IGN: Sparkly Darkness/Sinh Verdandi/Got D Boons
Guild: Anime And Manga Club [AMC]
Well,you have 5 on GS and 3 on dagger. Plus weakness on dagger 5….RS 2?
Drop one of your wells for spectral grasp or Bone Fiend which has immob. Also you have lots of chill. Plus if you build more chill into your build via runes and such it’ll be no problem
Chilled while in wells is not a fun situation for any thief.
Of course if a thief sits on your wells it’s gonna be easy. Now go against a thief softening you down with shortbow kite before bursting you down.
Place the wells around him…they’re baseline ranged now,remember?
Agreed. Pick up a 15 foot pole and try to swing it around. It is simply not feasible, and it looks silly in a game that tries to be logical.
Does this game try to be logical? It’s high fantasy lol. And I’m pretty sure our scythes is not ACTUAL scythes of wood and iron/steel/mithril w/e. They’re created from magic or something necromancy. They’re probably as light as they need to be. Maybe they don’t weigh anything at all?
I’ve fought about a dozen DD’s so far in WvW, and this is how the fights went:
Evade, Evade, Evade,Evade, land a single poison-poison immediately cleared, Evade, Evade, ect ect. Needless to say I barely landed a single hit and certainly was not able to generate life force. Thankfully the part I was worried about the most (being interrupted and shut down) never came to play. I guess thieves just enjoy dat spam too much to put any skilled thought behind fighting. When going against them as Reaper, I was dead in seconds. No LF generation, RS melted almost as soon as I put it up. When going core necro I managed to stay up a little longer because I could juke them with some ranged attacks. All over-dramatizing aside I did manage to land a fear or chill or two but that was honestly it. This is going to be a real problem unless we can figure out better counters for them or those endless evades get brought into check.
Now this is purely from a pvp POV but try full zerk,spite,reaper and blood magic. GS/DD,blood-suffering-corruption and darkness wells with elite shout.
Haven’t had trouble with a single thief. They melt away.
I have the same issue as well,can’t login,I am however,logged into the forums and the acc. page but when I go to the “Leaderboards”,it doesn’t show me as logged in. I click “login” but then I’ll get redirected to the acc. page. I go back to the “Leaderboards” page but I still won’t be logged in. Weird.
I read about minion bombing being a possibility when the beta weekend was going. I tested out how much damage I could do in the pvp area and got decent damage on the golems, but yeah, it’s a bit unreliable as there is no way to kill them all outside of using a transformation elite on a high cool down. What I did later was try to see how many jagged horrors I could keep up at once in the open world. I think I counted 11 jagged horrors during an event where there was enough aoe healing to keep my first wave of horrors alive long enough for a second wave of them. I did not test this build with a transformation elite, but I might next time. This would have been decent bleed damage but only under very specific conditions that allow the first wave of horrors to live long enough. And probably more than decent spike damage if you could corral them on top of your enemy to blow them up. Now that they are shambling horrors, the value in blowing them up might not be the same.
Edit: Where’s Blood of the Master when you need it?
That’s true,we don’t know yet how the new type will work but if it’s something along the lines of the 250 years old one then I’d be thrilled, http://wiki.guildwars.com/wiki/Shambling_Horror .
Like if they’d spawn Jagged Horrors upon death hehe :P
I’d definitely also like too see “Blood of the Master” as a utility skill,totally forgot about that one. Thoughts on that? Or maybe it’s not needed when the minions siphon health anyway?
A bumpity kitten bump
I would love these cosmetic effects. But I would love it more if we could have Dhuum’s scythe as a greatsword skin.
That would be a waste in my opinion. I’d rather them just add scythe as a weapon. Dhuum’s Soul Reaper shouldn’t be disrespected by being made into any weapon outside of an actual scythe.
Excactly this ^
Just wanted to drop in and say thank you for listening to the community
You are a necromancers hero!
Nobody else who supports this idea? O__O
People prefer to respond to things with drama involved than things that are just sorta fun and interesting. As well as hard to argue with. People like to argue. Especially on the necromancer forums.
Yeah,sadly that’s the way it is.
Nobody else who supports this idea? O__O
Just giving it a nudge so it doesn’t get buried!
Not to be a kitten or anything but the cele necro signet build was up on the META site way before the WTS happend. It was definitely not because of Nos playing it in the WTS.
I’ll nudge this thread because I like this idea. There’s a reason why we should get it imo. The Life Blast in Death Shroud gets replaced with whatever skin/legendary. So why wouldn’t our Scythe do so as well?
Totally support this.
Just a friendly bump. Do people ever even go to the second page? I know I don’t lol.
Hehe, I do believe that may have been my post in the general reaper feedback thread you saw. Reaper Minion Bomber was one of the builds I was most excited to try out this weekend, glad I was able to inspire someone else to try it out. The damage can be very impressive but it does take a lot of setup and relying on a 180s cooldown skill to trigger it makes it sort of impractical a lot of the time.
I love the suggestion as well, a button/command to dismiss/kill all summons would be great for minion bombing but could also be useful for standard Minion Masters who want to reset their minions or for any class that uses summons if they want to dismiss them early.
