Even though we do not really have a condition meta in pvp anymore. Most comps consist of guardian, warrior, ranger, thief, x (warrior). The problem is not the 2 stacks of bleed as you say, but all the conditions combined. It makes it very hard for anyone to cleanse all the conditions before new ones are applied by a necromancer. My problem is that it is way too effective compared to the investment that it takes to pull it off.
It is all about risk/reward! A necro can be really kittening bad but still be effective due to this single utility.
Lately the forums have flooded with threads about how over powered the warriors healing signet is. I can agree with most of these threads and i also think that the healing
signet is over the top and brings nothing but broken balance to Guild Wars 2 PVP.
This thread is not about the healing signet so lets get to the point which revolves around another signet – signet of spite. I myself play a necromancer and have done so since launch and have thought about making this thread for a long time. The main purpose of the thread is to constructively discuss signet of spite and hopefully come up with a solution that can help ANET redesign the utility into something more balanced and less “life” changing.
From overhearing several PVP streams i know that most top players agree and think that signet of spite in its essence is over powered especially when activated on/against certain professions like mesmer, elementalist and engineer. Most necromancers will use and combine it with a condition/fear chain letting them lethally pressure their target with little to no investment.
[Signet of spite]
Passive: Improves power.
Active: Inflict bleeding, blindness, crippled, poison, vulnerability, and weakness on your foe.
Passive effect: 180 power
Damage: 263
2 Bleeding: 10 s (850 damage)
Blind: 5 s
Crippled: 10 s
Poison: 10 s (840 damage)
5 Vulnerability: 10 s
Weakness: 10 s
Range: 1,200
Let me know what you think, and please keep it constructive!
/Djooce
I can only grin at the foresight of necros being nerfed >:)
Does not change the fact that I will still be kitten engineers for breakfast, lunch and dinner!
Oh and btw ANET, remove or change signet of spite! We do not want more win button necromancers even though i enjoy it myself from time to time in solo Q.
Oh the joy of being smashed in by 2 hammer warriors with zerker stance as a necro in a tournament game! The feeling of being kitten D while chained and able to do nothing about it!
Must be same feeling like beeing chain feared form 100 to 0 by only one necro.
If that happens to you a lot you must be really bad!
Also, try run a stun break or some condi cleanse – BOTH WORK!
My conditions dont work for 8-10 seconds, so your situation is a whole lot better.
(edited by djooceboxblast.9876)
Oh the joy of being smashed in by 2 hammer warriors with zerker stance as a necro in a tournament game! The feeling of being kitten D while chained and able to do nothing about it!
I wonder how hard people would cry if there was a immune to physical damage below 25% hp :/
That’s what I said. Let necromancers have a death magic trait that says under 20% hp, you’re immune to all non-condition damage.
100 bucks it would no longer be a “Rock paper scissors” issue.
i do not mind that.
20% health is quite low.
for a 28k health necro that would be below 5.6k health.5.6k melts rather quickly to focused bleeding, burning, poison.
the trick is to apply them after the necro exhausted all condition removals.
Yeah but couple that with something similar to healing signet, adrenal health and boon regen Try melting that 5.6k health with focus bleeding, burning and poison.
You would need permanent burning and poison plus 1-3 stacks of bleeding. By the time you have that up the necromancer will have some condi clears ready.
Deimos, i hope you get abducted by aliens! If you are trolling people on this forum you have done a good job and succeeded. Stop while it is still fun! If you are not trolling people you should just go take a hike because as ron said then your sense of balance is beyond kittened.
I know you play warrior, so let me make an example. All other professions get a trait that makes them immune to power damage under 25% hp. You are running with power based weapons on your warrior which makes it impossible for you to kill any of these other professions. Would this be fun for you? Yes you could run a condi setup instead, or bring a friend but 100% immunity is never good for anything and destroys the balance of Guild Wars 2 PVP, even for casuals like you.
