Does anybody know why even if you’ve taken Soul Marks, that your marks can still get Blocked? Happens all the time.
For WvW, power necro running Wellmancer builds will still be the meta. Reapers right now just don’t have enough defense/stab to roll with the melee train.
Just tested it, unconfirmed, my marks are lasting just as long as before.
Chilling Darkness had a niche in WvW, now they probably should just remove the trait and give us something else useful as a selection.
You’re gonna find it hard to find a build that suits both WvW zerg and solo roaming. This is mainly because WvW zerg meta asks of specific things out of necros, most importantly, being a power necro with big well bombs. You need to be a Wellmancer with high power and crit to effectively do your job and play your role in a ZvZ situation. You lay your wells of corruption and suffering where the Commanders asks you to, and you play your positioning right as being a power necro in ZvZ is all about positioning.
Being tanky means your bombs simply don’t hurt as much, don’t crit as much, and your minions (if you go that route) will simply melt in red circles of death that’ll be everywhere. Also condi does no good for ZvZ due to the amount of cleanse readily available in any large scale combat situations, not to mention your wells don’t bomb as hard being a condi.
Now on the flip side, condi and MM excel at solo roaming. When you solo roam, you need to be able to take focus damage from any class, because you’re alone and all focus & cc will be on you. Your whole mindset changes, the utility skills you pick will change from thinking aoe to thinking single target, things like corrupt boon become more popular on a roaming build. You definitely want to tank up a bit when solo roaming.
So rather than trying to find a build that works for both ZvZ and solo roaming situations, you best carry 2 suits of armor/weapons, and just swap them when you want to do different things. You won’t find a build that is ideal for both. You could pretend you’ve got a condi or MM build that works well for ZvZ, but you’re selling yourself short and not contributing as well as you could.
Someone pointed out that this also nerfs our vulnerability. If you took the trait that causes chill to add vulnerability. Sigh.
That’s right it’s a nerf there too, forgot about that. Like I said, 1 step forward, 2 steps back.
And no I’m not going to turn a blind eye just because they gave us some token positive changes to things they messed up royally. Things like increased CC recharge + vulnerability stacking or self bleed while using plague should’ve never happened. I’m not gonna be happy just because they adjusted the stacks down a bit with these stupid changes that should never have happened.
The outcry over, burning damage, mesmers stunlock/daze/confusion, stealth lacking counterplay, and warrior rampage has been resounding and constant.
No one has been yelling about necro chill. I am always taken by surprise with these things, I guess I really shouldnt be.
I know right? Consume conditions was fine before, nobody cried about it being overpowered, yet they tagged extra recharge time and condition to it. Axe was our weakest weapon choice, nobody in the world even complained about it, yet they nerfed the Axe trait by gating its measly 10% added damage behind vulnerability.
And here we are, nobody complained about chill, there are a lot of condi’s people actually are crying about. Yet we’re here with more adjustments.
I don’t understand why they have to take 1 step forward, then 2 steps back with necros. While other classes saw giant leaps, and people actually do complain about mesmers, lack of stealth counters, yet they saw zero tweaks.
It’s just frustrating.
In the meantime, the broken mesmers saw zero changes, tweaks, or nerfs. GG Anet.
Necros are one class that you’ll run to and kill without a thought. It’s funny because when in WvW, I see a necro, I go for it. Sometimes it takes one to know one. I think we all know our weaknesses and what makes us tick. Lack of escapes is still the #1 reason why people always gun for the necros, and this continues to plague us.
Another reason I like to gun for the necros is because they can be easily interrupted. I know our heals are slow, if you’re a melee and you can’t interrupt me when attempting to CC, then it’s a l2p issue. I also know necros don’t get invulnerabilities, which surprisingly so many other classes have.
If we use our elite abilities, unlike other classes that have strong elites, ours can be ignored…literally. If you see a plague, run out of range, we have no swiftness in plagueform and no way to close gaps, gg mobility. If you see a lich, put up wall of reflection, or again, run away or use los. Or better yet, just side strafe left & right and watch our highest damage attack miss.
I wouldn’t pick a necro to solo roam in WvW, seriously. But I continue to play my necro because I’m needed in WvW group/zerg meta.
