Warlord Sikari (80 Scrapper)
Warlord Sikari (80 Scrapper)
If they made Staff Mastery and Greater Marks into one ability I would gizz all over myself since I have both in my build already.
Yeah, I’d be happy too. Greater marks is stupid as is.. Should be baseline… No one wants to spec a certain way to have a Viable use of a weapon. It’s pathetic.
Also I believe this patch will be june 25th as per when the “Coming Soon” is dated on the Dragon Bash page for Sky Pirates.
Warlord Sikari (80 Scrapper)
Most Necromancers I see in tPvP roll with a Minion Master build. Plus, if these changes do go through, more people might want to roll a MM, making your “no one runs it” pointless.
Most necros are MM in tPVP? I thought MM wasn’t viable in tPVP
Its not… or at least not as Viable as other rolls you can play. in tPvP having control over conditions gives necros an edge. however the point about having MM buffed and more people playing it is a good point… but should PvE be kitten just because of that?
I don’t see what the problem would be with more MMs in tPVP neither… I’d love if MM could do PvE, and WvW while becoming viable in tPVP. If you look at it right now based on this, (imo) one of the best aspects of GW1 necros, being minions, isn’t even viable in anything. It isn’t very good in tPVP. Can’t do team fights. It’s not useful in PvE beyond a little bit solo, and can’t do WvW. All its good at is SOME 1v1 fights, while having some of the worst hard counters. (Aoe/Condis/General cleave/Teleports and STealth that mess with Ai). I don’t think buffing them would be a bad thing in really any scenario.
Warlord Sikari (80 Scrapper)
Most Necromancers I see in tPvP roll with a Minion Master build. Plus, if these changes do go through, more people might want to roll a MM, making your “no one runs it” pointless.
Most necros are MM in tPVP? I thought MM wasn’t viable in tPVP
Warlord Sikari (80 Scrapper)
I’ve been pondering something for a while and just wanted to ask about the general design of things. The two classes (also the two needing the most help duel to lack of sustain) with high HP seem be falling behind, but when I look at their heals (warrior and Necro) They don’t really seem to be proportionate to their HP. Most of their heals (With a slight exception to maybe Consume Conditions) seems to heal just like any other HP-tier, and sometimes with a longer cooldown even. Doesn’t this defeat the purpose of the higher HP?
Having our lack of other defenses blamed on our high HP total seems kind of counter productive if we don’t heal proportionately to that amount of HP. In this case even as a bunker we’re doomed to dwidle away while others have heals proportionate to their HP and various other mechanics to support low HP.
Thoughts/Insights?
Warlord Sikari (80 Scrapper)
wishful thinking, seriously OP changes.
I would be more than happy only with the following:
— Warhorn 5, Locus Swarm, Swiftness lasts 15 seconds, OR Cooldown reduced from 30 seconds to 25. (before trait)
Staff 1, Necrotic Grasp travels 20% faster.
Death Shroud:
— entrance to Death Shroud now removes all Cripple, Chill, and Immobilize effects.
—retaliation and stability duration on traits spiteful spirit (spite V) and foot in grave (soul reaping XI) increased by 1 second.MM-General
Minions regain health outside of combat. (So we can start fights on an even footing.)
minions pathing is fixed, (minions can jump or walk around objects to reach their target..)Spite
- New trait “Jagged Nightmare”: " Jagged Horrors no longer lose life over time. (can have up to three jagged horrors at the same time)Death Magic
- Staff Mastery and Greater Marks merged.Curses
- Focused Rituals changed to Ritual Mastery: Wells Recharge 20% Faster and are Ground Targeted.these are enough IMHO to improve vastly the playing experience of the Necromancer.
^ this, honestly we can fix most of the issues with necros with just a couple of trait fixes.
1st for MM builds Training of the Master and Flesh of the Master should be combined and moved to a 30 pt Death Magic skill, And Staff Mastery + Greater Marks combo (for the love of god yes please) i really want to love my staff but taking 2 traits to make it sub useful is BS. Then an all over -30% or -50% AoE dmg done to minions would make them more viable in real content. also if we combined some of the traits it would open up a spot for us to take the Minion Master trait for -20% cooldown (instead of having to waste it on Greater Marks)
2nd for PVT necros IMHO death shroud is pretty OP (if you know how to use it) in pvp i lol at eles and guardians the only fix i can see not being OP is allowing us to get healing while in DS. Also fix the axe plz just give it a little dmg boost on its auto attack or let it stack bleed as well as vuln or something.