Your post is like that little unpolished gem that NEEDS to get polished. Thank you for bringing it up,rather subtely though, but still :P
Honestly, I throughly enjoyed the minion bomber. I equipped the rise shout to just have some fun, then started running around cursed shore spamming it at every 5 plus encounter. However, as you said this is very very niche, and requires a good bit of set up.
I think Rise! Needs to be lowered down to a 30 second cool down, along with a universal cast time reduction on the shouts. In addition, jagged horrors I think should get death nova by default as it would make them much much much more useful in non-death Magic builds. As for minions in general, well…their AI is all I can say. If they don’t attack then they won’t be in a position to take advantage of your bomb.
This is true. And your point is very valid. I didn’t mention any of it though since at the moment I think pushing through the F2 mechanic alone would be what we best would hope for. I have alot of different opinions about minions and shouts (something I missed in my Reaper feedback) but I won’t mention them in this post. It’ll have to do in another one. F2 on topic discussion or else it will be lost in every other complaint about something else,ultimately the thread will become like several others. Completely in another direction with just a vague hint of what topic was actually intended to be brought up. The forums,at times,feels like politics
What do you,the rest of the necromancers ,the forum specialist and the devs think about this? Any dev or Robert probably won’t respond to this post but I know you’ll be reading it. What do you think about it? Too overpowered? Too stupid? Too unfair that we’ll get another core/spec Fx mechanic while noone else does?
Excuse my use of to and too (to be honest I have almost no idea how to differ from the two). And my grammar,as it’s not my first/mother language/tongue.
After trolling the forums alot,trying to contradict various statements from other fellow necromancers (my posts have been mostly in defense of the Necromancer as a whole), I will admit that the necro profession isn’t that great after all,as I thought it was. However,it’s not as bad as people think it is either (talking about the general stigma associated with the class mumbles-friggin’ non necros…) xD I believe we’re in this kind of middle ground.
There’s like these few nitpicks about the class that is so spot on which should be fixed but I’m not going to mention any of these now,again,for the thousandth time like everyone else did. The devs (mainly Robert) is aware of it now.
There is one thing though,which I’d love to see with the release on HOT,not JUST on the Necromancer but on the Reaper as well…yes,if the main title didn’t give it away,here ->Minion Bomber.
I never played the Minion Bomber in GW1 but I did play the Minion Master with his freakin’ huge army. Now that we will get the shout “Rise!” with the Reaper this has an even more potential to be a thing. From a PvP perspective this would be a very welcomed,possibly even “META”, build. It’s main focus would be too heavily (and when I mean heavily I do mean REALLY heavy) instant damage output on a point,or coming in during a team fight,dealing out this huge damage spike.
During the beta weekend I was testing out the Reaper MM. I was also simultaneously browsing through the forums,looking at others people feedback while I came over a thread post in the,I think it was the “General Reaper Feedback Thread”,where one Necromancer had tested out (and had been earlier) a Minion Bomber thing. He said it was very niche at the moment because we have to go into some sort of transform to cancel out all of the minions at once,which will make them all explode due to the “Death Nova” trait being active. I thought to myself that this couldn’t be as good as he said (or at least as I got the impression it was) so I figured I’d give it a try,mainly because it would be refreshing too just dabble with some new weird “tactic”.
I tested this on the group of Heavy golems in the Mists and HOLY KITTEN. The damage. I couldn’t believe it,I wish I’d taken a screen of it because you probably won’t believe it. I kid you not,12 Golems inside that cluster went from 4/4 HP to 1/4. In an instant. I had my Blood Fiend out,the two Bone Minions,Shadow Fiend and the 5 Jagged Horrors from “Rise!”. The damage alone came from just the 9 minions, a hydromancy sigil and with the Berserker Amulet equipped and the Runes of Ice,which I believe might have contributed to the damage via the “7% more damage to chilled foes” 6th bonus. Maybe they got chilled by the Hydromancy sigil when I entered Lich form BEFORE the minions exploded and hit with the “Death Nova” trait because that was some serious damage.
“When I entered Lich Form”….How would you feel about adding a F2 (as another person on this forum mentioned in another thread) so we would be able too actually sacrifice all of our minions instantly for a huge damage spike? This would be a kind of “risk-reward” play where you’d have to think weigh the option of losing all of your added toughness (Flesh of the Master) plus the condi clears they give you (Necromantic Corruption) versus the damage spike from “Death Nova”. Shouldn’t this have been a feature since launch? Because as it stands now,we’d have to take an Elite Skill to be able too do this. Shouldn’t we be able to do this more often than every 180 seconds +?
An F2 mechanic. That would be a great start. A couple of more problems would certainly have to be fixed for this to be even more viable,namely the AI of minions (why are they acting so weird all the time though) and possibly even do some rework with the Jagged Horrors….removing the degenerating life maybe? All they really serve as now is bombs. Tiny itty bitty bombs. And I don’t mind that to be honest but I’d stil love to see the HP loss go away and instead replace it with a detonating F2 class mechanic so that we’d have more reliable bombs. Make the F2 execute all minions at once. Not like what we currently have on our Bone Minions.