Necros don’t do well against mesmers. Mesmers got buffed a “tad” too far. Most people don’t even call mesmers overpowered, they call them “broken”. That’s how bad it is.
There’s no reason why Life Blast doesn’t pierce baseline, just as no reason why Axe 1 doesn’t cleave. Some of the things they do to necros are just mind boggling.
There’s really no reason why Axe should be this bad. Axe 1 needs a cleave, Axe 2 can use 900 range, Axe 3 just needs a bit higher damage. I WvW so I still use Axe, but really, it shouldn’t be this bad.
-Plague has always been good, it just shouldn’t hurt condi builds. It’s often not used properly however.
-Lich is good against random pugs or new players. Against any seasoned players, it’s very much worthless. I find it hilarious to see Liches kill themselves with wall of reflection on. Or watch Lich 1 miss by simply strafing left & right. Heck for that matter one plague can neutralize 5 Liches. The one good thing about Lich is that it’s great for finishing off the downies, which is laughable use for an elite but it is what it is.
-Golem, AI issues, enough said.
For PvE you still want to go with dagger. Axe has a niche in WvW, but still falls short elsewhere. Their nerfed Unholy Fervor doesn’t help.
Alright, you guys know the drill! How are the changes so far? Either answer these questions for me or just talk about what you feel is important to mention for Necromancer.
Specific questions:
- Blood line is clearly awesome. How’s the death line? Are you using it at all in non-minion master builds?
- Condi was thought to be really bad before everything came out. Have you tried out This build by Zombify? How did you like it?
- Have you been successfully running any odd builds such as minion master or bunker?
- Yes, I already have feedback on CC and Plague. I nearly ran lich on my terrormancer. I stopped mid fight to say in say chat to my enemies “Can we take a moment to recognize the fact that my Flesh Golem is literally not helping me at all?”
I play only WvW in group/zerg battles, my answers to your questions:
1. Loving Death Magic. Shrouded Removal is a very nice on demand cleanse (neutralizes the nerfed CC), Deadly Strength added more power to already powerful Power Necro, Corrupter’s Fervor is absolutely awesome, a must have in WvW. Increased toughness and -20% condi damage are both very much needed right now with the power creep across the board. Power necros in WvW were able to keep their power status, while getting extra tanky thanks to Death Magic.
2. Condi feels very tanky and sustainable right now, which is great for WvW solo roaming or 1 v 1 situations. Having Plague Sending means you get to send back all the nasty stuff other classes stack on you, and Enfeeble ensures you get to keep your target in near perma weakness state, further increasing your survivability. In large zerg situations however, I still feel condi isn’t as useful as power. Power’s raw damage still makes necro the meta over condi.
3. Haven’t tried MM yet. I kind of dread trying it, but I do see more of them out in WvW.
4. The increased cooldown on CC + vulnerability stacking are like double whammy. They should consider either remove vulnerability, or get the cooldown back to what it was. I find myself using CC a lot less, I honestly don’t think that’s their intended consequence to changes to the best heal Necros have access to. I still use CC because Shrouded Removal allows me to get rid of vulnerability right away simply by flashing DS. But still, longer cooldown just sucks, feels like forever before I can heal and because I’ve gotten used to the pre-patch cooldown, I found myself in trouble a few times.
As for plague, as a power necro in WvW, plague is still useful and bleed doesn’t kill me. But they need to do something about the bleed for condi builds. It’s just not right that the special for sustain/tanky ends up hurting specific builds that much.
5. Please un-nerf Axe (Unholy Fervor), it was an unneeded nerf, everybody expected a buff.
6. I just want to add that I do find more build variety post-revamp. So for that, thank you Anet. There are more choices within each specs, so there isn’t clear cut & dry choices based on whether you’re power or condi anymore. That’s a good thing.
Definitely works with staff.
I agree, Boss Magic is pretty awesome right now. It’s a very good support build with sustain in mind, and other classes have been giving compliments based on the buffs they’re getting from Boss Magic build.
With that said, I think Death Magic still makes you more tanky and able to take spike damage better. However, Blood Magic’s heals and group benefits makes it very bossy. I would say in any given zerg, you’ll likely want some necros taking Boss Magic for backline support. While balls deep necros may want to stick with Death Magic. This is assuming a power necro build with standard soul reaping + spite of course.