3rd for condition… there is no hope your… ok but not great and its not just necros its conditions in general so no flaming or QQs
TBH i would love to play MM and i do in solo PvE (and sometimes for fun in WvW) but in dungeon’s and real PvP the pets just die sooooooo fast and there really dumb. Hell give us a bar that controls our pets like ranger has.
A lot of what you said is what I suggested, and apparently was too “op” to ask for. :S
lolz i understand where your coming from, i think it looks OP because of all of the ideas putt together, those were just the ones i really agree with.
Yeah it probably looks scary because theres a lot but what it can be boiled down to is:
Buffs:
Minions survive aoe better.
Slight better minion AI.
Some clutter some traits merged.
Slight weapon changes.
Fixes: (in my eyes)
DS can be healed in (Currently it just makes regen/Our healing minion/Leech traits/Leech Sigils not work right and its just crappy design).
DS can be stomped/Rezed with, it doesn’t even provide stability, I don’t see the issue… It’s less clunky.
Pets can regen out of combat. So we can start on a good foot when we fight, just like anyone else does… We shouldn’t be punished for winning our last fight.
Warlord Sikari (80 Scrapper)
Think it was mentioned in a “Discussion about necro->mentioning that weakness is going to get a rework too” way. Was just a reminder that it affects our class and going to be sort of a boost. In the end the weakness buff is a general change for the whole game even if we might be the class with lots of weakness applications. Don’t think its gonna change anything for all the condimancers, supposedly it will punish crits so all the crit builds are going to have a harder time.
Hm, my main point was that the buff will better buff specs that don’t need it rather than those who need it most. I don’t disagree it’ll be more useful against a wide-spread amount of people.
Warlord Sikari (80 Scrapper)
I just want the two staff things to be merged, but also, I doubt they’d specifically call upon a specific weapon for a minor. I’m not sure they do that.
What’s more specific; a weapon that just about every necromancer has equipped, or a school of skills that are for the most part restricted to a specific build?
I didn’t say I agree with what’s there now. I run MM and I still hate both. x.X
When we get a crappy kitten pet 30 sec cd after kill for 5 points then for 15 we get a little more armor, and a ranger gets 50% more endur regen for a 5 point I want to seriously question balance designers.
Warlord Sikari (80 Scrapper)
I just want the two staff things to be merged, but also, I doubt they’d specifically call upon a specific weapon for a minor. I’m not sure they do that.
Warlord Sikari (80 Scrapper)
Many people are hoping that the new Weakness is supposed to be a buff to our survivability, which it may but I fear it’s going to also make those who are stronger already even more strong.
I believe Weakness being a Necro buff started with SotG.
Warlord Sikari (80 Scrapper)
wishful thinking, seriously OP changes.
I would be more than happy only with the following:
— Warhorn 5, Locus Swarm, Swiftness lasts 15 seconds, OR Cooldown reduced from 30 seconds to 25. (before trait)
Staff 1, Necrotic Grasp travels 20% faster.
Death Shroud:
— entrance to Death Shroud now removes all Cripple, Chill, and Immobilize effects.
—retaliation and stability duration on traits spiteful spirit (spite V) and foot in grave (soul reaping XI) increased by 1 second.MM-General
Minions regain health outside of combat. (So we can start fights on an even footing.)
minions pathing is fixed, (minions can jump or walk around objects to reach their target..)Spite
- New trait “Jagged Nightmare”: " Jagged Horrors no longer lose life over time. (can have up to three jagged horrors at the same time)Death Magic
- Staff Mastery and Greater Marks merged.Curses
- Focused Rituals changed to Ritual Mastery: Wells Recharge 20% Faster and are Ground Targeted.these are enough IMHO to improve vastly the playing experience of the Necromancer.
^ this, honestly we can fix most of the issues with necros with just a couple of trait fixes.
1st for MM builds Training of the Master and Flesh of the Master should be combined and moved to a 30 pt Death Magic skill, And Staff Mastery + Greater Marks combo (for the love of god yes please) i really want to love my staff but taking 2 traits to make it sub useful is BS. Then an all over -30% or -50% AoE dmg done to minions would make them more viable in real content. also if we combined some of the traits it would open up a spot for us to take the Minion Master trait for -20% cooldown (instead of having to waste it on Greater Marks)
2nd for PVT necros IMHO death shroud is pretty OP (if you know how to use it) in pvp i lol at eles and guardians the only fix i can see not being OP is allowing us to get healing while in DS. Also fix the axe plz just give it a little dmg boost on its auto attack or let it stack bleed as well as vuln or something.
