Hey!
We (Nyqwist, Kranox, Djooce) are looking for a warrior and an elementalist to complete our roster. We dont care for current or past leaderboard rankings! We care about excellent mechanical skill (backpedaling and keyboard turning is a big NONO) and game sense.
Do you think you have what it takes? Feel free to message me ingame!
//DJOOCE
Necromancer – Djooce – EU
maybe check out the minor traits as well, they are funny when you look at stuff like
http://postimg.org/image/v7ykqg8il/
at 25% hp u get 1 might for 5 seconds …… and that trait even is a 5(earlier 25) point one
You get 1 stack of might every time you get hit at and under that threshold. It even works when you are in ds. It is not as bad as you think although the threshold could be bumped up a bit. 30-40% would be a viable solution.
This is a huge problem and the best way to solve it would be to make an option to view all enemies as humans. As proposed already! That way one can look how they want and be whatever race they want AND still be able to see animations from enemies.
Bump!
/Looking again
Good luck!
/15char
My new team might be up for this jebroo.
Builds using axe or dagger main-hand tend to generate a decent amount of life force. The problem is with scepter/staff builds. Feast of Corruption is nice but takes some time to build up. Staff auto is not reliable and really needs a change – the piercing part does not justify its slow speed and cast time ANET. I agree with Leeto on most of the things that he points out and i also think that life force generation should be changed to be more frequent. If this happens then i would be fine with having a smaller pool.
These changes would make necro have a higher skill cap due to life force management (offensive/defensive) – which most necros still struggle with.
just because I don’t have a stunbreaker doesn’t mean i don’t survive…
While I agree with your general assessment, you could easily give up Signet of Spite in favor of a stun break. The more or less only valid use of this signet is applying cover conditions, but since you don’t play a condi build you have very little reason to run it in the first place.
This is bullkitten! Dont listen to him – Signet of Spite is good for defensive purposes (Uh Oh 14 seconds of weakness anyone?!?). It also blinds and is generally a good allround signet used for different purposes.
I agree with this even though i dont play a ranger.
You need a ‘break stun’ buddy! It is not debatable!
Are you not playing the game? Are you kidding me? Necro takes zero to no skill using staff spam and using all minions which you don’t have to control and you say they are useless? They are op!
Staff spam!?!?!?!? With high cd’s and a mediocre auto i do not see how one spams with staff? You are probably one of those guys that never played necromancer.
Although i do take back some of the critique that i have given due to the fact that i have realised how strong dhuumfire is once you get used to it and learn to maximize its potential with your rotations. I do still think that we lack in some areas but overall we are not too bad.
Condi engi is the best 1v1 build.
Lol no! Turret engi might be the best 1v1 build ..
I agree with Bhawb that say our Bleedstacking compare to a Ranger with Krait Runes is very weak, we are bad at most Condition stacking when it comes to speed it applies, we however are superior in the way we can “flip” them Deathly Swarm, Corrupt Boon, epidemic, Plague Signet aso. I Consider Necro still an ok Class when it comes to Condition all-in-all just not in applying.
I strongly disagree with CHIPS about Necro being the most boring Class to play and imho the only reason I still play the game or even visit this Forum is cause I love to play the Necro in good or bad times. Tought that were the case for most of us here tbh.
Necro only excells in 1part of this game atm and its WvW specially big Guild runs, when we run out with 25ppl we tend to have 4-6 Necs and our co-ordinated Well-Nuke kills more then anything else on the Battlefield its just a fact.
Our bleed stacking is by no means weaker than a rangers. Scepter auto is insane at stacking bleeds by itself and even more so if combined with a high critical hit chance, barbed precision and an earth sigil. Our bleed duration on weapon skills are also longer by default. Ranger gets a high amount of bleed stacks faster – but has to maintain them by sustained attacking. A necromancer can let his bleeds roll while applying other conditions.
Yeah Dj plaied few games 6/4/0/0/4 today and it was not bad and also started to use frailty , this one exta condi every 2s is realy big thing thb
Combining dhuumfire with doom is the best controllable burst we have had since gw2 release on a condi build. Yes, and you do not even need crit chance to proc frailty since it is on hit which makes it viable for both rabid and carrion. 6/4/0/0/4 with frailty can kill bunker eles if played right.
