<The Undead Lords>
Since 1994 – undeadlords.net
ITS OUR TURN BABY!
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this video can explain to you exactly whats going on.PS: diamond skin has not shut down the necromancer class, just the necromancer condi builds. (just so that is clear)
You see all those points in the video where he discusses how “perfect imbalance” is good, but you don’t want things that are broken? Diamond Skin is what he is warning about.
Well hopefully necromancer’s will cut back on the dire/rabid gear and go hybrid so that they have a chance against diamond skin elementalists and other classes with less than optimum condition removal will have a chance against them.
I think diamond skin is stupid, but I got an elementalist in the works to abuse it. Anything that will flip the bird to this kittenty condition meta is ok by me.
I’m all for forcing condi players to go hybrid, if we also force all power players to go hybrid as well. But I don’t think that was what you were saying, shockingly.
Eliminating 100% condition/bunker specs from the game is a necessary step to making the game competitive. Auto-attacking to stack passive conditions is not good for the game.
Forcing players to go hybrid or sacrifice their bunker for power in condi specs is absolutely what the game needs.
Why are auto-attacking power specs better than auto-attacking condi specs?
It is when you deal about 200 damage every 3/4 seconds and the ele is constantly regenerating about 400 health/second. Necro scepter does very, very little direct damage and the staff can be avoided entirely by just changing the direction of your strafe.
I think the point was more to use other weapons…
So a Necro is now forced to use an Axe, which is the worst weapon in its kitten nal…?
Incredibly broken trait.
After testing — so incredibly broken.
I guess necro is allowed to spam all condi buttons on the keyboard but when little (10% hp) problem shows up all these buttons are used to make qq threads ^^
Happen to actually watch the video?
Was the other side a bunch of earth ele’s?
Lol so broken. /15char
Oh, and for thieves. Just use your BF a lot between stealth cooldowns.
Edit: given the new healing skills, Necro signet of vampirism heals for about 300 per attack with ICD of 1sec. Clones do no damage but they still “hit”, so essentially this build will give necros a 300hp/sec regen. It essentially negates all the bleed damage. Wat do?
Since the new necro heal is, quite literally, the worst healing skill in the game, I don’t think you’d expect many necro’s to be using it. Necro’s using that skill should be about the easiest class to beat in the game.
10-20-30-10-0 Hybrid PU
Adding Signet cooldown reduction (losing Illusion damage trait)
Adding Menders purity (losing torch trait)
Swapping Torch out, replacing with Pistol
What happened to strength of undeath getting buffed? Was that just left out of the patch notes or did they decide not to do it?
I don’t believe that trait was ever discussed as being buffed.
If WvW, you don’t even need enchanter. Stay at max range and let your Izerker do the rest. Go in only for the kill. The only thing you should be worried about at max range is signet of spite or spectal grasp both are easy to avoid. Other than that, enjoy the hand massage at 1200 range.
You truly expect to beat any semi-competent Necro by merely ‘staying at 1200 range and letting the iZerker do the rest’?
you died to lesser numbers, keep QQ’ing though, your tears are delicious.
I am now reminded of why I’m not a forum warrior. Good day to you.
Is this one of the guilds that was in Mag BL late last night (1am ET)? I’m not ABYS, but you had at least 2x the numbers there.
Sigils with ICDs generally block each other. So if one goes on CD, all the others are on the same CD.
I thought those blockings were on sigils that were grouped together (ie, on-swap, on-crit, etc)
This is new, unless it got stealth patched. Earth should prevent geo I am certain, unless you wait 2 seconds then swap. Torment was not on icd with anything last testing I did. Anyone else have a corroborating story to determine if a retest is in order?
Why should Earth prevent Geo?
I hated literally everything about roaming with a Necro until I finally just relented and specced Dhuumfire. Also recommend Traveler runes, even for condition focused toons.
Rabid/dire armor, sigils of earth/torment. S/d and staff.
Scepter with Earth, Dagger with Torment
Staff with Geomancy
Start with S/D, after Earth procs swap to staff — Geomancy works
Start with S/D, after Torment procs swap to staff — nothing happens
John was honest on stream and wrote lol it sux
Really?