3rd for condition… there is no hope your… ok but not great and its not just necros its conditions in general so no flaming or QQs
TBH i would love to play MM and i do in solo PvE (and sometimes for fun in WvW) but in dungeon’s and real PvP the pets just die sooooooo fast and there really dumb. Hell give us a bar that controls our pets like ranger has.
A lot of what you said is what I suggested, and apparently was too “op” to ask for. :S
Warlord Sikari (80 Scrapper)
I have a bit of a fear, that is that Weakness being buffed is supposed to be a big Necro buff, and its something people are banking off of. My concern is will other classes who already have their niches and in some cases are already considered too powerful, who ALSO have easier/better access to weakness just be getting more of a boost than the necro/classes who need it more?
Thieves have it baked into their auto attack with sword which is of the most popular builds currently and able to keep it up near 100% of the time, even allowing breaks of not using 1.
Rangers Axe 3 applies a 10 second CD 10 second Weakness, which is also a primary choice for rangers, and bunker rangers do NOT need more mitigation…
Chaos storm can add a wide aoe Weakness
Necromancers are forced to rely on combo fields which others can do/benefit from too, or offhand dagger which a. isn’t always the most suitable choice for a power necro, or we have to rely on a 30 point trait into curses to get them on crit.. (25% on a critical).
I just fear this “Buff” to help the survivability for a non-avoidance class is going to fall nothing short of a bigger buff to those who already have a lot of avoidance/mobility/vigor etc.
Warlord Sikari (80 Scrapper)
I’ve said this several times on these forums in comments and everyone always yelled at me. >_> /signed
Warlord Sikari (80 Scrapper)
This made me think, what if “Weakness” just lowered dmg by say 30%, and the “fumble” part became its own thing or something called Clumsy that said “50% chance when evading/dodging to trip and fall.” That’d be awesome. XD
Warlord Sikari (80 Scrapper)
I don’t really care one way or the other about “evade” or endurance or invuln hate or whatever, but I will say the one class that absolutely does not need access to this kind of thing is Guards. They have more than enough for dealing with evade classes (and much else moreover) as it stands.
Yeah I guess I could agree with that, in a way their walls already are evade hate.
Warlord Sikari (80 Scrapper)
I’d be for number 1, but I don’t think they want that (especially considering the spectral stuff doesn’t work with DS for some goofy kitten reason).
2 should have already been this way. DS actually HURTs the use of the Blood minion, Regen and Leeching. Terrible terrible design.
Warlord Sikari (80 Scrapper)
oh sorrow, but you have start with this..
well to badyes im play always just my op guardian and random dodge at midfight.
i dont finish ppls, also i dont clean condis from my team or safe them with aegis, i dont bubble enemys away from them, i also dont immobilize, rez or give any support to them… also i dont care about the point to dont get a neutralize.no i just dodge around with my never ending vigor op guardian and never die.
vigor is so kittening op man… and this with only get vigor when i crit with my 5% chance as guardianbut yes, better we have not much dodge, because hgh engi and all the aoe should hit nearly all the time…
lol man i rly dont get what you whant to have, its like talking with a baby
you whant to say all bunker players are noobs or whats the reason of this topic?
maybe you are necro and whant more dodge too?when you whant less dodge at all, then give me a real reason because why
and say me what to do against this much aoes and burst attacks then,
because they allrdy hit rly much time and they hit hard. i have not perma dodge rdy and i also use this 2 op energy runes.. just lol…
maybe we play different games, then sry for my messages
but you know when you are get a target above your little had, you should be happy about all dodges you havei also dont talk about ranger, i talk about that vigor and dodge time is well balanced in this game, there is no change need.
and when i was speak about ranger then,
that ranger and thief are the only one who can dodge rly much, the other classes dont have “dodge spam”just dont know why you dont start to play one of this mighty vigor specs
btw its a good idea with just play the main class 1000 tournament games…
you should do that, because its maybe enough to be able to handle nearly each situation with you class and feel safe with italso dont get whats the real problem at this topic, because when all have vigor rdy, why its not fine then?
atm all classes are tournamet viable
only hard to go with is warriorah and i also whant more build viable, but less vigor or dodge at all is just lol…
also nerfs are fail… because nerfs are the reason why ppls stop to play this game…
buff bad builds whould make the game interestingif anet is stupid enough to do a dodge or less vigor change,
then i look for next game where i can have fast and dynamic fights
dont need a slow stand around gameand pls stop read or understand my messages just like 50% sorrow…
your answers me things i have never write-.-
maybe my engl or your engl is to bad
It’s mine.