On my way to work this morning i had an idea. What if the dhuumfire trait also reduced the cast/activation time of life blast to 3/4 of a second? Would it be over the top? Would it make it more reliable? Would power builds benefit too much from it?
Imo it would make it a tiny bit more reliable to hit and combo dhuumfire with everything else in death shroud. Incendiary Powder is a master trait and basically does more damage than dhuumfire while also being easier to get off. Dhuumfire is a grand master trait and therefore i think this change could be justified. What do you guys think?
(edited by djooceboxblast.9876)
Good guys!
/15char
I do not think that our profession is bad at bleed stacking – actually the opposite. We are very good at stacking bleeds – the problem is that it is our main damage source on a condi build with a little support from poison and fear. This is why I have started to run dhuumfire again – and tbh, i think that the new version is better than the old. The only problem with the new dhuumfire is the cast time of life blast, but its not really that big of a deal.
Even though we can stack a high amount of bleeds – it doesnt really matter when the stacks get cleansed right away and you can start all over again. This is why sigil of frailty is a superb choice for condi necro using vulnerability as a cover condition for your bleeds and soft cc like chill, cripple and weakness.
Forget balance. The more pressing issue is:
Necromancer is boring as **** to play.
So it doesn’t even matter if necromancer somehow become balanced. It will still be the most boring class in the game.
Nothing really excites me about the GW2 necro. Nowhere near GW1’s necro, which held my attention for 7 years.
I’m sorry but why are you here then? That is your personal opinion and has absolutely nothing to do with this threads topic. I enjoy necromancer the most out of any profession in the game. Back to topic please.
Dark Pact or Dark Path?
A gap closer is a mechanic related to control and refers to any skill or effect that decreases the distance between the player and the target. Leaps, teleports, and shadow steps are skill mechanics that can be considered gap closers.
Necro (
mobility) gap closer skills:Dark Pact: Teleport your target to you. Your next attack Immobilize.
Range: 900, Teleport Range: 600, Activation Time: 1 s, Recharge time: 25 sSpectral Grasp: Teleport your target to you. Chill, daze them and gain life force.
Range: 1500, Teleport Range: 1000, Daze: 1 s, Activation Time: 3/4 s, Recharge Time: 30 s
And your point is?
Thought I’d post what my build does and how it works in tpvp. Its just a simple tpvp match with guildies.
don’t see how thats relevant, you played against bad players and didnt get focused even once and it’s already established that necro does well in that situations.
also pls stop walking backwards all the time and clicking skillsI win 90% of my games with this necromancer build. Either the matching system doesn’t work or the build does.
But thanks for the input.
The matching system is working since you are playing against bad players as a bad player. Your mechanics are clearly bad and you should use the input that people are giving you to become a better player. I will gladly help you ingame if you are willing to learn. Players who are too stubborn to acknowledge that they can improve by simply changing up and removing a couple of key binds are bad for the overall development of the game and balance.
Allow Transfusion (Blood …) to heal the Necromancer under DS and it will be enough or elseway allow 50% healing reduction under DS.
The devs specifically said the only reason they buffed this trait (and thus made it strong enough for use) was because of the fact that it doesn’t heal the Necro. It would have to remain as such to stay as is.
It would be completely and utterly op if it also healed the necromancer. If you run out of life force right after casting it – the cast will continue and heal you because you are no longer in death shroud – not that it matters but just a fun fact. I would love to see better support weapons for necro because we have so many good traits that would make support builds super viable and fun to play.
never seen a cele ele use arcane blast and the rotation you talk about is wrong too. rotation is fire water earth air. on my ele i can cleanse about everything and the only time i cleanse anything against a ranger is when i have 10 bleed stacks on me.
as for trapper, dodge into the traps, wait outside of the point until they are gone. ranger will have about 20 sec cooldown in which you can attack him as much as you like.i already said this, trap ranger is similar to a less effective bomb spam engi with the difference that any ranged class will totally wreck you if they are not too stupid to dodge thrown traps.
and from sheer design perspective… warrior is the strongest 1vs1 class and not ranger.
sorry, you lack understanding of trapper and how to rotate it to keep the best possible uptime of condi pressure. The usage of torch offhand and axe mainhand allows for a continuous application of conditions with minimal effort required.
