1v1. So if you balance 1v1 it would be weak and be buffed. In terms of group content selfish profession will be a lot weaker then.

EverythingOP

lets try 1v1 balance?

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Posted by: Tim.6450

Tim.6450

You shouldn’t 1v1 balance because we have support skills/traits.

EverythingOP

Condi vs Power stat dependency

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Posted by: Tim.6450

Tim.6450

Here is a simple comparison between 2 auto attacks guardian scepter and necromancer scepter.

The guardian scepter scales 0.666 with power but we have to factor in defense and weapon strength and attack speed. The attack speed is o,8 , average scepter weapon strength is 1000 and a guardians base defense is 2271 resulting in a true scaling of 0,36657859973579920739762219286658 dps/power.

necromancer scepter has 3 second auto attack chain inflicting 10 ticks of bleed and 4 of poison all scaling 0.06 dps/tick resulting in a 0,28 dps/condition damage. While poison may bring utility to the auto attack, guardian scepter has a higher range.

EverythingOP

Mawdrey II sat change recipe

in Guild Wars 2 Discussion

Posted by: Tim.6450

Tim.6450

Doesn’t Mawdrey come with selectable stats so you can choose what you want? You chose and now you would like to change that choice?

You can re select stats after infusing it, look it up on Wiki.

It’s not a ridicolous request especially since ascended armor can be reforged.

EverythingOP

Fractal Reward Track

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Posted by: Tim.6450

Tim.6450

Nice idea but i think the pve guys would moan that there is no way for them to get glorious armour stuff but wer can get their high end pve skins though pvp

This exactly. PvP has glorious armors and balthazar backpiece, PvE has fractal weapons and lumi/carapace armors and WvW has Mistforged and Hero’s weapons. There needs to be some exclusivity in items to drive people to try other game modes.

This more or less.
It’s a bit more skewed in favor of pve in terms of numbers but pve acquisition is for most players (some are blessed with good luck) a very tedious process.

EverythingOP

Lich Form suggestion

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Posted by: Tim.6450

Tim.6450

So what i get with from this is that with proper usage/traitage you could get infinite lich form?

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The Necromancer Initiative

in Necromancer

Posted by: Tim.6450

Tim.6450

They theorycraft too much on paper, they need to be put in the heat of real battles in WvW, PvP, and PvE to really understand necros. As for threads like these, I’ll only contribute if I know they’ll be put to good use. It’s not as if necros didn’t compile a list of what they want or think should improve before.. If the devs aren’t willing to dance, then we’re just wasting our time.

the problem is no developer play as a necro and they will never do it

I do believe they do play necromancer but I just think they can’t fully comprehend the necromancer. This include things ranging from strategies againt certain specs till minor but crucial details. Maining a profession is different from playing a profession, after all . I will keep this opinion untill they either fix skyhammer or say it is intended.

EverythingOP

Tempest shouts take a dump on Reaper shouts.

in Necromancer

Posted by: Tim.6450

Tim.6450

Don’t be so negative. Tempest does not seem appeling at the moment.

Compared to what? The current DD builds? I agree, but if you already have access to a borderline broken-as-kitten build you aren´t exactly in need for improvement

Compared to elementalist core functionality , every tempest is for at least 50% core. Overloading goes against that core. Even if you don’t overload you have wasted all minors of a full trait line.

EverythingOP

Reaper shout changes from wvw beta

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Posted by: Tim.6450

Tim.6450

I still think they’re a little underwhelming compared to what the Tempest shouts have been described kitten far

Like what is so overwhelming about the shouts? We haven’t seen any numbers yet.

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[PvE] Condi Necro vs others

in Necromancer

Posted by: Tim.6450

Tim.6450

necromancers are the masters of transfers not conditions any class can deal more condi damage than a necro

No other class has epidemic.

… which is … a condition transfer…

it’s technically a copy. Meaning it uses your stats unlike transfers.

EverythingOP

Tempest shouts take a dump on Reaper shouts.

in Necromancer

Posted by: Tim.6450

Tim.6450

Don’t be so negative. Tempest does not seem appeling at the moment.