The only two bad things:
*Burning is too strong.
*Quickness as a stackable boon
Toning Quickness down could help tame the burst a bit. I thought it was a bit too good to be true of a boon myself.
Loving it in WvW. My power necro just got a lot tankier without sacrificing power.
I think most people are pleasantly surprised. Sometimes it’s better to be pleasantly surprised than get hyped and be totally disappointed. We went into this patch with low expectations, we’re testing things out live and things aren’t as kittenome said before.
This isn’t to say that the CC and Axe nerfs aren’t stupid though.
Surprisingly the CC and plague changes are not bothering me one bit. This patch has made my power necro so much better. I’m very happy and have already gotten used to flashing DS after using CC to get rid of the vuln.
So I agree, I’m loving this patch.
CC sucks with 10 stacks of vulnerability upon usage. But looks like I’m gonna have to get used to popping DS right afterwards. Because CC is still the best heal we have, and a great way to get rid of a lot of conditions at once.
Tool tip clearly states it’s 10% damage for axe skills only, fail. gg
This can’t be right. I worked with them on this, and they confirmed how we previously thought it worked was correct… I need to email someone right away.
Please confirm for us, thank you. To see this trait receive a nerf is just dumb and unwarranted. But then we say the same with CC and plague changes, so it’s not out of the realm of possibilities.
Someone said this was 10% for all damage not just axe, and said they worked with the dev to get that in. I guess that person was wrong? That’s really disappointing, I was ready to take unholy fervor tomorrow.
That would be far better for us, so it isn’t happening.
lol yeah, that would actually help us, and would make sense giving people resistance converting the most annoying, spammable skill ingame. It would help us, and would make a lot of the upset melees happy again since the stab changes. So naturally, it’s not gonna happen, because it makes too much sense.
Just FYI Guys Karl said on the stream that they are most likely changing the bleed on plague to a 1 stack 10 second bleed on activation with no re activation
I guess the stream paid off.
Well I don’t know who’s testing these changes for them on behalf of necros, but anybody who plays a necro on a regular basis would’ve known the outcome of some of these changes. No live stream or public shame was needed. It really shows you whoever’s testing these changes for necros need to get fired. I know they have internal testers that give devs feedback on beta servers. But really, kitten poor job testing the class changes so far.
I guess this lil bit of news is good news, but it shouldn’t take a day before a major balancing patch before they make these tweaks. This just increase further chance of mess ups. Plague didn’t need a ticking condition, Consume Conditions didn’t need to hurt the user. Neither of these skills were overpowered, heck no other classes complained about these skills either.
I’m not happy at all that they messed with plague. It has been my go to elite for a very long time, very useful in WvW group/zerg gameplay. The skill is not overpowering by any means, so messing with it really butchers it.
I often roll plague and have very little health coming out of plague after being in lots of heat. I really don’t want to imagine coming out of plague with stacks of bleed ready to kill me. Only to have to use consume conditions to heal myself back up and get rid of the bleed…then to get tagged with yet another 4 secs of vulnerability. Oh joy!
kitten devs play the frigging game and know how these skills are used in real time situations. The proposed changes to plague + CC really put the hurt on necros.
+1, BGBL is completely unplayable tonight. Warping, terrible 10 second skill lag, and all this happening even when there’s not a fight. Our commander logged in frustration, many already left because this is simply not fun.
I was also just running along and all of a sudden switched to spear, and couldn’t get my other weapon skills back. Had to waypoint to spawn to fix this problem.
CC will still be the go to heal.
I agree, although I would settle with simply being able to see the cooldowns of my 6-0 skills.
5. Weakening Shroud:
No icd confirmed. Functionally identical in this case just means it’s the same but also a seperate skill from the dagger’s so it woudn’t interact with Quickening Thirst.
Wow, no icd on Enfeeble, that’s pretty awesome. I was leaving options open for another trait line but this kinda seals the deal for Curses for me. Which means every 7 seconds if traited, we get to go into DS and aoe weakness. Solid.
As a power necro, I don’t like the weakness idea
As-is I’ll likely continue to use CC with 4 secs of vuln. But I’ll still say it’s a dumb idea.