Trap ranger is nothing in comparison to condi necro, engi or warrior. Traps are not good in high tier tournament pvp and that is just the way it is. Funny fact – as a necro i would rather run into your traps, eat all your condition pressure, and then transfer it all back. What else does a trap ranger bring other than condition pressure? Maybe a fear or an imob from a pet. Engineers brings more cc, better sustained aoe condition pressure, and support. Necro brings more soft cc, boon corruption and better sustained aoe condition pressure. Warrior just brings way higher single target condition pressure and is way better for 1v1 side node fighting.
i just wonder why i don’t see all this storys some peoples tell here in
top teams happen and also not in esl games, tol tourny or even in the top ~50 leaderboard games in eu.i can also start telling oh i beat everything with trapper ranger, power ranger or even some builds i just try around.
what i actually do alot, since nearly all stoped playing pvp after the tol tournament.
but the people i can beat with trapper ranger or power ranger i can also beat with everything, because the player skill difference.so ofc it is possible, but only if my ranger player skill is much better then the enemy players skill on his profession.
if its equal it happens realy often that the ranger get downed over time (outsustained).at least, yes the 1vs1 bunker ranger is still good and can win much 1vs1 of course.
but there is no real reason to take this kind of ranger instead of a staff ele or d/d ele as backpoint player, a 1vs1 based warrior overshine it anyways hard still.i tryed some 1vs1 based ranger builds vs a verry good staff elem and i just was not able to down him. it gets even dangerous to stay all the time on point if the ele know what he have to do.
so in my mind a staff ele is always the better chose actually then a backpoint ranger.more mobility
more team support, heal
aoe damage and good assist.with a 1vs1 based ranger you can follow your enemys with axe, torch, sword, dagger like a kitten, deal single target damage and get some aoes in this time you chase a guy by doing not as much damage.
a 1vs1 ranger is not a huge help if you want to win a teamfight.and then, when it comes to the point that you have to do your backpoint job and leave the teamfight fast, you get outruned because the mobility is a bit to low to be fast enough back on your point.
or you choose the option to stay near to your point and be nearly completely useless in the teamfight, shortbow is anyways really low damage without sun spirit.dont understand me wrong, i dont say ranger is complete crap atm,
but in my mind it’s in the worst position compered to the other professions at the moment.
its like the ele before the patch, it can be decent, but compered to other builds/professions not worth to take into a team.edit:
but it looks again like it’s just not working to speak about balance in a forum, because there is a huge skill difference betweed some peoples complain.
but also much peoples really think they are playing like gods by never played a esl, in the tol or in the top rank of leaderboard,
means never faced much high skilled players or even know how to play a organized team pvp match… Oo
The devs are busy with China – Be haaaaaaappyyyyy!
Thought I’d post what my build does and how it works in tpvp. Its just a simple tpvp match with guildies.
don’t see how thats relevant, you played against bad players and didnt get focused even once and it’s already established that necro does well in that situations.
also pls stop walking backwards all the time and clicking skills
Way too many players including necromancers have bad mechanics in that regard. Unbind your ‘run backwards’ and ‘turn’ keys and learn to use your mouse and strafe keys. You are only doing yourself a favor and will become a better player in the long run.
i agree that pets need to be fully controllable. micromanaging knockdowns from wolves would be very good and require a bit of skill. and for the sake of noobs they could add an “automode” in which the pet does everything on its own. at least thats the way how some other Reborn mmos handle their pets.
And it is not like the game is hard to manage when it comes down to the amount of available skills/abilities compared to other mmo’s where new players have managed fine. The developers have to acknowledge that having a learning curve to a profession/class is good which also feels rewarding to explore.