Warlord Sikari (80 Scrapper)
^ LMFAO, this is going to go places.
Warlord Sikari (80 Scrapper)
No, no no, I was just making a suggestion. XD
Warlord Sikari (80 Scrapper)
250 arcane powder
100 Paid Tourney Tokens
100 arcane slivers
And a weapon token. :}
Warlord Sikari (80 Scrapper)
Better idea: make corrupt boon not miss? :p
I’m for it.
Warlord Sikari (80 Scrapper)
You and I are not the only players in the game, you know.
Warlord Sikari (80 Scrapper)
Considering your suggestion is actually applied, this would only affect button smasher newbies and their opponents and for the average mesmer most likely only thief class opponents as thief stealths so often. So this suggestion would only weaken the mesmer profession -on average- against thieves and not at all so against any other profession. It would also weaken the button smasher newbies but hey, even an average player can (should be able to) own a button smasher mesmer.
Read it.
It only affects the “mesmer profession”s standing against thieves and nothing else if we exclude newbie button smashers from the equation. And thief is the last class that should whine about mesmers being too strong.
It is not a side-step, it is a useless suggestion that would not even serve the nerfing intention you have other than nerfing the mesmers mainly against thieves.
And NO, there is no benefit to general mesmer or whatsoever in this suggestion, other than an idiotic effort to qq for nerf.
You better go borrow some IQ and critical thinking from a smart friend of yours before calling people numbskull. You did not even get what I said LOL.
Do you even play the Mesmer? Their downed state #2 is a phantasm and requires a target. This would help them against shadow-stomps. They’ve been asking for this. And it makes Mesmers a little less of a “Brain dead” class. The class could use a boost to its reputation by making it a little less of a noob face-roll class.
Warlord Sikari (80 Scrapper)
If any profession should have this then it should be mesmer. In gw1 they were all about punishment. Different types you could build them to stop melee, casters, degen, energy denial, interupt etc it required a brain to play. here its just another skill spammer. I liked mesmer better in gw1 because of this. They have confusion but after the nerf its not worth using.
Mesmers are one of the main targets, they don’t need more buffs. >_>:
Warlord Sikari (80 Scrapper)
It’s a basic change that would be a side-step and benefit the general Mesmer, and make it less mindless for noobs, does that help? I don’t feel like playing word games with a numbskull.
Warlord Sikari (80 Scrapper)
This isn’t even really a “qq” it just makes logical sense and is balanced. What are you losing out by being punished if you do something stupid, while GAINING a working 2 for the good players who need it? I don’t think you’re even actually thinking about the concept here and just attacking me because you smell “nerf” when it really wouldn’t be a nerf unless you’re already a terrible Mesmer.
Warlord Sikari (80 Scrapper)
new concept: hate hate
Peace already exists, it’s just underpowered.
Warlord Sikari (80 Scrapper)
If you’re crying this hard about me suggesting that your phantasm’s go on cool down like every other spell in the game if you misuse it, you have some serious issues. You need to calm down and take a serious look at your life man.
Warlord Sikari (80 Scrapper)
Every phantasm/clone (aside for some dodges) have a reason and purpose. None of them are spammed (aside for some dodges). This is why I make at least a slightly above mesmer.
If you find somebody that is smashing illusions/clones just to button mash, then you should have an easy time killing them without the added cd.
There are other instances that would need to be changed first before I would even be comfortable with this, much like the thief being able to spam #1 attacks in stealth until it actually lands.
This is just one instance of things I don’t like. Perma stealth, what you mentioned about stealth attacks, Phants never going on CD unless you have a valid target, all bother me. And I’d go as far as saying I don’t really like Thief Sword 2, them having a no cooldown stun break teleport. That’s not my favorite either.
Another qqer, stop whining and just play, learn, get skilled.
I dislike this and that, lets nerf this and that, huh.