Definitely have engie envy going on. For some reason they are really pushing to make people play engies by giving them buffs across the board.
The fact that you could’ve played Guild Wars 2 from August 28th, 2012 all the way to today, June 17th, 2015 paying only the game ONCE. I’m really honestly truly surprised people are so up in arms about the expansion price.
They are a business and they need to make money. 3 years of game time included with the original purchase price is pretty darn good deal. Think of the hours you’ve poured into this game, and you could’ve done it all without spending an extra cent. That’s 3 years of contents, updates, changes, revamps, etc.. all included with initial purchase price.
I gladly paid extra for the upcoming expansion, because I know it’ll be another 2-3 years of content, upgrades, patches, and revamps. I don’t get the comparison with other subscription games, you would’ve spent an arm and leg playing both WoW and Everquest. There are also comparisons to ESO, which is quite unfair as ESO came out as a subscription game. I know I dropped over $100 playing that game within 3 months, that’s retail + monthly subscriptions for just 3 moths that I stayed in ESO. ESO only became b2p recently, and let’s just wait until they release their own expansions to see how pricey things can be before you do the hoorah’s.
By the way, most MMO’s now sell expansions with base game included. So don’t think the price would’ve been cheaper without the base game included. This really is cheap entertainment, for hours upon hours of gameplay time. Yes yes I get that GW1 used to be this way, WoW used to be that way, EQ used to be another way, and gas used to also be 50 cents. Things change and I really don’t see Anet stepping out of bounds with their expansion pricing compared to other MMO’s on the market. And I’m one of those gamer freaks that have played over 10 MMO’s in the past 15 years.
I actually think GW2 has done a good job with their content offering. Many other MMO’s force you to buy things you need through their cash shops, where as GW2 you could have played all the game had to offer in the past 3 years without the need to buy anything from their RMT.
People always think grass is greener on the other side. I’m one of the millions, yes millions, that went back to WoW for Warlords of Draenor expansion. I spent $70 on the digital deluxe edition of WoD, played my hearts out, and was done with the expansion in less than 2 months. You should’ve seen the complaints on the forums about the lack of raid content, lack of PvP content (they didn’t even launch with a new Battleground), and a general sense of lack of content outside garrisons. The only PvP content was Ashran which, let’s just say it was a glorified PvE raid zone, with bad lag, queues, and whacky rewards. True, they’ve released more content since. But that’s $15 a month you’ve had to pay each month now waiting for that content. And now that we’ve learned millions have left WoW again, I’m one of them.
Grass isn’t greener on the other side. And those complaining about GW2’s expansion price really have not spent much time elsewhere. Because I can say GW2 is cheap entertainment compared to a lot of MMO’s on the market today.
(edited by gavyne.6847)
I’m confident the status have nothing to do with anything, it’s likely a toggle that Anet can change at will. No proof of it of course, but there was a server patch restart on a T1 NA server in middle of the night one time. You would think with a midnight kick of all afk and idle players, the server would become not “Full”. But nope, logged right back in after the patch kick and same servers Full before the patch were still Full after.
I’ve seen the server I’m on open up in middle of the night before, but I’ve also seen it open up during middle of NA primetime. Honestly it makes no sense and doesn’t fit any patterns that shows it’s anything done automatically. So I really do think Anet gets to toggle these things manually, when they want to.
I’m sorry that I can see the potential in the crazy amount of builds that the Necro can have. 15 builds and counting.
Given, they may need a few tweaks here and there, but they are in a far better position than Engies, build variety wise, in my opinion.
Nobody cares about build variety. Everything eventually get min/maxed into a few metas. Necros may have a lot of build varieties, but they are masters of none. I was happy to see some buffs they gave to necros, but they were much needed buffs/tweaks, they weren’t “over the top why did they even do it” kind of buffs. They were buffs to a class that was in need of help.
But sadly, those buffs were overshadowed big time by unnecessary nerfs. A heal that makes you immediately more vulnerable to attacks? A bread & butter elite skill used to take heat now not only bleeds you, but stacks every second you stay in plague?! Who in their right mind thinks these are good ideas that make sense? And is there anybody out there that would all of a sudden say “omg necros too overpowered” if they took these unnecessary nerfs away? Nope, that’s just how bad these nerfs are.
HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: gavyne.6847
Stop pretending you won’t buy it. We see this all the time with MMO’s when launching expansions. People stomp their feet on the forums, complain about the prices, but they still end up buying it.
You can threaten to quit, you can threaten to move to another game. But really, think about what waste of money it would be to drop $50 on a new game and $15 on monthly subscriptions, then quit shortly after because you realized grass isn’t greener? Or go out and drop $50-$60 on a console game and finish it within a week. All of a sudden, that $50 for GW2 expansion never sounded better.
There are always people that complain about expansion prices, I remember seeing similar threads in EQ, WoW, etc.. My take is that be lucky you are playing a game that actually release expansions and updates. You could be playing one of many many other MMO’s that are on maintenance mode and barely upgrade or release content anymore. And for a game that does not charge monthly subscriptions unlike other titles, I think the price is well justified.
For $50 you’ll get so many hours of entertainment, it’ll make you feel silly for paying $150 a month for cable bills.
Except its 49.99 × 4 accounts. Do the math there.
First of all, that’s your problem if you have 4 accounts. Secondly, what’s ironic is that you only need to pay $49.99 × 4 once. Where as within 2 months you would’ve paid more than that for cable tv which you likely don’t even spend that much time watching anyway. I’m using cable as an easy comparison, but we all know we spend a lot of money on other things that we don’t spend a fraction of the time using.
My point is you’ll get hours upon hours of entertainment value out of this. It’s cheap as heck if you think about it. And with no monthly subscription charges, the price is well worth it.
You’ll be back. You’ll realize if a game is fun enough, you would be playing it already, no matter the price. If ESO is really that attractive to you, and GW2 is so terrible, you would’ve already been playing ESO.
Anyways, you’ll likely have some fun in ESO, I did. But the fun just didn’t last for me.
There are always people that complain about expansion prices, I remember seeing similar threads in EQ, WoW, etc.. My take is that be lucky you are playing a game that actually release expansions and updates. You could be playing one of many many other MMO’s that are on maintenance mode and barely upgrade or release content anymore. And for a game that does not charge monthly subscriptions unlike other titles, I think the price is well justified.
For $50 you’ll get so many hours of entertainment, it’ll make you feel silly for paying $150 a month for cable bills.
Increase in cooldown, I could take. But giving us vulnerability when using our heal, that’s just ridiculous. I get that they’re trying to make us take traits we normally wouldn’t take. But they really shouldn’t mess with our heal spell like that.
I play strictly in WvW and I’m just baffled at the decision to tag vulnerability to consume condition.
Lots of nerfs, but also lots of surprisingly nice buffs and tweaks to traits that we complained about. It’s gonna take a bit for me to digest this. I think overall we’re at net plus with the changes for what’s important. But geeshka they sure changed a lot of things.
I’d love the ability to change cursor color/size. Also would love the ability to change target color/size, because it’s too close to how downies look like right now. Lastly would love a way to enlarge commander pins in WvW, so groups don’t have to waste the assist target on the commander just to be able to follow him through a zerg.
GW2 is a different type of game. On servers that care to keep their towers/keeps, they’ll keep scouts around to call inc. Scouts are necessary for many reasons, some of which include the ability to disable siege, call out the guilds attacking, where they’re attacking, how many rams are down, how many are there, etc.. This way you can properly respond. Would be silly to move a whole zerg of 40-50 players if you show up only to see a havoc group that could’ve been handled by 1 scout. Or show up with 1 group only to get rolled by a blob looking to take your garrison.
Bottom line is if you want to keep an upgraded keep, you best make sure you have scouts.
As for raid UI, the days of cluttered screens are over. I think people prefer to have their screen more clean this way, and GW2 shows you can do it just fine by stepping away from holy trinity. You don’t need raid UI, you just need to communicate better on comms. Call out water, cleanses, blasts, etc.. Make sure your people know to re-rally for these things. All classes have personal heals and damage avoidance, many have good escapes, so you’re expected to be self sufficient and proficient with your classes.