Also,something should be done with the Lich Runes,again, I read that when the whole rune and sigil rework happend the Lich Runes never got touched. Could they maybe summon more Jagged Horrors at once instead of just 1 every 60 second? That’s like an extra 1k damage every 60 second plus some seconds of poison from “Death Nova” trait. Noone is nor has anyone even thought of using that rune because to be quite frank,that rune is just terrible. Let it maybe summon 5 Jagged Horrors every 60 second like “Rise!”,or maybe even just 3.
EDIT: Fixed grammar
2nd EDIT: Now that the Jagged Horrors have been replaced with Shambling Horrors (new type) we’ll just have to wait and see if blowing them up is worthwhile after all,as Nightwulf pointed out. But it would still be cool anyways if that “Destroy minions” F2 mechanic was implemented.
(edited by insaneseagull.7063)
(Continuation from last post!)
The shout heal “Your soul is mine!” is perfect except for one thing. The heal amount. It’s so weak. If Reaper is intended to stay in group fights they should have a heal that’ll support that. As of now it only heals 4k. That’s nothing in a 1vX scenario. Life force gain is fine,it’s just the heal that’s so weak.
“Heal yourself and strike foes around you, absorbing life force for each foe struck.”
Add this too it “Remove 1 condition and heal for x amount for each enemy struck.”
This will make it work kind of like “Consume Conditions” but it will be dependent on the number of enemies you face. Leave CD as is.
Traits I’m all good with,the Reaper Shroud I’m all good with. I love both of them.
Skill number 5 however,must not be working properly,there’s been several times where it won’t pull at all! Maybe a bug or something?
Also,for added mobility I think you should change how “Nightfall” work. This should imo be a teleport skill,which will greatly add to the “unstopable,unrelenting always on your back” movie monster.
900 range ground targeted teleport? Keep the cooldown,and the conditions plus the field it leaves,but make it all spawn where you teleport. This I believe would be a VERY welcomed suggestion for Reapers,which will fit nicely with our Shroud skill 2,for either escaping or catching up or sticking to our targets! Oh and keep the animation as well,the way you plunge your sword into the ground,looks epic
(had an epic Eviscerate counter,Axe F1,the warrior leaped at me while I just plunged the sword down into the ground,blinding him. Making him miss,it made for several of my epic moments whilst beta testing Reaper this weekend :P )
Also,if you’re changing into a teleport it would be awesome if you would possibly add another effect whilst teleporting,considering we’re a very “dark” profession thematically and that Reaper only adds unto this with the movie monster theme it would be cool to give the actual teleport an added animation. Like perhaps the elementalists “Ride the Lightning”…maybe we could become a ball of dark-green energy moving fast (faster than RTL) and at end destination we do the Nightfall animation that currently is now,plunging our swords down into the ground,conjuring forth this dark spiral :P Idk,just a suggestion xD
That’s honestly all my gripes with the spec. since I understand what you’re trying to make it into,which you’ve already done (more or less). We’re very devastating in team fights,especially when people don’t take notice of our very telegraphed GS skills. But we’re kind of lacking in the 1v1 department though…But that’s all fine,swap to daggers or something when fighting 1v1’s and you’re all set,after all,we got this god awesomely kittening epic Reaper Shroud….great work on that one,both skills and theme!
Alright,here goes. My reaper feedback from a pvp perspective:
You definitely managed to hit the nail on the head when you aimed for your theme for the
Reaper. Slow,deadly,no mercy and on top of your foe. This is easily handled by chill and
greatsword 5. I like it. As I guess alot of other people do as well. I have some issues with
the Reaper though,as it stands now. For example,with all the conditions that’s always flying
around in pvp,even more emphasized by condition builds,you will eat up those conditions if
you’re running Greatsword and W/E else with shout utilities.
Sure,one of the shouts (Suffer) transfer one condition to each foe you strike. This is way
too little imo. This will only be useful in a 3-5v5 scenario. Which makes it VERY weak to
use even in a 1v2 match up when you take the cooldown into consideration,30 seconds. It’s
just as long as Plague Signet which I’ll honestly take with me instead,better team support
as well with it. Or even the well which turns conditions into boons. That one’s on a 50
second cd untraited! Even better team support than Plague Signet!
I’d say this would help it;
“Suffer!”: Leave the chill duration as is (if anyone wants to increase it think about using
runes and/or sigils instead!) but change how the condition transfer work,"Transfer 2
conditions for each foe you strike, to them." For example,in a 1v3 scenario you will be able
to transfer up too 6 conditions,but each enemy will only receive 2.
This will effectively increase the viability of that shout alot while at the same time won’t
make it overpowered for either the Reaper OR the enemy. It will be fair in every scenario.
5v5? You will have a condi transfer for 10 conditions at one single time,but each enemy will
only receive 2 conditions. I know 10 conditions sounds like alot but that’s only in a xv5
scenario! The shout will only increase exponentially with the number of enemies,while
simultaneously not being overpowering for the enemy nor for you,because,honestly,those 10
conditions will pop right back up on you after maybe 10 seconds. lol.
^ This will also make it viable in some kind of front liner build with the Reaper/Valk+x
gear setup! Everything else with “Suffer!”,leave as is.