If life blast wasn’t so clunky the change would be amazing! I have always thought and said that dhuumfire was a bad thing to implement but with all the other nerfs we have seen to the necros bleed stacking potential, most condi necros are pushed into taking dhuumfire to be viable in a high level tournament environment where warrior, thief, ranger and guardian are the most desired professions.
Thankfully the spirit of nature has received a healing nerf because a warrior with a healing signet, adrenal health, boon regen and 480hp per sec has broken sustain and is nearly unkillable. Jusy sayin’!
But, lets wait with the whine until we have seen the rest of the changes, there hopefully will be some other routes to go as a necromancer. I for one, will cross my fingers.
I had originally though this wouldn’t be a problem, but there are just too many situations where I don’t have the time to, or cannot land a LB on a target. And to spend the time trying, especially if it is evading around me in melee range is just a waste of time.
You see DS3 hits no matter what facing I have, and the same with DS5. DS2, requires me to be facing them when the cast starts (which I can stand still and hit 2 for it to auto-face me), but then I can run away or turn away and it will still hit.
LB is so clunky in that I have to have the target in front of me at the end of the cast, and so often targets are not where they need to be when that happens. I could opt for a long range LB opener to get the burn on, but I lose my long range mark pressure, and I give up my doom when I need it after leaving DS to start applying conditions.
There really isn’t much to say about it. If burning had been introduced this way, I think it would have been much more balanced, and things like the move of GM, the move of terror, the nerf of terror, and so many other things could have been avoided.
Now though, you have to ask the question about what will make up for this change.
Also when does any of these changes take place? The streaming folks said the “feature” patch… there seems to be come confusion on if that is the upcoming patch or that future balancing patch sometime in the distance future.
I could not agree more. Life blast is unreliable as it is and will make dhuumfire unreliable aswell, atleast against certain professions who evade most of the time and use stealth!
I really hope they make up for this change and revert the other nerfs to weakening shroud, grasping dead, mark of blood and buff certain traits and lines to a viable state.
You do get 3 ticks of burning with 30% aswell. You do not even need runes that give you condition duration.
The change is great! We just got a better trait and even better when combined with a hybrid build. Im happy!
Oh please… I’m on EU. I don’t want to be all hipster about this, but I’ve been promoting carrion over rabid before it was cool :P
Rabid + Earth in sPvP is sooo 2012, and it was inferior to carrion even then.
Lopez, I’m sorry but by now you’re a clear minority with your oppinion. And as to the positioning and toughness vs vitality issues… you’re wrong, at best it’s an l2p issue. If you can’t handly going melee for a while you’re probably doing something wrong, not to mention the group support of taking some focus off your team mates instead of “hiding” at a safe distance.
Oh oh oh! At what level do you play? SoloQ or TeamQ? Carrion is not bad and neither is rabid. It is a personal preference and something you should sometimes choose depending on the enemy teams setup. Carrion works great against heavy condi setups and vice versa. Going melee may not be a problem but once you get focused by good teams your going to go down no matter what. Positioning and well thought through offensive/defensive decision making is key.
And again, a fact of high level play is that the vast majority of high level Necromancers, including the ones that have played on numerous teams and in many tournaments at the highest level of play GW2 offers, have said that Carrion is better and that Geomancy is better.
If you disagree, that is entirely fine and you are welcome to your opinion. If you want to post math that proves that, again that is fine. But otherwise you aren’t going to convince anyone that you are right just because you say so.
HI BHAWB! NA necromancers apparently prefer carrion over rabid but that does not make carrion a better choice. Top level EU necromancers have been running rabid for a long time and even Posi did in the PAX finals where as we all know Car Crash owned the kitten out of SYNC. Did Zombify run carrion? Also, geomancy is no longer as viable as it once was because of the heavy cc coming from hambow warriors. You are better of by taking energy sigils nowadays. Stop dwelling in past necromancer forum posts since these dont really apply anymore.
My ending keyword: rampager/carrion – go figure it out!
(edited by djooceboxblast.9876)
Last time i checked i had 10+ stacks of might due to this minor trait! But whatever, ill let you to it!
Siphoned Power-Gain might when your health falls below 25%
Seriously only 1 stack of might?