There’s more communication in GW2 than in most MMO’s when it comes to WvW. If you’re used to instanced BG’s, then you’re likely used to go in, not having to speak 1 word, and go out, and get rewarded whether you win or lose. That’s not how GW2 WvW is played. Well at least in upper tiers where WvW activities are higher, people follow commanders and are expected to be on voice comms. If you care to win and do well, you would communicate well and call out your cc’s, water fields, wells, leaps, etc..
Anyways, GW2 is just a different type of game. Once you get used to it, you’ll see why it’s a pretty good WvW game, and very fun to play. It just needs a bit more attention from Anet.
“Burst”. Yeah axe does not have any burst. Dagger has 2 600 range skills. So if you cant kill or snare with those then its over. The snare is better on dagger than on axe. And the 2 is nearly the same damage. I really doubt that 600 range auto attack is going to make the difference. Chances are you will use lifeblast after you use axe 2 and 3. So why are you using axe in the first place when you can use dagger 2 and 3, maybe catch up and melt their face? Or dont catch up and do the same as you would on axe (use DS). They do the same thing in that situation.
It’s not just about the 600 range skills. Dagger 3 is single target, Axe 3 is aoe. For WvW, any and all type of aoe helps. Hard to argue against aoe cripple, boon stripping, and gaining retaliation all at the same time. And it’s on a shorter timer than Dagger 3.
Also Axe 2 gives lifeforce without having to get in melee range, which synergize well when you’re going through your rotations and have already used DS. You get to burst while gaining some lifeforce, again, without having to step within melee range.
I just realized you don’t WvW, so I don’t even know why I’m trying to explain this to you. Any WvW necros that play in group/zerg situations know axe is preferred over dagger. We’ll just agree to disagree. Thread title is “will axe ever be viable”, and those of us that WvW on a regular basis are simply saying Axe is very much viable right now, it’s actually the preferred choice over dagger if you play GvG or ZvZ in WvW.
I dont think ive ever been in a situation where i cant reach an enemy in WvW where an extra 600 range would help. If you cant catch someone with dagger, axe isnt going to help much either. In a large scale fight you are going to want dagger and staff because of cleave, range and aoe. (the only type of fight i would say you dont want to be near someone). I cant see a single valid use for axe. Its not worth taking just for skill 3. No matter how good that skill is.
Not true at all, 600 range often means you get to burst someone down as opposed to standing inside red circles of death. Or to finish people off, say a downed Guardian who’s going to do aoe knockback if you get within melee range, you could safely burst the singled down without getting interrupted. 600 range really do make a huge difference in group vs group or ZvZ situations in WvW.
Between lag and red circles of death, a necro may find it difficult and unwise to get within range to utilize dagger properly. Where as if you use axe/focus combo, focus 4 + axe 2 is a very good combo burst that does not require melee range. You can easily pull it off after the zergs clash, right after you DS 5, 4. Any power necro that do GvG/ZvZ in WvW should take axe as swap to staff, and rotate through the weapons accordingly. Only time I’d recommend dagger in WvW is if you are solo roaming or doing small havoc gank groups.
I’d love to see axe get better, but it’s really a preferred choice for power necros in WvW as a swap to staff.
Seasons burn people out, we’ve seen some of the most dedicated and active WvW players totally fall off the face of the earth after a season ended. It also does a good job breaking up guilds and cause drama. While you would see higher WvW activities during a season, what you really get are a bunch of PvE players in WvW, filling up the queues. This directly cuts into the enjoyment of those who are only interested in one game mode, and for those on T1 servers with queues already nightly, it’ll be a nightmare to try to play.
Personally I’m more for something like once a month “push week” kind of thing. Servers do unofficial push weeks off and on by themselves already. Rather than months long tournaments, the game could force push weeks to spice things up at least 1 week out of a month. I think people can better handle such commitment as opposed to a long season tournament. Not sure how they’ll handle rewards but eh that’s up to Anet to decide.
That’s what beta is for. Right now it’s all theorycraft on paper, but nobody really knows how it’ll play out in action. I expect to see a lot of reaper bags initially simply due to how it’s new and a lot of people who aren’t even used to playing a necro will be playing one. This won’t automatically mean that reapers are bad, simply it’s a cool new thing that a lot of people will be trying out.
Give it time.