Overloading is going to hurt the ele more then it will offer especially with the cc in place (mesmer instant interrupts will kill this).

Secondly warhorn has to compete with dagger and focus. Competing with dagger offhand means competing with fire grab and ring of fire which are very strong. Competing with focus means competing with swirling wind, magnetic wave and obsidian flesh.

Shouts have to compete with cantrips and honestly I don’t see any ele giving up cantrips any time soon.

The only good that I can see comming from tempest are the traits, but with the minors being about overload I don’t find it very likely.

EverythingOP

(edited by Tim.6450)

Can we just get rid of Tornado?

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Posted by: Tim.6450

Tim.6450

Tornado changed to Typhoon. Surround yourself in a large bubble of water forcing all those contained within to fight with their under water weapons.

Unfortunatly underwater combat is not balanced nor a part of pvp.

Ground Target AoE that you can now move like Ventari’s Tablet.

There, Tornado fixed.

I like this.

EverythingOP

[Suggestions] Make Speed of Shadows Fast

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Posted by: Tim.6450

Tim.6450

the movement speed cap is at 33% anything above is against cripple and chill.

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Reaper shout changes from wvw beta

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Posted by: Tim.6450

Tim.6450

At least they addressed the stupid cast times. But it seems that chill is being gutted, not good. How else will we use the traits surrounding chill?

EverythingOP

Still lack of swiftness skill. The only class

in Revenant

Posted by: Tim.6450

Tim.6450

However, I don’t think it solves your problem, because that gives you at best 47% uptime, not 90%. Once Impossible Odds has drained your energy, you have to wait 10 seconds before the energy bar fills back up to 50. So it’s not 9 seconds of super speed every 10 seconds, it’s 9 seconds of super speed every 19 seconds.

Can’t you just legend swap twice to refill your energy? Legend swap has no cooldown ooc.

EverythingOP

Can necro axe please get attention

in Necromancer

Posted by: Tim.6450

Tim.6450

Before anything axe needs a role/vison right now it is an agglomeration of different effect with no cohesion. DPS weapon? to low damage coefficients. Support? selfish retaliation and #2 skill. Defensive? 2 skill and vuln on auto attack.

EverythingOP

conditions are not fun

in PvP

Posted by: Tim.6450

Tim.6450

Honestly the condition hate again? I’m getting awfully tired of this.
I can already see al the arguments comming:

condi damage is passive: Sure sigil of fire/air does not exist, neither does chill of death,… .

My armor has no influence: my damage modifiers have no influence.

But protection does not affect condition damage: but resistance does not affect power damage .

Only defensive stats for full damage:
Here is a simple comparison between 2 auto attacks guardian scepter and necromancer scepter.

The guardian scepter scales 0.666 with power but we have to factor in defense and weapon strength and attack speed. The attack speed is o,8 , average scepter weapon strength is 1000 and a guardians base defense is 2271 resulting in a true scaling of 0,36657859973579920739762219286658 dps/power.
necromancer scepter has 3 second auto attack chain inflicting 10 ticks of bleed and 4 of poison all scaling 0.06 dps/tick resulting in a 0,28 dps/condition damage. While poison may bring utility to the auto attack, guardian scepter has a higher range.

Condi’s don’t need to do anything to land damage: outside of a few runes you still have to land skills to apply damage this counts for both power and conditions.

Condi’s have lower cooldowns:
fastest no auto condi applier : shrapnel grenade 5 sec cooldown.
fastest no auto damage dealer: ligthning strike or mighty blow 5 sec cooldown.

Condi can do damage through auto attacks: so does power.

Did I miss some?

EverythingOP

Now that weapon swap has been added

in Revenant

Posted by: Tim.6450

Tim.6450

you’re wrong. If it remains it will result in a doubling of swapping effectiviness. If you legend swap directly before and after you swap weapons you will have procced every sigil twice every 20 seconds.

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Now that weapon swap has been added

in Revenant

Posted by: Tim.6450

Tim.6450

Will it mean that legend swap will not count as weapon swap?