It is not 1 stack of might! You gain 1 stack of might every time you get hit under the threshold. Its potential is good if you can survive for a while in that state although i think increasing the threshold would make this minor trait amazing.
Increase the threshold to 40% instead.
Barbarians amulet is a bad choice. Zerker or Solders are way better choices. Why would you take dhuumfire with zero condition damage? 600ish damage every 10 seconds is bad, take close to death instead. Mark of evasion is also a horrible trait to take with your rune and amulet setup. You would benefit more from focused rituals in curses. Soul marks should be switched out with unyielding blast or something else.
I have a great idea. Lets unmake fear a condition so that we all have absolutely no chance of beating a necro and so that all meta builds can revolve around chain fearing.
RIP those daring few who choose not to use 3 stunbreakers for utilities.
WHAT? This change would actually make it harder for necromancers to chain fear since the overall duration of fear would be decreased. Are you actually aware of how many fears are available to a necromancer? Doom (DS – 20s cd (17 traited), 1-1½s fear), Reapers mark (Staff – 40s cd, 1s fear), Spectral Wall (Utility – kitten cd, 1s fear). The fear duration noted is without condition duration which complements the idea behind this thread.
If you get chained by these abilities you are horribly bad and should just quit the game!
From a necromancers perspective this is a great idea!
I dislike the fact that fear can be countered by stun breaks, stability
and condition removal. Right now most necromancers only think
about maximizing their condition duration so they can get the most effect out of terror and dhuumfire, and that in my opinion is something that kills build (condition) diversity and overall effectiveness.
If fear gets changed to be a stun – reapers mark and other fear utilities (spectral wall) should get reworked to have a higher balanced base duration making it as high as it is right now with the effect of condition duration. Dooms base duration is fine and the change would make the game more balanced since its duration with condition duration is broken.
This would be a nerf but also a buff. With fear as a stun necromancers will be able to counter condition immunity like bezerker stance, automated response and to some extend diamond skin (even though its not used in high tier tpvp).
Op condi spamming? I think you should try playing a condition spec on any profession and then come back.
If you are refering to necro – go spam all your marks and every single ability and see how well you fare. You will not be able to kill anything. If you get hit by signet of spite its a whole other story, but that signet needs to be changed and has nothing to do with condition builds in general.
So please dont come up with any other dumb ideas before you have actually tested things out in an active pvp environment and not just afk players and test golems.
Imagine 1 condi remove on a thief with feline grace and vigor. NO, just NO!
I still think that Dhuumfire is pretty strong in pve/wvwvw but it got nerfed in pvp (2 instead of 5 seconds). When Dhuumfire was introduced it was way too strong in pvp and because of this other professions condi cleansing got buffed while the necromancer got nerfed. Not only did dhuumfire get nerfed, but staff marks (putrid mark, mark of blood), grasping dead and weakening shroud also got touched by the nerf hammer.
As a full-time necromancer i can safely say that we are in a worse state than we were before the dhuumfire patch. We have seen more nerfs than buffs.
To some extend the necromancer is still viable in high tier tournament play, but it requires a lot more from yourself and your team than it ever has.
This post is made with tpvp in mind!
Most necromancers in tpvp are the first focus target in most tournament matches, and our 30/20/0/0/20 build (which is the most viable atm.) really lacks survivability and sustain. We are forced to go 30 into spite for the condition duration that helps most of our damage and dhuumfire which is needed with the recent bleed stack nerfs.
What if the boon duration and the condition duration was switched around!
– Boon duration goes to Spite
– Condition duration goes to Death magic
There are so many good traits for condition necromancers in the death magic tree and boon duration (for might stacking as an example) for power builds would fit the spite tree very well!
Condition necromancers would have to choose from dhuumfire or condition duration.
If choosing dhuumfire you would also get chill of death which is a really good and viable trait.
If choosing condition duration a condition necromancer would be able to trait staff mastery, shrouded removal, greater marks and reapers protection. The toughness from the Death magic tree would make the sustain of a condition necromancer way way waaay better.