I have one gripe with “Rise!”. Only one. Leave the Jagged Horrors but please,they shouldn’t lose health over time. Or at least decrease that health regen. The Jagged Horrors are useful for dying if you have the trait “Death Nova” equipped. They’re also useful for the added toughness AND condi transfers they give you,which is as I see it the only reason Jagged Horrors exist in this game.
Added toughness, and heavy condi transfers packed into one small tiny bomb (considering you’re running all the minion traits ofc). You know what. I’m fine with “Rise!” if you’d change up how total amount of minions work and the Jaggers work.
Add this line to “Death Nova” trait, “Jagged Horrors will not lose health overtime anymore.”
And maybe set a minion cap for Jagged Horrors on Necromancers/Reapers.
A cap of….10-15 jagged horrors? This coupled with the fact that they won’t lose health over time will certainly bring back a “true” Minion Master. Because,if you think about it,Jagged Horrors combined with the current MM traits is very useful,not for damage,but for toughness,condi transfer and death nova.
After playing the Reaper for some hours I felt inspired when “It’s My Life” by Bon Jovi started playing. lol.
(verse)
This ain’t a sight for the faint of heart-ed
I’m infusing terror in the enemy mass-es
I ain’t your regular necromancer
You’re gonna’ hear my voice
When I shout it out loud
(Chorus)
It’s my time
It’s now or never
I won’t be in shroud forever
I just want to execute with my
BIG.KITTEN.SCYTHE
The reaper’s like an open highway
Like they said
I’ll choose it anyway
I just want to execute with my
BIG.KITTEN.SCYTHE
(Verse)
This is for the scrubs who stood their ground
For Engy and Ele who never dodged my scythe
Execution hits hard make no mistake
Scrub you got lucky
Can you dodge that again?
Better run away when I single you out
won’t stop,won’t budge,dude,I won’t back down!
Basically…. I want to be this guy thoughts?
Hahaha xD Now I pictured myself as a Reaper blowing through the enemy zerg,sending them flying both left and right xD *s all fun and games in theory though :P
Knock back and knock down added to reaper auto attack confirmed rofl
Also,kitten stats and such,all you basically need is one ascended ring to rule them all!
Basically…. I want to be this guy thoughts?
Hahaha xD Now I pictured myself as a Reaper blowing through the enemy zerg,sending them flying both left and right xD *s all fun and games in theory though :P
You usually write in form of open letter to appeal to goverment, but I guess that in this case, no children’s lives or polar bears are in danger, so you can just use PM :P.
His intention by posting a thread about it is as he states “And I’m making this a thread cause others may be interested as well”
Just put on some minions and you’re good to go
Not really.
Yeah I didn’t really feel the difference either so I’m guessing it wasn’t that much more, but I read that it became crap.
What happened is that they over-“fixed” it. The tooltips are still the same, but now it’s healing significantly less than it should.
For example, my tooltip shows that the siphon portion heals for 670. It actually heals me for 490 (not including WvW healing boost).
It has a base of 470/stack with what should be a 24% scaling with Healing Power. I have 832 healing power. Which means that now it’s scaling at 2.4% healing power instead.
Yeah,my tooltip says 340 but heals for 364.
Did you account for WvW healing bonus? I did with my figures.
No I didn’t actually. Then it is correct after all
You also have no Healing Power, so you wouldn’t notice the screwup. The scaling per-stack with Healing Power should be 24%. it is currently 2.4%, or 1/10th of what it should be.
……Anet,that should be fixed.
Yeah I didn’t really feel the difference either so I’m guessing it wasn’t that much more, but I read that it became crap.
What happened is that they over-“fixed” it. The tooltips are still the same, but now it’s healing significantly less than it should.
For example, my tooltip shows that the siphon portion heals for 670. It actually heals me for 490 (not including WvW healing boost).
It has a base of 470/stack with what should be a 24% scaling with Healing Power. I have 832 healing power. Which means that now it’s scaling at 2.4% healing power instead.
Yeah,my tooltip says 340 but heals for 364.
Did you account for WvW healing bonus? I did with my figures.
No I didn’t actually. Then it is correct after all
No I meant that other means of healing should not impact on how good our heal skill is. The fact that we have siphon should not justify that our siget is weaker than the warrior’s one.
One a side note, I tested SoV active proc and it heals for 492 instead of 685, which is about 33% lower than the tooltip. Good fix Anet.
Ahh okay. Yeah,I guess
You’re sure you’re looking at the healing part of it? Because mine says it’ll heal for 506 on active and it heals for 507. So mine is correct…If you have healing power stats then maybe the scaling tooltip is wrong or something.
Come on guys. A warriors healing signet ticks at a 1 second interval. Our SOV ticks everytime we get hit,but also has a 1 second ICD.
A warrior that gets hit in combat will get hit,and will receive healing every second.