EverythingOP

how do we range???

in Revenant

Posted by: Tim.6450

Tim.6450

…weapon swapping as there really is no reason the class shouldn’t have it…

There is a good reason not to have it: they get to swap their 6-0 instead…

Range vs melee really is a non-issue. The real issue is synergy. Legends don’t synergize well with each other, and their weapons synergize even less. My solution is to make weapons a “blank slate” by removing conditions, damage, support, etc from them. Instead make traits add those effects. Mallyx traits add conditions to the weapon slot, regardless of which weapon type. Jalis traits add CC regardless of weapon. Ventari adds support, and Shiro adds damage modifiers.

That way your build defines your weapon, not the other way around. For example you would be able to apply conditions while channeling Ventari, as long as you took the right Mallyx traits. Legends should be about switching 6-0, not 1-5.

I believe adding default weapon swap is just a lazy design, and tying weapons directly to legends is extremely limiting. If your weapons switched automatically, you would never be able to do a ranged Mallyx build, for example. And if you wanted to use the Jalis heal instead of the Shiro heal, you would lock yourself out of sword DPS for 10 seconds.

I had a similar opinion but instead of the weapon skills I suggested that the legend skills were modified by traits. Also weapons should not be bland just for the sake leveling.

EverythingOP

make life blast a double/triple hit skill :D

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Posted by: Tim.6450

Tim.6450

Personally I think that Reaper auto should only give trait bonuses on the third hit. This would make balancing of traits for Shroud 1 much easier without having to worry about a trait being OP on reaper but UP on necro.

You still have to deal with the cleaving vs projectile issue.

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Lingering curse trait bugged

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Posted by: Tim.6450

Tim.6450

I don’t have any problems with grasping dead (the bleeds at least).

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Rampage buff was not needed

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Posted by: Tim.6450

Tim.6450

I really do not think rampage needs nerfed, it’s basically like lich form to me.

We could give it the lich treatment, 15 second duration, 180 second cooldown.

EverythingOP

Let's talk about Maniacal Persistence

in Revenant

Posted by: Tim.6450

Tim.6450

What if the trait only resetted when you leave combat? If it did that it could be an interesting choice.

EverythingOP

Why so much complain from necroes?

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Posted by: Tim.6450

Tim.6450

The necromancer community has no idea what it wants – that’s the problem with the class. How is Arenanet supposed to balance the class when the players contradict each other. No one agrees on anything. The problem is magnified for us because no one at arenanet plays the necromancer class on a high skill level whereas other classes such as engineer = Grouch, Josh Davis or the warrior class are played by devs.

Look at the abilities engineers received.

This forces devs to rarely read our forum to try and gather ideas.

Time and time again players amongst each other will come up with ideas but be shot down within the first few posts in their threads. These are exactly the first posts that anet will see. As soon as they see players don’t like an idea, they will disregard them. This happens with literally anyone who makes a thread here, it’s mind boggling.

We all want the class to change but do nothing about it. The idea of chill doing damage (frostbite) has been suggested many times throughout the years and every single time a person with the idea was shot down from the necromancer community as if he committed some crime against humanity or something.

Now that we are getting Reaper, chill will be able to do damage. What are some of the first posts about it? Things like, “Oh I don’t know if that will be good enough… seems weak.”

So first the idea of chill doing damage was too strong and overpowered but now that arenanet is implementing it, it’s okay but it’s weak? As long as arenanet comes up with an idea and it’s released into the game? This is what the masses do:
http://replygif.net/483

…let me post a few quotes here:
In defense of the consume conditions nerf

Someone made a kitten thread DEFENDING the nerf because arenanaet made it. If a player suggested to nerf consume conditions cooldown by 5s, make it inflict vulnerability to you and blind you if you trait for master of corruptions? Wow. That player wouldn’t survive.

Here’s another quote: “But OP, it’s cooldown is 5 seconds longer and it gives us some vuln after the cast! Necros don’t have any way to take advantage of that. Might as well just delete my character, uninstall the game, and drive my car into a lake.”

Someone else who thinks that the change is good because they don’t know how to necro and arenanet made it. There must be some psychological term for this type of behaviour?