In my opinion this change would bring more viable builds for tpvp and help the necromancer as as whole. Not only for conditions builds but also power.
(edited by djooceboxblast.9876)
I think this is a great idea! This would also make it easier for shout casters to notice important stuff making it even more exciting/interesting for viewers!
Talk about nerfing lyssa, perhaps buff some of the UTILITY SKILLS for thief/mesmer when it comes to condi clear instead. Lyssa is just broken, especially on warrior/thief with their stupidly short elites.
Change healing signet for warriors(i honestly thought Hambow was perfectly fine before healing signet…), give warriors a reason to use it or atleast remove the active completly if you want to keep the passive as it is…….. so people can’t press it by mistake!
Spell effect reduction?
Enforce human characters in tournaments, tho i guess that is something the community have to do,(no not team/solo queue) or atleast somehow enforce human models when spectating. For the sake of your viewers
agreed on the lyssa part ^^
How can you not agree on the healing signet part? YEESUS!
I play all classes you said (warrior, mesmer and thief) and i see the mesmer with more issues with balancing than warrior in what you call risk vs reward.
really? hows that
please explain it a little bitWith mesmer you can fight without fight, do you know what i mean? (Phantasms, clones) Blurred frenzy (no risk/high reward every 10/12 seconds) are just examples
yeah, that works if you’re using a phantasm spec (which sucks) and playing against idiots. if you played mesmer like you say you do, you’d know most mesmers play shatter and that the phantasms are maybe 1/3 of the damage.
I have to agree here…you are talking about zerker phantasm which is just not viable in tournys atm and with shatter you let your phantasms attack once before shattering
I don’t know where the notion comes from that phantasms deal no damage in shatter builds. Reality is that phantasm damage is always the top damage entry on your death breakdown against even a shatter mesmer.
Apparently most mesmers don’t realize that though. Mesmer is the one class that deals so much damage out of nowhere as no other and the shatter itself is just a very small portion of the total.
As far as phantasms dying, yeah, they absolutely can in certain team scenarios. But if they hit even once, they are already easily dealing more damage than whatever weapon skill another class would use for that cool down.
Blurred Frenzy – super high reward for almost no risk. 2.5s evade on a 10s CD
Distortion – up to 4 second immunity to condi, power and CC, which you can even have back to back for up to 8 seconds with a trait in a line that you invest 30 in anyway. This is the equivalent of a warrior using Berserker Stance, Balanced Stance and Endure pain by the way.
How is that for risk vs. reward?
I’m sorry but if a mesmer killed you with phantasms then he sucks because he cant land shatters, and YOU suck harder for beeing hit by phantasms till dead against a shatter mesmer. You got two chances to see phantasm skills coming, the animation casted and the phantasm animation itself. A well landed 3 clones + player body shatter can hit for 8k+ damage. That is hardly “a very small portion”.
And blurred frenzy has risk, specially against a warrior. We have to get into melee range to use it properly. Mesmer is a glass canon, melee against a warrior is a risk. It’s much safer to use staff.
You can’t compare Distortion with warrior stances, it is not equivalent to anything. Distortion actually has a drawback, strips us of all our clones (we loose both defense and offense), unlike warriors, that just press zerker stance/endure pain and keep tunneling you down and rolling their face on their keyboards.
And let’s not mention how the difference in mechanical demands of each class…Yeah but guess why distortion erasing clones isn’t as bad. Because you have that perma-vigor trait and you can’t really count a “good” Mesmer’s dodge. You also strip boons and cleanse other people’s condition with Null-field (Which is kittened strong if you knew how to make good Mesmer builds).
Your class is also the cancer that doesn’t allow AoE in sPvP to get nerfed considering AoE is usually the best counter-play vs. Mesmers. So stop playing the martyr and actually analyze why Mesmers are just as cancerous as Warriors.
Stop defending warriors! Warriors are in a far more OP state than mesmers are atm. OH! Mesmers actually have to activate a heal from time to time to stay alive!