There are things I dislike in the game but hey it is only as good as it gets. and you do not/will not see me whining about it. You should ask for some nerf/buff/change in real life too, because there are things we hate/dislike. You either use these things as an excuse or you find ways to beat it. Same in game same everywhere. You people seem to me like spoiled brats just whining all over the place because it is not good enough for you. But you know what, it will never be good enough, because that mechanism to get over a problem is completely lacking in some people.
Um… Yeah… Okay, I’ll bite. Yes things to get “patched” in real life when things suck, just wanted to point out (slavery, womens rights, the list goes on). Guess why. Because people say something. It’s a slight change that wouldn’t effect most player and it’d make a class that’s seen as way too easy to play for how powerful it is a LITTLE less face roll, and it actually FIXES a bigger issue for them. Grow up, things have to change for balance and development, if the world was run by your logic, we’d all be kittened.
Warlord Sikari (80 Scrapper)
Eh, i don’t think i’d even notice a difference, then again, i don’t just go into a fight and smash my face into the keyboard like you seem to think mesmers do…
Well, I specifically said good mesmers likely wouldn’t notice a difference so they’d only feel a down 2 buff. Other mesmers on the otherhand would see a difference in needing to pay more attention.
Warlord Sikari (80 Scrapper)
I wouldn’t hate Blurred Frenzy if they didn’t have illusionary leap.
Warlord Sikari (80 Scrapper)
I think this is an oversight too that the poison procs on misses.
The self Posion lasts 9 seconds for me, it will do close to 2000 damage if running its course. Of course you would like to use a transfer there, almost have to, but sometimes its not an ideal time to blow a transfer or heal for one condition, or you simply don’t have one available and have to eat a lot of it.
Or you don’t run that kind of build. CB is necessary in s/tPvP for almost any build you run. :/
Warlord Sikari (80 Scrapper)
The reason “Endurance Hate” doesn’t work is that those without a lot of evades just simply get hurt the worse because they have no ability evades AND get to use their little evades (dodge roll) less. Endurance hate actually hurts MORE who it’s trying to help. It’s not just dodge rolls that’s the problem, but the short cooldown(or no cooldown) evades that are spammable or happen far too frequently that make a fight near one-sided. Dodge rolling itself is not an issue, its the combination, and really the largest issue is evades on weapon skills, but also the potency of vigor. Endurance itself without those other benefits are actually almost too slow. Necromancers are almost Endurance starved as it is. If you make attacks that their Endurance away even more, we’d literally never get to dodge.
You actually think this wouldn’t hurt classes who only have two dodge rolls? If you are able to hit a class in their dodge rolls that just makes them weaker. Conditions already do this. Someone said earlier in this thread (I think), that dodging ill-timed skill shots should be rewarded with you evading them.
Why should someone get hit, by death shroud 1 (e.g) because I dodged it and I am about to die?
The difference is:
Those less reliant on dodging would less likely be effected by the (few) abilities that are evade-hate, while others would feel the hurt more often who do try to evade every attack.This is opposed to the previous suggestion:
Endurance hate, which would effectively burn endurance. In this case, Those without evades would also never be able to dodge cause the endurance would be eaten, and the evades on weapon skills would be untouched.Yes, this would be a better option to target the real enemy.
When I read that bold text, I can’t help but feel this is just another thread about S/D thieves. Considering rangers, warriors, and thieves are the only three classes with evade on weapon skills, and no one makes threads about rangers short bow 3 or warrior greatsword 3.
Regardless, the skill cap in this game would drop drastically if something like this actually happened. You could use your “evade hate” skill on someone whenever they try to dodge. In that case, these skills would need large CDs and would need to be utilities. If not evade, and the dodge mechanic would be better off being removed from the game.
Thief, ranger and Mesmer are my top enemies. I include Blur into the line of Evades.
Warlord Sikari (80 Scrapper)
The reason “Endurance Hate” doesn’t work is that those without a lot of evades just simply get hurt the worse because they have no ability evades AND get to use their little evades (dodge roll) less. Endurance hate actually hurts MORE who it’s trying to help. It’s not just dodge rolls that’s the problem, but the short cooldown(or no cooldown) evades that are spammable or happen far too frequently that make a fight near one-sided. Dodge rolling itself is not an issue, its the combination, and really the largest issue is evades on weapon skills, but also the potency of vigor. Endurance itself without those other benefits are actually almost too slow. Necromancers are almost Endurance starved as it is. If you make attacks that their Endurance away even more, we’d literally never get to dodge.