I mean okay. Go to:
http://www.youtube.com/watch?v=VgbxrtCvJLk&feature=c4-overview&list=UUP_FgMqOxp_VsM0UfrL-DxASet it to: 50:00 (exactly) and see the energy/happiness/joy from the Guardian heal.
Then set it to: 57:00 to watch it all or 58:30 specifically and watch to the end of the necro. It’s disheartening. It’s like Grouch was just waiting for it to be over… He healed for 5.6k with that 35 second CD heal…
Just watched it…
awkward.
Someone link the video?
Honestly, the best thing to do would just be to take the older version that the current tooltips show and add the debuff stack limit. That would be a skill I could be happy with. Granted, a small self-heal garuntee would be nice, but even without, I’d prefer that over what we’re getting.
Add the self-heal, increase the cooldown to 30s, lower the cast time to 3/4s.
Not that it really matters anyway—the dev’s found that they wanted to add a new heal for Necro’s that completely counteracts our entire class mechanic.
35s CD makes it only like 3-4x better than the new Necro one. Still much more looking forward to trying this one out.
Well, at least I can looking forward to my Mesmer’s new OP heal.
Heal is every 3s, and gave about a 4.5k heal on activate. Refreshed phantasm cooldowns (the actual summon skills). Didn’t catch if it refreshed the phantasm attack skills too.
Cooldown?
Can someone shed some light on the info provided in the cast?
Oh, it also now has a 1.25s cast time? kitten , did all other healing spells they previewed turn out to be garbage?
So, 1 sec icd on passive and active, around 300 health siphoned on active. 25 stacks on enemy and 35 sec cd recharge. While it heals for around 4k initially this just seems like utter rubbish compared to every other new healing skill…
I just find it…. boring.
Here were the numbers (no idea the traits, but he was zerker)
Active siphon damage 286
Active siphon heal 422
Initial self heal 4035
Passive heal 340
Cooldown 1 second on passiveYou really have no way to use more than 5 charges yourself on any target, so there goes any desire to use dagger or axe to try and get more healing/siphon off a target.
So what happens is this. You sit around with the signet on doing a marginal retal damage, with a somehwhat better than regen figure on you, until you need the heal, which can then AT BEST get you 4000 + 5*422 or about 6k healing.
Solo roaming I am not sold.
However…..
This is a much needed buff to group play. 5 man teams can mark the opponent necro (ironically) and just go to town on him. He will take upwards of 20*300 or 6000 bonus damage, in addition to giving your party a 2k heal.
Also range 1200, but the cast time is so long (at 1.25 seconds) so it will not be easy to land.
Er, wait. So the in game ‘cut and paste’ tooltip isn’t accurate. This skill actually does now give a ‘normal’ big heal? That would make it much more interesting, except…
…did you say that the cooldown is now 35 seconds instead of 20? That is a dealbreaker for me.
Too ugly to watch.
The Engineer heal looks quality. THAT is how ALL the heals should be. Has that great risk reward play to it, what do Necros get? a crappy heal when attacked and a active heal that helps everyone else who already has heals of there own….
Pathetic heal choice.
Are you serious? In a WvW setting, the necro skills looks insanely OP. Passive heal of 341 per strike? It will be by far the best necro heal skill when multiples are hitting you all at once.
Until its time to actually heal yourself. Gotta hope you aren’t still getting focused or chain CC’d.
With this heal, you’d really have to be less aggressive.
I really hate the passive. Phantasm builds are strong enough. Now you’ll have the knight set phantasm mesmer with Persisting Image, Signet of Illusion, iDef, iDesen. Add on top of it PU. IC is now on 15 illusions too.
Its Heal per illusion, not phantasms.
Travelor Runes, even for Conditionmancer, have proved to be worth every penny.
I run a Traveller’s set armor on my mes and my guard and love it on both. Thing is, on the necro, I still want swiftness because 33% >>>> 25% and with spectral walk there is simply no need for traveller’s runes so you can concentrate on other aspects.
But then you essentially are pretty much wasting a utility slot. The best part about SW is the actual walk/recall.
As if my hybrid PU build needed a buff.