A necromancer with SOV in combat will get hit,and will receive healing every second as long as they get hit. They’re not the same but in practice,in combat,you won’t see that much of a difference. They’ll basically both tick every second. And don’t forget our dagger auto when you’re specced blood magic siphons. You WILL heal alot more than a warriors healing signet per second with dem autos. Also,dagger 2. Siphon plus you’ll trigger both blood magic traits as well for every pulse,meaing,more healing…Healing signet trumps SOV when it comes to running away though and resetting fights,but let’s be honest. How many times are you going to reset a fight as a necro? Never. Can’t even run away. When it comes to me I go into every fight with the intention of winning.
^ IMO that’s challenging,rewarding and fun when you pull it off. You HAVE to be aggressive to survive. Either we go through them or we’ll drag them down with us (downed state ftw lol).
No, as both a necro and warrior player, signet of healing passive is much, much, much better than SoR passive.
Even during a fight it will tick more, because you don’t take hit all the time, sometime your opponent will play defensive, sometime you have to kite him, sometimes he’s gonna be feared, etc etc. During all those situations SoR will not tick, while SoH would. + Ofc all the time when you’re trying to tempo and kite the damage (hard as a necro though). Oh, and I forgot than you won’t get SoR ticks while in shourd either.SoH passive in undeniably way better than SoR. But SoR active is decent while SoH passive is super duper crap.
And honestly Siget of vampirism healing when you get hit doesn’t make any sense to me. It should heal when you hit someone, which would actually be way better and make much more sense.
I never said SOV is better,I said it’s almost on par with HS. Sometimes it won’t tick as much because you won’t get hit,sure,but that’s why you have the siphons on attacks. Think dagger auto. A full chain of that is around 300 hp,maybe a bit more,that’s almost as much as your SOV,and it only takes like what,1-2 seconds?
If he kites you,well then that’s maybe a build issue. Yeah,that’s gonna’ suck if you can’t keep him close for AA. But if he’s kiting you,and he still hits you,you’ll get hp every second. If he’s feared,well I usually keep on him like a koala on a eucalypt. Hitting him with AA..siphons,making it close to HS healing.
No,SOV won’t heal you in shroud,I feel it should though,since all of our other siphons now do…would be a nice feature with US.
Vampirism name might be because of the active?…
Though I’ll say it again,I’ve never said SOV is better than HS. But when in combat it comes close,and it IS good if it’s coupled with siphons as well.
You can’t justify the fact that one heal is better than the other because we have access to siphon. That’s completely unrelated and some build don’t aven take them. Warrior has adrenal heath then (and that’s something ALL warriors have). And what about eles ? Should their heal be super kitten because they have extremely good healing beside that ?
I’m not saying SOV is better than SH when you combine SOV with siphons. It comes close.
Yeah I didn’t really feel the difference either so I’m guessing it wasn’t that much more, but I read that it became crap.
What happened is that they over-“fixed” it. The tooltips are still the same, but now it’s healing significantly less than it should.
For example, my tooltip shows that the siphon portion heals for 670. It actually heals me for 490 (not including WvW healing boost).
It has a base of 470/stack with what should be a 24% scaling with Healing Power. I have 832 healing power. Which means that now it’s scaling at 2.4% healing power instead.
Yeah,my tooltip says 340 but heals for 364.
Come on guys. A warriors healing signet ticks at a 1 second interval. Our SOV ticks everytime we get hit,but also has a 1 second ICD.
A warrior that gets hit in combat will get hit,and will receive healing every second.
A necromancer with SOV in combat will get hit,and will receive healing every second as long as they get hit. They’re not the same but in practice,in combat,you won’t see that much of a difference. They’ll basically both tick every second. And don’t forget our dagger auto when you’re specced blood magic siphons. You WILL heal alot more than a warriors healing signet per second with dem autos. Also,dagger 2. Siphon plus you’ll trigger both blood magic traits as well for every pulse,meaing,more healing…Healing signet trumps SOV when it comes to running away though and resetting fights,but let’s be honest. How many times are you going to reset a fight as a necro? Never. Can’t even run away. When it comes to me I go into every fight with the intention of winning.
^ IMO that’s challenging,rewarding and fun when you pull it off. You HAVE to be aggressive to survive. Either we go through them or we’ll drag them down with us (downed state ftw lol).
No, as both a necro and warrior player, signet of healing passive is much, much, much better than SoR passive.
Even during a fight it will tick more, because you don’t take hit all the time, sometime your opponent will play defensive, sometime you have to kite him, sometimes he’s gonna be feared, etc etc. During all those situations SoR will not tick, while SoH would. + Ofc all the time when you’re trying to tempo and kite the damage (hard as a necro though). Oh, and I forgot than you won’t get SoR ticks while in shourd either.SoH passive in undeniably way better than SoR. But SoR active is decent while SoH passive is super duper crap.
And honestly Siget of vampirism healing when you get hit doesn’t make any sense to me. It should heal when you hit someone, which would actually be way better and make much more sense.
I never said SOV is better,I said it’s almost on par with HS. Sometimes it won’t tick as much because you won’t get hit,sure,but that’s why you have the siphons on attacks. Think dagger auto. A full chain of that is around 300 hp,maybe a bit more,that’s almost as much as your SOV,and it only takes like what,1-2 seconds?