The problem with the necromancer class never becoming balanced is, IMO, the noobs players who don’t know how to necro at a high skill level who incessantly make threads and posts at a ratio level of 1/10,000 compared to players who know what they’re talking about. There are a few people here that know what they’re talking about (Rym, Holl, etc.).

Bhawb is like the minion master. I may disagree with how minions work (I think every active should sacrifice minions for powerful effects) but I never really argue with him about it because he has thousands of hours more experience with minions than I do.

Our class receives nerfs almost every day. Here’s one that no one seems to have realized yet.

- Poison does less damage per stack = scepter #1 was nerfed.

If the class didn’t receive an insane buff to signets of suffering (boon corruption and extra passive signet procs) what would the necromancer class have?

Absolutely nothing.

I haven’t bothered recording any footage for any more videos because it no longer requires any skill. Skill has been largely removed from the game, IMO. Biggest change = chill and cripple do not affect movement speed. We also received more passive procs rather than anet removing this playstyle from the game.

I’m honestly not surprised with this. Necromancer has been loaded with some of the most prejudiced mechanics. Some examples are conditions , death shroud, damaging auto attacks and minions aka cheesy passive play, second life bar , 1 spam and passive AI . Each of these aspects are holding necromancer back even though (some of) the claims are unfounded or wrong. I have made this mistake too to be honest and I hope that I have moved past it. That is not to say that necromancers are alone in this but I think that they have the biggest amount of such mechanics.

This prejudice will prevent the necromancer from moving forward in a meaningful way. The buffing of such mechanic can easily result in a kneejerk mechanic which results in a negative reaction. Another thing it results is that the prejudice hinders a lack of growth in some players fighting against it because they deem mechanic as cheesy and don’t want to learn to counter it or understand it.

EverythingOP

Diamon Skin, a condi users worst enemy.

in PvP

Posted by: Tim.6450

Tim.6450

diamond skin is simply dumb and has to be reworked completely…. My suggestion is tying a DMG/duration-reduction to certain conditions depending on your attunement:

Diamond-Skin Conditions applied to you have reduced duration depending on your attunement:
Fire: Burning-duration decreased by 33%
Earth: Bleeding-duration decreased by 33%
Water: Weakness/vulnerability/blind-duration decreased by 33% (debilitating conditions)
Air: Chilled/cripple/immobilize-duration decreased by 33% (movement-impairing conditions)

Could be pretty cool to use and involve lots of skill to know which condition will land on you next and the opponent has to know what conditions to apply when, depending on the CD’s of attunement-switch.

I like this one . The numbers even may have to go (a little bit) up. Also where would torment, confusion , slow and poison belong?

EverythingOP

Why so much complain from necroes?

in Necromancer

Posted by: Tim.6450

Tim.6450

Trust me, necro is in top 3 in pvp.

I’ve dueled this Edelweiss (Genesis.7693) guy which claimed thief always win 100% fight against necro. i played necro which was cookie cutter signet build from metabattle and he used d/p i won the duel 16-3. More like thief without using d/p wont even stand a chance against necro.

Necro is already in a good spot yet everytime i check necro forum people always complains. reveal debuff , stability , mobilities. Why not stop the greed? Seems like u guys just want to have everything and be more op like mesmer.

And seems like u guys dont know, thief now hits much harder yes but in return their survivability has been nerfed hard (trait stat bonus removed which result in -200 armor / healing power vitality.) and also practiced tolerence vitality nerf , SA line nerfed (SE , CIS GM) feline grace nerfed. which means its very squishy. Lets be honest Ele/Mesmer/Necro is top tier in pvp.

Dueling is not the deciding factor in viability for spvp.

EverythingOP

Why no Invulnerability?

in Necromancer

Posted by: Tim.6450

Tim.6450

I think there was an idea for a skill in this forum (don’t know where) to allow the user to forcefully enter death shroud with the effect that for a limited amount of time your life force bar couldn’t decrease (both degen and damage). Add stability to this and you got yourself (semi) invulnerability.

EverythingOP