I’m presuming, and I guess everyone else is, that Bloodthirst will affect this heal? This heal could bring several other signets into play:
Locust- could help mitigate the loss of burst healing, as as ~1250/enemy heal (with Bloodthirst) in a 480 radius could add up.
Plague- for the condition clear that you’d give up from dropping CC.
This skill would be interesting with Plague form in ZvZ.
Travelor Runes, even for Conditionmancer, have proved to be worth every penny.
The Engineer heal looks quality. THAT is how ALL the heals should be. Has that great risk reward play to it, what do Necros get? a crappy heal when attacked and a active heal that helps everyone else who already has heals of there own….
Pathetic heal choice.
i somehow fail to see where the risk of the engi-heal is…
as for the warrior heal:
http://www.gw2db.com/skills/23544-defiant-stance
it’s only 3 seconds.
depends how it works i think. if it has a base heal and converts all damage, even conditions, into health, then it’s OP.
if it only blocks attacks and heals for a fixed amount (the 125 in the link) per attack, then it’s fine, i think.those are level 1 stats. It heals for 3600ish on use, then heals for all damage taken beyond that point.
I think it would have been better if the active part was something like:
The Next 3-5 attacks are absorbed and the damage is turned into Healing
That would have been the warrior heal.
I’d like Death Shroud to no longer be a full damage absorb. Its a complete disaster to try to balance with it as it currently stands.
Allow Necro to take damage while in DS.
When going into DS, you get additional benefits — high toughness, stability, protection, or whatever.
Allow full use of heals, siphons, utilities while in DS.
8/10 Nice look. Which mask is that? Love the subtle green glow.
A bit too simple, and fire-parts are not very necro themed, 6\10
Need to do something with colors, any advice?
upd. add some greens and transmute staff to deathwish
8/10
same question as above…what chest/shoulder?
http://images2.wikia.nocookie.net/__cb20080405071131/gw/images/a/a6/Avatar_of_Grenth_concept_art.jpg
Tried to get as close to this as I could with what I had in PvP
nevermind.
(edited by alanis.6094)
Looks like an interesting Signet that will be unusably in any PvP environment.
why?
Because anytime someone gets marked, you are going to be met with dodges and chain CC.
Looks like an interesting Signet that will be unusably in any PvP environment.
My build is a mix of high Phantasm damage but with Solid shattering ability as well Mostly the stun and Confusion ones. Running 3 stun breakers as well (Blink, Decoy and Mirror Images)
My other main is a Mesmer; and I’ll say that any decent condition necro should stomp all over you and your lack of condition removal. Perhaps 12/10 with Menders Purity buff it will help (and should help my Mesmer build a lot), but currently unless you insta-gib the necro, you’ll likely be in a big hurt.
DP is already one of the best 2-3 spells we have. Its fine as is, and doesn’t need to be OP.
Here’s the kicker, though, necromancer gets a lot of these types of skills. Necromancer staff has effectively 4 [Lava Fonts] just sitting on the skill-bar.
Sounds like a great suggestion. I’m looking forward to twice as many skills on my staff from now on, with lots of movement abilities, stuns, fire and water fields so both staffs are balanced and the same thing.
You’re just used to having a game-play crutch. It’s not healthy.
I have played four toons to 80. When i think of “game-play crutches”, the Necro Staff is not in the conversation.
You basically want the staff for a necro to work the same as one of the worst of the 20 spells the elementist staff has, ignoring that 1) that spell is a fire field, 2) many spells on the ele staff aren’t bound to your ridiculous delay suggestion, and 3) there are several ele staff spells that are significantly better than any spell on a necro staff (and any other necro weapon, for that matter).
Here’s the kicker, though, necromancer gets a lot of these types of skills. Necromancer staff has effectively 4 [Lava Fonts] just sitting on the skill-bar.
Sounds like a great suggestion. I’m looking forward to twice as many skills on my staff from now on, with lots of movement abilities, stuns, fire and water fields so both staffs are balanced and the same thing.
(edited by alanis.6094)
Fun fights to watch, but also a bit frustrating.
I try to learn from successful Necro’s on how to 1-2vX, but this video didn’t really help that much because every time I said to myself that “I’d be chain CCd here”, I see that you had Stability from your teammate. Its a different game for those of us without Stability bots.
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