If he kites you,well then that’s maybe a build issue. Yeah,that’s gonna’ suck if you can’t keep him close for AA. But if he’s kiting you,and he still hits you,you’ll get hp every second. If he’s feared,well I usually keep on him like a koala on a eucalypt. Hitting him with AA..siphons,making it close to HS healing.
No,SOV won’t heal you in shroud,I feel it should though,since all of our other siphons now do…would be a nice feature with US.
Vampirism name might be because of the active?…
Though I’ll say it again,I’ve never said SOV is better than HS. But when in combat it comes close,and it IS good if it’s coupled with siphons as well.
It’s a class heavily centered around chill, which is useless in PvE. A lot of the side effects on weaponskills are poison, on a power based spec and weapon. And again, poison is kinda useless in PvE.
I haven’t read everything here but noticed that ^
Putrid Defense?
Yeah I didn’t really feel the difference either so I’m guessing it wasn’t that much more, but I read that it became crap.
IKR. Overreacting. That’s a thing here.
Come on guys. A warriors healing signet ticks at a 1 second interval. Our SOV ticks everytime we get hit,but also has a 1 second ICD.
A warrior that gets hit in combat will get hit,and will receive healing every second.
A necromancer with SOV in combat will get hit,and will receive healing every second as long as they get hit. They’re not the same but in practice,in combat,you won’t see that much of a difference. They’ll basically both tick every second. And don’t forget our dagger auto when you’re specced blood magic siphons. You WILL heal alot more than a warriors healing signet per second with dem autos. Also,dagger 2. Siphon plus you’ll trigger both blood magic traits as well for every pulse,meaing,more healing…
Healing signet trumps SOV when it comes to running away though and resetting fights,but let’s be honest. How many times are you going to reset a fight as a necro? Never. Can’t even run away. When it comes to me I go into every fight with the intention of winning.
^ IMO that’s challenging,rewarding and fun when you pull it off. You HAVE to be aggressive to survive. Either we go through them or we’ll drag them down with us (downed state ftw lol).
Overreacting is a thing everywhere honestly. This patch was basically a non-factor for us, bug fixes and changes that are basically ANet not admitting Chilling Darkness is badly designed and Corruptions need a rework.
A 30% nerf to UM was completely uncalled for.
A massive nerf to Vampiric signet, back to pre-june levels(which means a net loss equivalent to the trait that went baseline) is utterly uncalled for.Corruptions only got a rework because a few of us raided the revenant forum at the right time. That’s it. That is the only reason it got touched, because of few people went over to another class forum and complained. There was never any notification here about that change.
Chilling darkness, in light of the nerfs to UM and VS, is still a slap in the face.
What exactly was the bug on vampiric signet ?
It healed for more than it originally was intended to do. The tool tip and everything is as before this patch but the green numbers you’d see on screen was higher than what the tool tip stated. So it wasn’t a freakin’ nerf. To the people who says it’s a nerf,no,it was never a nerf. It was a freakin’ fix.
Your piece of heaven never really existed.
Yeah I can read the patch note, I meant how much more did it heal ?
I have no idea hehe,all I know is that before the patch it was great. And now it’s still great.
You must be new here
Fix = Nerf
Anytime Anet wants to nerf something but doesn’t really have a reason for it, or don’t want to explain the reason they instead label it a “fix”. This has happened with pretty much every balance patch since launch, it’s not like this is some new trick.
For example, they “fixed” signet of vamp to heal for less. Of course it already basically heals for nothing, which is why no one uses it. There is no reason to reduce the healing it does, even if they tripled it, it would still suck. Yet they somehow felt compelled to reduce the healing. It makes no sense, and has no logic, so therefore it is labeled as a “fix” instead of a nerf.
It’s weird then that the other nerfs and buffs isn’t labeled as “fixes”. SOV is basically necromancers answer to the warriors healing signet. They both heal for basically the same amount (+- a 5 or 10 or whatever) and is basically just as effective as each other. They both heal you per second,the only difference being that SOV requires you to get hit for it to heal. And honestly,in a fight,as a warrior you get hit just as much as a necromancer.
So ergo,SOV is as effective as Healing Signet IN COMBAT.
Oh,and couple that passive healing with the blood magic trait line siphons on dagger autos. You pump out much more self healing than a freakin’ warriors healing signet. Plus that extra damage siphons do….
Overreacting is a thing everywhere honestly. This patch was basically a non-factor for us, bug fixes and changes that are basically ANet not admitting Chilling Darkness is badly designed and Corruptions need a rework.
A 30% nerf to UM was completely uncalled for.
A massive nerf to Vampiric signet, back to pre-june levels(which means a net loss equivalent to the trait that went baseline) is utterly uncalled for.Corruptions only got a rework because a few of us raided the revenant forum at the right time. That’s it. That is the only reason it got touched, because of few people went over to another class forum and complained. There was never any notification here about that change.
Chilling darkness, in light of the nerfs to UM and VS, is still a slap in the face.
What exactly was the bug on vampiric signet ?
It healed for more than it originally was intended to do. The tool tip and everything is as before this patch but the green numbers you’d see on screen was higher than what the tool tip stated. So it wasn’t a freakin’ nerf. To the people who says it’s a nerf,no,it was never a nerf. It was a freakin’ fix.