I play all classes you said (warrior, mesmer and thief) and i see the mesmer with more issues with balancing than warrior in what you call risk vs reward.
really? hows that
please explain it a little bitWith mesmer you can fight without fight, do you know what i mean? (Phantasms, clones) Blurred frenzy (no risk/high reward every 10/12 seconds) are just examples
yeah, that works if you’re using a phantasm spec (which sucks) and playing against idiots. if you played mesmer like you say you do, you’d know most mesmers play shatter and that the phantasms are maybe 1/3 of the damage.
I have to agree here…you are talking about zerker phantasm which is just not viable in tournys atm and with shatter you let your phantasms attack once before shattering
I don’t know where the notion comes from that phantasms deal no damage in shatter builds. Reality is that phantasm damage is always the top damage entry on your death breakdown against even a shatter mesmer.
Apparently most mesmers don’t realize that though. Mesmer is the one class that deals so much damage out of nowhere as no other and the shatter itself is just a very small portion of the total.
ofc they deal damage but they are not the main damage source
They are, it’s just not showing well in the death breakdown, if you aren’t looking for it.
I also edited my post to add some comparison with your class in terms of risk vs. reward just to show you that listing a bunch of abilities of a class and for whatever reason claiming they are completely overpowered without even comparing them to what else is out there, seems strange and makes this thread look more like a whine than anything.
you cant compare mesmer to warrior..please read the op post again
mesmer lacks sustain, mobility, condition removal etc etc so you cant compare mesmer to warriorYes you can. Analyze bro.
Distortion = Berserker Stance, Balanced Stance, Endure Pain.
Sure you’re rooted when you’re using blurred Frenzy, but understand one simple thing, you also have perma-vigor so you’re technically not even rooted. When a Mesmer is dodging (and he can do this extremely frequent too thanks to that perma-vigor trait) he can actually use shatters. Can warrior actually deal damage when they use endurance dodge? Yeah but it isn’t as frustrating to deal with compared to Mesmer because its actually much more telegraphed.
Sure Warrior deals more damage AND is easily the better character when you’re actually good at this game but guess what? Its much easier to land your DPS as a Mesmer than a Warrior would. And MESMERS have Balanced stance, Endure pain, Berserker stance as they DPS at least 50% of the time. This easily makes Mesmer a more brainless class than Warrior in reality.
You don’t compare Warrior vs. Mesmer in terms of sustain. What you need to do is ask yourself if Mesmer isn’t as much of a “nine-lives million I messed up button class” or a “time-out class who waits until one guy messes up because they have so much easy defense mechanics” compared to Warrior right now or not.
P.S I don’t play my Mesmer with a stun break. The class is even more brain dead when you have it.
Because in all honesty, how is Mesmer different from Warriors right now? That Mesmers take more skill? No sorry that is ignorance and is an opinion equivalent to a 1300 Bronze ELO from LoL.
I give up!
Honestly I think only thing that needs nerf is healing signet thats whats made our sustain so good. But, at same time other classes such as necro need nerf.
YES lets nerf the necromancer more why dont we! Although i can agree to removing DUMBfire and reverting the weapons bleed application changes! YES PLEASE!
What makes the warrior ridiculous? HEALING SIGNET! The healing signet just needs
to get changed, it is waaaaaaaaaaaaaay to strong combined with adrenal health and boon regen!!!!! Fix the passive and buff the active! We want more active play that requires the player to think and not just run around being a kittening brain dead juggernaut!
This trait is good now?
Correct me if I’m wrong, but I thought Vital Persistence only affected the normal life force drain over time (i.e. not anything that you lose from damage).
Only applies to the natural degen yes.
It cuts it by 50% now though, which does allow you to sit in DS a lot longer. I wouldn’t say it is good, but just better. Good in a power build, but still not as good as unyeilding blast (in a power build) and DS cooldown reductions (in a condition build).
It doesn’t really hold a flame to soul marks or master of terror in my opinion either (condi builds again), unless you are going 30 points into SR (for a power build).
For PVE it is actually pretty nice. You can just sit back and ping away without having to worry too much about LF generation.