I agree – Ranger is rather dull and i think a lot of it comes down to the design of the ranger weapons and pets. In my opinion every single pet ability should be controllable – not limited to 1. This has been brought up before and the dev response was that it would be too hard for new players to manage. Say what? If new players can manage Elementalist attunements and/or Engineer kits/toolbelt then i think they will be able to manage 4 or more pet abilities. Oh, and include all traps in a kit functioning like an Engineer kit or buff them in other ways. They suck!
What Karla is trying to say is that rewards shouldn’t be the main reason for population increase, it should be the infrastructure. Yes?
Anyway, I’ve always been saying: yes rewards are great, add them, they can’t hurt. But what should be the priority is the proper infrastructure. Have visible in game ratings, proper ladder, make it competitive. Those things are really not hard to make. That will actually keep the population.
Also, there is a huge drop in pvp playerbase already since the patch. I remember having 1 minute queues and now they are mostly between 5 and 10 minutes, which is a very long time to wait to get a bad matchup anyway. These rewards are not bad at all, but they are definitely not enough.
This! Visible ratings, ladders etc.
What if the vital persistence 50% reduced life force degeneration was made default and the trait was reinvented to something else like maybe being able to heal through death shroud? We all know (or at least should) that we lack sustain and most of the time have a hard time regenerating life force appart from a certain few builds.
Just an idea – tell me what you think!?
.. Still looking! Willing to reroll if needed.
/15 char
(edited by djooceboxblast.9876)
Black Jack played necro for CM a while back right before dhuumfire got nerfed. So yes, CM played with a necro before hambow got discovered. I played against them, so i should know.
Before Dhuumfire nerf, almost any team ran Necromancer.
I don’t know how it can be considered relevant.
How can it not be considered relevant? What you say is completely right, but why would any team suddenly stop playing with a necro? Dhuumfire combined with everything else (terror, bleeds, poison) made necro able to melt basically anything in seconds without even trying hard/being skilled – and that was the only reason why people wanted to bring a necro and that as a trait is not really reliable in tpvp anymore.
Sure, corrupting boons is a nice craft but mesmers do something similar by stripping boons while also bringing more damage, mobility (blink, phase retreat, portal) and tactical possibilities (portal, mass invis, moa).
On top of that we got several other nerfs (terror, mark of blood, grasp of the dead, weakening shroud, putrid mark, corrupt boon) and necro as a whole is “worse” than it was pre dhuumfire. We have gotten some buffs here and there aswell (path of corruption, bigger default marks, longer poison on putrid curse), but nothing that really makes up for our losses and the development of other professions.
(edited by djooceboxblast.9876)
Team Paradigm was a top team for quite a while (before quitting obv), and they forced Symbolic onto Ranger. In NA you simply got kicked if you were a necro that didn’t reroll.
Who was before forced onto Necromancer from Elementalist.
That is nto true. CM played with necromancer, in fact Blackjack mains necro, he just doesnt feel its worthwhile bringing one to teh team atm and therefore plays different classes.
55HP sometimes brought a necro when they where still called [shad] aswell.I can’t find any match in which CM played with Necromancer. The oldest match I can find is from the first days of November and they were already running the double warrior team comp and, if I’m not wrong, CM formed around october.
Same applies to 55HPM (so [shad]), can’t find any worthwile mach when they were playing with a Necro.
If they ever played a Necro in their team comp, then I would say it was for testing purposes as they never really played with Necro stably.
I’m still waiting for a viable build from you, that can stand on its own like all the meta builds for other professions.
Path of Corruption Necromancers are extremely solid. You aren’t forced to pick Dhuumfire so you can spend the remaining 8 traitpoints on defensive traitlines.
Now that DS can soak more damage, you can sustain a lot by investing in Soul Reaping and high vitality.
Team Paradigm were forced into playing necromancer after the dhuumfire patch. Necromancer was extremely strong at that point and so was s/d thief. Phantaram switched to necro and Xeph to thief. I happen to have played with and talked a lot to the guys from TP, and before the dhuumfire patch they never wanted to play with a necro because there were other more viable choices. Which is why Symbolic rerolled to ranger.