Your piece of heaven never really existed.
Also, The Giantdad Spec 3.0, Well what is it, Casul?
Artorias of the Abyss is here. GIT GUD CASULS.
Racial with Legendary effects.
Really? I didn’t see if he had any legendary on him,but he was a charr.
Ok,so I’m roaming in WvW and I see this French charr warrior which my buddy and I nuke. Both of the times we encountered him he let out/released/cast that firestorm which ghost elementalists from Ascalon use. You know,just like the firestorm,but with that ethereal,blue glow.
What is this? I’ve never seen it before at all. His hp went down so fast we had no idea when it procced only that it was very close to death or upon death.
So,do anybody know what this is? A consumable? What?
Seriously,people need to differentiate from nerfs and fixes. That’s two different words meaning two different things.
A nerf isn’t a fix and a fix isn’t a nerf.
And it’s like people consider one VERY small nerf the end of the necromancer class. I bet you won’t even notice the difference. Or any nerf for that matter.
Overreacting is a thing on the profession forums
I’m so discouraged by the look of that percentage. But I NEED IT. lol
What is the drop rate of the Endless Fractal Tonic and do you ONLY get it from Daily chests in the level range 41-50? Or does it drop inside the dungeons in that level range?
I’ve been reading forums today and came across a few posts about how minions could us a visual overhaul / rework and I completely agree.
The problem is, the whole reason that the minions look the way they look is because Anet is catering to the Chinese playerbase.
In China, skulls or visible bone is considered taboo so most online games are now conforming to those laws.
Notice that the only minon with a skull is the bone which I guarantee has a different face in chinas version of the game.
Basically, you guys are stuck with fleshy sacks of plucked turkeys because China doesn’t like visible bone.
The real reason why their “lore” was changed lol. “LORE”, basically meaning they needed to come up with a reason why necro’s don’t use bones lol.
Thats why they have a bunch of skeleton minis (not released in china) so the necro has some way some how to feel like a necro XD
Look at the new Reaper in Overwatch, same thing. His face only slightly resembles a skull. Online games are conforming to China’s ridiculous taboo’s day by day. Soon…. maybe you’ll find skull to be taboo. Then you can thank Anet for supporting Chinas superstitions.
Realize.. Anet didn’t make full body bone golems like this
http://i53.photobucket.com/albums/g46/green_420/ZombieTroll.jpg
Because they don’t want to offend china… They don’t care what you think they only care what china thinks
so we get this
https://wiki.guildwars2.com/images/thumb/f/f9/Flesh_Golem.png/240px-Flesh_Golem.png
A plucked turkey.
I sound like some necro activist XP Anyways bleh
Are you trolling? As far as I know the minions have looked the way they look now since 2005.
Update: Level 60 now. I’m really starting to understand why Necros hate not having good access to stability, evades, or blocks. The ping-pong reference is true, and it’s already infuriating. Literally every time I go into WvW or PvP I spend half the time knocked down, knocked back, or otherwise not in control of my character. If I wanted that, I’d still be playing WoW.
I’ve never experienced anything quite so bad on any of the other classes.
Not to be a total kitten or anything but here —--> https://wiki.guildwars2.com/wiki/Stun_break
6 stun breaks for us,and one extra one in one of our traits. Plus after the trait rework we also have another stun break, “Plague Signet”,in one of our traits,making it actually 8.
Just to show the differences in stun breaks;
Mesmer: 6
Necro: 8
Ele: 7
Thief: 5
Ranger: 5
Engie: 7
Warrior: 9
Guardian: 7Stab per class: https://wiki.guildwars2.com/wiki/Stability
Mesmer: 2
Necro: 4
Ele: 4
Thief: They have 1 trait,don’t they?
Ranger: 2
Engie: 5
Warrior: 6
Guardian: 3Evades per class: https://wiki.guildwars2.com/wiki/Evade
Mesmer: 4 + dodge
Necro: 0 + dodge
Ele: 3 + dodge
Thief: 9 + dodge
Ranger: 7 + dodge
Engie: 1 + dodge
Warrior: 1 + dodge
Guardian: 0 + dodgeBlocks per class: https://wiki.guildwars2.com/wiki/Block
Mesmer: 2 + 1 projectile block
Necro: 0
Ele: 1 projectile block
Thief: 1 projectile block
Ranger: 1 + 1 projectile block
Engie: 2 + 1 random projectile block from Elixir….
Warrior: 3
Guardian: 4 + 3 projectile blocks
(I have not included underwater skills in any of the lists because tbh,who cares anyway?)When it comes down to it you can counter argue that our access to stabs and stun breaks aren’t very accessible when it comes to certain builds than other classes. That’s not true,there’s not one class in those lists that can have their whole kitten nal of stabs,breaks w/e at any given time.
It’s a matter of sacrificing some skills from some build for a stun break or stab or w/e.
If you zerg in wvw you’re okay with w/e class you play I believe. In pvp I can see that you have some problems if you’re following meta builds. Swap out some skills for some stun breaks and please,utilize those 2 dodges you have to your upmost ability. In a team fight it can get hard keeping track of when some knockback,stun etc. is coming but on 1v1 or 1v2’s it shouldn’t be a problem to predict them.