It is not something you would take for a condition build no. But for a 30 points in soul reaping (deathly perception) power or hybrid build it is worth taking. I cannot speak for wvwvw but in tpvp it is viable and a good choice.
Or nerf the passive and buff the active to something desirable? Adrenaline regen + signet passive + boon regen is just beyond kittened! AsigNET might aswell remove the active on the healing signet as it is right now because it is never used.
Or nerf the passive and buff the active to something desirable? Adrenaline regen + signet passive + boon regen is just beyond kittened! AsigNET might aswell remove the active on the healing signet as it is right now because it is never used.
I have been maining necro since launch – and been successful at it aswell!
Cast time on doom would be a welcomed change – no im not joking! That ability is beyond broken and needs a more obvious tell!
Vital persistence got a good buff last patch and has become a viable option in player versus player environments. It gives you a good amount of sustain by helping you maintain a critical amount of life force even when getting focused by 1-2 players.
Making it baseline will complement and move the necromancer towards the attrition profession that it is supposed to be.
This would also open up for a new trait possibility in the soul reaping tree – lets say something like being able to heal in ds?
(edited by djooceboxblast.9876)
Please dont give them any ideas! They might actually take them into consideration : )
Although i think that poison should decrease the healing – consume conditions is one of the strongest heals in the game and poison should apply to this like it does any other heal.
Then FIX Staff Mastery! IT IS BUGGED! Does not reduce cd’s!!!!!!!!!
IT IS A kittenING SOLO Q FORSAKER! RELAX!
Not bad Sensotix, not bad! I’ll give my opinion on the condition and necromancer changes.
Bleeding/Burning:
You would have to separate the two for this to be alright. The way bleeding damage scales with condition damage is fine when combined with certain other damaging conditions like poison, confusion and maybe torment to some degree. Bleeding is not fine when combined with burning and terror because these conditions just do way too much damage combined with a high number of bleeds.
Lowering the damage of burning would be the best solution. Maybe by 30-50%. This would maintain burnings position as the highest non-traited damaging condition.
Blind:
If all blind skills are made instant you would have to change skills like deathly swarm. An instant deathly swarm would be insanely over-powered due to the transfer of conditions.
In general i think this suggestion has to be based upon specific skills and abilities.
Poison:
Removing damage on poison is not needed. The damage from poison is by no means over the top and can be dealt with. Removing it would not bring substantial changes to the overall balance of the game.
Torment:
Torment Torment Torment? Why was this condition ever implemented, Anet? Just remove the dang thing or change it to something that does not do damage. We already had enough damaging conditions in the game before torment saw the light of day.
Fear:
Moving the terror trait to grandmaster could work. I would rather have changes made to Dhuumfire. Terror was never really a problem, before Dhuum brought burning upon the necromancers enemies, and is a cooldown reliant trait that requires some degree of skill to pull off.
Dhuumfire: Remove burning. Change it to a non damaging condition as a cover for the necromancers other damaging conditions. If this suggestion is implemented necromancers will be more balanced in terms of condition damage spikes. The necromancer is one of the only professions that has access to long duration bleeds and if these bleeds are covered the damage will go up just like we have seen with the addition of burning. Although as mentioned, burning is not a viable solution for a covering condition because its damage is way too high when combined.
Weakness:
let it stack in intensity and reduce the duration of weakness applied by skills a little bit – Good suggestion!
(edited by djooceboxblast.9876)
+1 for the initiative! I think this is a really great concept and I would not mind contributing if help is needed.
(edited by djooceboxblast.9876)
Necro was never useless before the dumbfire patch! It just required more skill, team coordination and setup to make it viable. Setups with 2 ele’s and a bunker guardian was the hardest counter, but anything else than that was completely manageable.
u know that when u nerf
Dhumfire
Doom
Signet of Spite
mark of blood
necro scepter auto attackat the same time necro will be dead , it will be free kill , u cant nerf so many things on one class at the same time
Forsaker Forsaker Forsaker! You among many others who have come back to the necromancer after they over buffed the profession seem really clueless about what the necromancer was capable of doing before dhuumfire and other buffs were introduced and implemented.