Black Jack played necro for CM a while back right before dhuumfire got nerfed. So yes, CM played with a necro before hambow got discovered. I played against them, so i should know.
Shad never really played with a stable necro in their team – so that you are right about! I also talk a lot to Karsaib from 55hp monks, and also they think that necro is in a really bad state. “Necro sucks kitten ” Karsaib.
I am not stating this to prove you wrong – i just think we need correct facts to state the obvious.
The developers were very transparent when the latest patch was just around the corner. Where are they now? I have not seen a dev comment on a single thread for a very long time. You have gotten a lot of feedback already – but it gets frustrating to give it to you when it is a one-way communication/dialogue between players only.
Team Paradigm was a top team for quite a while (before quitting obv), and they forced Symbolic onto Ranger. In NA you simply got kicked if you were a necro that didn’t reroll.
Bhawb, maybe you could link the podcast from yesterday here?
Maybe make a few pointers for discussion.
That brotherly love! Ventari is not a bad necro – but from watching the games yesterday i can point out a couple of mechanical weaknesses.
Hey Ventari here, I would really appreciate feedback, so pls tell me your opinion about my playstyle yesterday, but don’t come with: u hit a skill in a dodge/u used a skill too randomly etc cause these things just happen from time to time, but if u provide good feedback let me know
Stop clicking if you still continue that
he stopped ages ago when he got the new mouse and could keybind his skills properly[/quote]
Now its just the backpedaling and keyboard turning!
Has it really come to this?
necromancer is by no means a bad class in tpvp it just requires a better positioning and understanding of how the class works than many other classes..having ventari on his necromancer in team boon is really an advantage for us and due to his skill he is extremely useful in almost every situation
That brotherly love! Ventari is not a bad necro – but from watching the games yesterday i can point out a couple of mechanical weaknesses.
And please keep replies/posts civilized – i dont want this thread to be locked!
Wow, please stop embarrassing yourself.
Thieves survive only because of the mobility and some evades, if they stay on a node for more than 2 seconds, they die.
Or are you going to say it isn’t true?
If they stay on a node? A thief is never a free kill in a team fight. A decent thief with initiative and shadowstep/refuge will almost always be able to get away. A necromancer on the other hand cannot just get away. Now necromancers are almost always the first to be targeted because they are a threat if left alone but more so because they are an easy target.
What game are you playing? :O
The same you do.
A Hambow warrior can bring better sustain, mobility, AoE condi pressure and CC.
What are you even thinking when you compare that to a Necro? Lucky epidemics? With the amount of nerfs the Necro received on his AoE bleeds, combustive shot alone deals much higher and sustained AoE condi damage than a Necro can output with bleeds.
The hambow mobility is rather bad.
The sustain has been nerfed and it is not as good as it used to be.
The condi pressure is carried only by the runes of strength 25 mightstacks madness.
Other than burning, there is nothing left as “condi pressure”: no poison, no AoE bleed, no AoE torment, no chill.
The CC is superior on Necromancer by far.Still, an hambow warrior does not provide boon removal which is quite of an huge selling point for Necros.
I really don’t want Necros to be crazy OP. What you’re suggesting is giving Necromancer mobility, even more sustain and even more condi pressure? Pretty much you’re saying “let’s wipe away any downside of the profession so we can be good at everything”…
Then we’ll be back at june of last year.But their mobility and sustain are still better than a Necro’s even after the nerfs.
Signet of rage with dogged march, Adrenal Healing and Healing signet are objectively better than anything the Necro can bring.Huge AoE constant burning with might stacks is better AoE condi pressure than a Necro can dish out with all the other conditions.
Hammer CC is imo a lot better than the fear stacking a Necro can output and with more damage to boot on a lower cooldown.Besides that there’s also the matter of better 1vX mitigation and stability for stomps.
The only thing you said that can be objectively done better by the Necro is boon strip, but that seems like a bad trade-off for everything else.
I completely agree!
What game are you playing? :O
The same you do.
A Hambow warrior can bring better sustain, mobility, AoE condi pressure and CC.
What are you even thinking when you compare that to a Necro? Lucky epidemics? With the amount of nerfs the Necro received on his AoE bleeds, combustive shot alone deals much higher and sustained AoE condi damage than a Necro can output with bleeds.