Another thing to consider when reading my paragraph above I understand that you had a break from gw? Also this is a totally new class for you so it will take some time to get used to it.
TL;DR There are things you can do to help you not get pin ponged. No class has an equal amount of stabs,stun breaks etc. but by the looks of it are somewhat balanced. We’re definitely not lacking in the “get right back up again” category….
The only stability access thieves have is Dagger storm elite. kittenty, huh?
Didn’t they have a trait which gave them stab upon reveal? Or was that removed when that trait rework patch hit? O__O
I knew these counter posts were coming,and I fully agree, but on the other hand we have skills to bring them “down on our level”. We can strip those stability stacks from them just like that snaps fingers.
Personally though,I’ve never had any major problems with control effects fighting 1v1 or 1v2 or 2v3. The major problem shows itself when you’re in group fights,but then again it’s very likely that some team member will share stab.
When you look at the big picture though there’s so many different situations where it would have been good and some where you wouldn’t really need it that much. Being prepared for every possible encounter is nigh impossible with any given class. There are times you will own your enemie’s souls. There are also times where you feel like you got scorched by Balthazar.
Comparing it to the warrior was kind of stupid though since it has the most access to stab and w/e else. It’s like comparing the dps of a lvl 1 and 80,both on totally different ends on the spectrum.
If you look at just the numbers it’s kind of “balanced”,like the amount of access too stability sources. Balanced doesn’t mean equal amount of x and y for every class. And no,this is not my definition of balance.
Signet of the wild is also on a 60 second cd. That leaves the ranger with “Strength of the Pack” which gives 3 stacks of stab for 3 seconds,3-4 times,which is also on a 60 second cd.
TL;DR No class can be god all the time,sometimes you have to eat the dust. Or you can just l2dodge.
All this qqing bout necro,“we need this, ths should change, axe is bad” and so on is really annoying. stop asking for fluff to change.
I main necro, and i have no problem being effctive, so please go learn the class, traits and skills before you start crying like little girls who lost their teddy bears.
oh forgot to mention, NECRO ISNT DESIGNED FOR MOBILITY.
+1 for you sir,looks like people expect to be gods in everything they do…
Players should always desire more.
And why is that?
Update: Level 60 now. I’m really starting to understand why Necros hate not having good access to stability, evades, or blocks. The ping-pong reference is true, and it’s already infuriating. Literally every time I go into WvW or PvP I spend half the time knocked down, knocked back, or otherwise not in control of my character. If I wanted that, I’d still be playing WoW.
I’ve never experienced anything quite so bad on any of the other classes.
Not to be a total kitten or anything but here —-→ https://wiki.guildwars2.com/wiki/Stun_break
6 stun breaks for us,and one extra one in one of our traits. Plus after the trait rework we also have another stun break, “Plague Signet”,in one of our traits,making it actually 8.
Just to show the differences in stun breaks;
Mesmer: 6
Necro: 8
Ele: 7
Thief: 5
Ranger: 5
Engie: 7
Warrior: 9
Guardian: 7
Stab per class: https://wiki.guildwars2.com/wiki/Stability
Mesmer: 2
Necro: 4
Ele: 4
Thief: They have 1 trait,don’t they?
Ranger: 2
Engie: 5
Warrior: 6
Guardian: 3
Evades per class: https://wiki.guildwars2.com/wiki/Evade
Mesmer: 4 + dodge
Necro: 0 + dodge
Ele: 3 + dodge
Thief: 9 + dodge
Ranger: 7 + dodge
Engie: 1 + dodge
Warrior: 1 + dodge
Guardian: 0 + dodge
Blocks per class: https://wiki.guildwars2.com/wiki/Block
Mesmer: 2 + 1 projectile block
Necro: 0
Ele: 1 projectile block
Thief: 1 projectile block
Ranger: 1 + 1 projectile block
Engie: 2 + 1 random projectile block from Elixir….
Warrior: 3
Guardian: 4 + 3 projectile blocks
(I have not included underwater skills in any of the lists because tbh,who cares anyway?)
When it comes down to it you can counter argue that our access to stabs and stun breaks aren’t very accessible when it comes to certain builds than other classes. That’s not true,there’s not one class in those lists that can have their whole kitten nal of stabs,breaks w/e at any given time.
It’s a matter of sacrificing some skills from some build for a stun break or stab or w/e.
If you zerg in wvw you’re okay with w/e class you play I believe. In pvp I can see that you have some problems if you’re following meta builds. Swap out some skills for some stun breaks and please,utilize those 2 dodges you have to your upmost ability. In a team fight it can get hard keeping track of when some knockback,stun etc. is coming but on 1v1 or 1v2’s it shouldn’t be a problem to predict them.
Another thing to consider when reading my paragraph above I understand that you had a break from gw? Also this is a totally new class for you so it will take some time to get used to it.
TL;DR There are things you can do to help you not get pin ponged. No class has an equal amount of stabs,stun breaks etc. but by the looks of it are somewhat balanced. We’re definitely not lacking in the “get right back up again” category….
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