I can understand why you do not want these things nerfed because you would have to find something else to play to be effective unless you really wanted to improve as a player.
Right now it is way too easy to be effective with the necromancer by
spamming abilities without thinking about the consequences. Any good player wants to win because they defeated their opponent with balanced rather than broken class mechanics.
So i totally agree with Duke (Lord Rosicky) on nerfing the skills/abilities/traits mentioned in this threads main post.
(edited by djooceboxblast.9876)
No one asked for more damage before Dhuumfire.
Bleeding alone does more than enough damage. If anything we needed cover conditions to make cleansing harder.
Imo the introduction of other improvments that came at the same time as Dhuumfire would have been enough to increase damage and protect bleedstacks. Like Tainted Shackles, or the reduced cd of Signet of Spite.
The damage of Dhuumfire itself is total overkill, the shorter duration in sPvP somewhat helps to not make it as embarrassingly op as it is in WvW, where it gets about as much hate as perplexity runes.
+ 1 – I agree with Bhawb and Flow on this subject!
The addition of burn that came with the “dumb fire” trait was never really needed. When I saw the leaked patch notes I knew it would go terribly wrong in an over powered way. The reason I knew this was because I have been playing condition necromancer since beta till now and during this period I have tried a large variety of builds to see what would bring the most effective damage.
The most effective builds would and have always been builds with a lot of condition duration and the reason for this is that condition duration gives the necromancers main damage source (bleeding) some cover so that it does not get cleansed on top of making your fears last longer and do more damage. Now bleed duration will not suffice because every other condition that you apply will not last long enough and this means that when the enemies cleansing kicks in all of your damage will be gone and you will have to reapply the 10+ bleeds you had on your target.
As a condition necromancer I would still go 30 points into spite if they removed dhuumfire just because of the fact just stated.
I do not think that dhuumfire should be changed to torment. I would rather have a non-damaging condition instead like CHILL!
Making it chill instead of burning would shave some of the necromancers damage, but still give us some extra duration on a covering condition while adding another offensive perspective to the trait. Arena Net developers have mentioned over and over again that they want enemies of the necromancer to have a hard time getting away. More chill would make that idea even more realistic while also adding some more survivability progressing towards the attrition based play style which should be the necromancers strong suit.
There is way too high damage in this game currently and if Arena Net do not change the necromancers high application and damage of conditions no other profession will shine in this area unless they buff them to the necromancers level and none of us really want that! Imagine how that would be like NO, JUST NO!
(edited by djooceboxblast.9876)
Anet is going about this in the wrong way! Instead of buffing and buffing, they should be nerfing and nerfing! Every single little thing is getting beyond unbalanced in an OP way. Lets go back to where warriors were a couple of months ago before they got that ridicolous zerk stance and a healing signet buff. Warrior back then was the most balanced any class has been and that is where all classes should be heading! But whatever, the devs clearly have no idea of what they are doing!
Go ahead! I might just do the same for the sake of it! TPVP is going to be dead soon so we might aswell get the most fun out of it for as long as it lasts.
Oh and now the warrior sword 1 is a perma imob! Great WORK!
+1
This game already has way too many hard and soft cc’s being spammed! Please please please start listening to competetive players ANET! This patch did nothing for us, and if it takes 4 months till next patch you will have nobody playing freaking tournaments anymore or the game for that matter.
I agree with the op. In general there is way too little tell to most abilities. Couple that with tiny asuras and you basically have to guess and get lucky when dodging most of the time.
Please give us a clearer visuel of what our enemies are doing so we can actually use skill instead of luck to be victorious.
Im not having any problems? Are you sure it is the servers that make you lag? First of all you would have to check for a couple of things on your side before blaming Anet and their servers! That be primarily latency and fps!
+1
I really like the idea of implementing these runes or something similar to s/tpvp.
It just gives the professisons with lesser mobility a way to actually get some. (necros, mesmers, guardians) without changing the idea of the profession too much.