The hambow mobility is rather bad.
The sustain has been nerfed and it is not as good as it used to be.
The condi pressure is carried only by the runes of strength 25 mightstacks madness.
Other than burning, there is nothing left as “condi pressure”: no poison, no AoE bleed, no AoE torment, no chill.
The CC is superior on Necromancer by far.Still, an hambow warrior does not provide boon removal which is quite of an huge selling point for Necros.
I really don’t want Necros to be crazy OP. What you’re suggesting is giving Necromancer mobility, even more sustain and even more condi pressure? Pretty much you’re saying “let’s wipe away any downside of the profession so we can be good at everything”…
Then we’ll be back at june of last year.
How on earth does necromancer have better cc than a hambow warrior? Soft CC maybe, but hammer brings way better hard cc. Oh and the AOE bleed, poison and chill that gets cleansed every 5 seconds. I encourage you to get good at necro and play against decent teams.
Stop trolling and go away please! You are starting to annoy me.
(edited by djooceboxblast.9876)
The thing is – there are many other professions that are good at team fighting which also have good mobility for fast rotations. Warrior, ranger, ele are the most noteworthy of those. As a necromancer you are forced to run either speed/traveler runes or spectral walk/warhorn to have a decent uptime of swiftness/movement speed. Necromancers are great at team fighting but need other professions to protect them. When you meet a high mobility team that forces you to keep an eye out for every point on the map – you do not always have those other professions to protect you which means that you are easily kitten by faster rotating teams.
The last ESL 6v6 tournament is a pretty good example for showing how good necromancers are at team fighting with the right support. But conquest brings totally different scenarios and requires a good deal of mobility/sustain(staying power) for you and your team to be succesful. Necromancer by itself does not have that.
Necromancer is the only profession who is able to melt anyone he wants if played properly while dealing a decent amount of AoE condition pressure.
No other profession has this teamfighting capabilities, that’s why it should carry also an opportunity cost with it.If Necromancer also had good mobility and even higher sustain, then they would be a must-go in any team and will eventually outshine any other profession at it. There aren’t that many profession who can solo a bunker easily, if I’m not wrong.
So why would you bring a Warrior or an Ele when you can bring a Necro which provides better staying power, better CCs and outputs higher pressure?What I tried to say before is that if you are running a Necromancer and get outrotated by an high-mobility team comp it is probably because you’re playing their game.
The point of high-mobility team comps is to split fights on three nodes and win on small scale combats, so if you’re playing for three points you are obviously going to be out-rotated because you’re adopting a playstyle which isn’t suited to the build you’re running.Also, Necromancer has an huge deal of sustain. Of course they can’t survive to team focus from extensive amount of time, nor they can disengage the fight (this is an issue of other professions too), but they are tanky enough to eat a good amount of damage. Death Shroud, after the double damage bug has been fixed, provides an huge amount of tankyness to Necromancers and Plague has always been extremely good for holding points against multiple people and to force enemy players out of it.
What game are you playing? :O
Every single top tier player will tell you the same thing, coordinated PvP is about rotations.
Really? I don’t think so.
PvP is about rotations as much as teamfights. You can rotate as good as you want, but if you lose teamfights, you’ll lose the game because you haven’t the staying power to defend your nodes, nor to cap them back.Try to play with 5 high-mobility professions and without a guardian, which is the Teamfighter (with capital T) and let’s see how your team holds up.
I’d really like to hear top tier player saying that teamfight capabilities don’t matter with a straight face.
The thing is – there are many other professions that are good at team fighting which also have good mobility for fast rotations. Warrior, ranger, ele are the most noteworthy of those. As a necromancer you are forced to run either speed/traveler runes or spectral walk/warhorn to have a decent uptime of swiftness/movement speed. Necromancers are great at team fighting but need other professions to protect them. When you meet a high mobility team that forces you to keep an eye out for every point on the map – you do not always have those other professions to protect you which means that you are easily kitten by faster rotating teams.
The last ESL 6v6 tournament is a pretty good example for showing how good necromancers are at team fighting with the right support. But conquest brings totally different scenarios and requires a good deal of mobility/sustain(staying power) for you and your team to be succesful. Necromancer by itself does not have that.
(edited by djooceboxblast.9876)
Dear Blackmoa,
I main elementalist and after trying out multiple classes when the elementalist was nerfed to the ground I found the Necromancer and the engineer to be the most rewarding.
Engineer has an amazing burst and great mobility and perks. The Necromancer has very very high damage, high hp, quite tanky even if you go full zerker.Just so ya know I start thinking a class/build is good only when you can beat people in a 1v3 which I did several times with the necromancer. Now I have not tried out many builds with the Necromancer I’ve just made a power minion build and when the minion AI was ruined I switched to just Power/DS-build. 15 stacks of vulnerability, 100% crit chance. It all adds up to 4-5k dps from 1200 range. Near double that in lich form so I don’t quite understand why you think that the Necromancer is in a bad spot right now in tpvp…
Necromancer has always been amazing against new or unexperienced players which is why you might have had good experiences with 1vX fights. When you start playing against ‘top’ players/teams it is a different story. It is possible to win 1vX fights as a necromancer in high-tier matches but it requires a good deal of luck and EPIDEMIC. The most common power build on necro which is 6/2/0/6 is a great damage dealer but comes short against organized teams. Necromancers are usually the main target and if the enemy team realizes that you are a power necro you will be targeted even faster. You cannot discuss balance by damage numbers or stats. The only way you can judge a build viable is to try it in a certain scenario which in this case is tournament pvp.
I hope we can discuss this further on sunday.
(edited by djooceboxblast.9876)
I agree with all of it. Good post! +1
Oh, i already made one aswell!
So what are the problems of necromancers in PvP?
1.) Low mobility. PvP is mostly about good rotations and having a necromancer on your team slows you down and forces you into a team-fight play-style and therefore making you less flexible than other compositions
2.) Bad downed-state. A downed necro can’t do anything about getting stomped. This further encourages teams to focus a necro before other classes.
3.) No sustain. Necro is supposed to be a sustain class according to anet, but their lack of boons(most importantly vigor) combined with point 2 of this list make necros a dangerous choice in longer fights.
4.) Toxic gameplay. Playing against necromancers is 100% anti-fun. Winning against one doesn’t feel like an accomplishment most of the time while losing to a necro feels like being cheated.
This 5 points need to be addressed in order for necromancers to get a healthy spot in the meta.Proposed changes to achieve this:
1.) Increase range of Flesh Wurm and make it exchange place with the necromancer on reactivation instead of killing it. If used with poor positioning the Wurm will quickly be killed. If used to get out of a bad situation the effect will be nearly the same as now. For balance reasons maybe increase the summoning cooldown.
2.) Give necromancers a way to prevent a stomp. Maybe make their #2 ability “Your downed health becomes lifeforce and you enter deathshroud for up to 3 seconds. Afterwards you are downed again with your remaining lifeforce as hp” You could still dps them down but stomps would be prevented and the necro could get into a better position to be rezzed
3.) Flavorful access to vigor. A prime candidate for this would be the Spite 5 point trait(former 25) siphoned power. Proposed new trait:”Gain vigor when you remove a boon”(with internal cooldown of course). Maybe a buff to lifeleech trait base values but addition of an internal cooldown.
4.) Remove fearstacking. Fear and Immobilize are the only forms of CC that stack in duration and seriously, they shouldn’t do that (I still think immobilize stacking was the worst thing anet ever introduced including the loading screen bug which at least wasn’t intentional). Also maybe don’t make fear duration increase with condition duration, it simply is no fun to be feared for ~4 seconds just because the necro you hit had nightmare runes equipped. CC chaining someone should be at least somewhat reliant on team coordination and not just spam everything. Maybe lower dmg of terror and add more utility like a 1sec chill at the end of the fear.That’s it from me, pls discuss
Go there and upvote it. (+1). It should bring some attention.
I copied the main post to the Profession Balance subforum. Moa, I hope you do not mind.