You actually think this wouldn’t hurt classes who only have two dodge rolls? If you are able to hit a class in their dodge rolls that just makes them weaker. Conditions already do this. Someone said earlier in this thread (I think), that dodging ill-timed skill shots should be rewarded with you evading them.
Why should someone get hit, by death shroud 1 (e.g) because I dodged it and I am about to die?
Also, knowing to change to DS, which degens and can be bursted out of, to finish someone off who is about to die would be a skill factor for the Necro. Sure you’re trying to play skillfully, but so is the Necromancer. Skill goes two ways. This would be countering a counter (which many evades/invulns already do)
Warlord Sikari (80 Scrapper)
The reason “Endurance Hate” doesn’t work is that those without a lot of evades just simply get hurt the worse because they have no ability evades AND get to use their little evades (dodge roll) less. Endurance hate actually hurts MORE who it’s trying to help. It’s not just dodge rolls that’s the problem, but the short cooldown(or no cooldown) evades that are spammable or happen far too frequently that make a fight near one-sided. Dodge rolling itself is not an issue, its the combination, and really the largest issue is evades on weapon skills, but also the potency of vigor. Endurance itself without those other benefits are actually almost too slow. Necromancers are almost Endurance starved as it is. If you make attacks that their Endurance away even more, we’d literally never get to dodge.
You actually think this wouldn’t hurt classes who only have two dodge rolls? If you are able to hit a class in their dodge rolls that just makes them weaker. Conditions already do this. Someone said earlier in this thread (I think), that dodging ill-timed skill shots should be rewarded with you evading them.
Why should someone get hit, by death shroud 1 (e.g) because I dodged it and I am about to die?
The difference is:
Those less reliant on dodging would less likely be effected by the (few) abilities that are evade-hate, while others would feel the hurt more often who do try to evade every attack.
This is opposed to the previous suggestion:
Endurance hate, which would effectively burn endurance. In this case, Those without evades would also never be able to dodge cause the endurance would be eaten, and the evades on weapon skills would be untouched.
Yes, this would be a better option to target the real enemy.
Warlord Sikari (80 Scrapper)
I agree with Ahuba. No way should this happen. Its far too slow to grind out gear in sPVP for them to just let us use PvE. We’d almost HAVE to PvE to get gear for PVP which would ruin their already bad system of rewarding playing PvP. It would be a sad day for sPVP
Warlord Sikari (80 Scrapper)
Agreed The Mighty Altroll. The whole form of balance isn’t “I can do this” and “You can do that”, it should be a form of Assault and Response. Currently people can respond to conditions (removal), they can respond to stealth (aoe) they can respond to damage (healing/toughness) they can respond to healing (poison/burst) they can respond to cc (stun breaks). Evade just doesn’t have that. It’s a one sided fight mechanic and is far too accessible.
Warlord Sikari (80 Scrapper)
Actually in the ANet “walk through” it suggested 8/10 would be released immediately. That means we expected it to count, and for those kind of in the “race” we felt it was necessary. So, we’re not really completely to blame. We did what we thought we should.
Warlord Sikari (80 Scrapper)
I would like a little compensation, because I wouldn’t have gritted my teeth through all the AFKs and other BS doing DB if I knew it’d be dropped. You should put a little reward for that achievement imo.
Warlord Sikari (80 Scrapper)
The reason “Endurance Hate” doesn’t work is that those without a lot of evades just simply get hurt the worse because they have no ability evades AND get to use their little evades (dodge roll) less. Endurance hate actually hurts MORE who it’s trying to help. It’s not just dodge rolls that’s the problem, but the short cooldown(or no cooldown) evades that are spammable or happen far too frequently that make a fight near one-sided. Dodge rolling itself is not an issue, its the combination, and really the largest issue is evades on weapon skills, but also the potency of vigor. Endurance itself without those other benefits are actually almost too slow. Necromancers are almost Endurance starved as it is. If you make attacks that their Endurance away even more, we’d literally never get to dodge.
Warlord Sikari (80 Scrapper)
Blurred Frenzy isn’t THAT OP, but it can cause you to have 25% up time invuln and with sword 3, the target is also rooted the entire time you use Blurred Frenzy, so yeah with Phants going to town on you while you’re invulnerable beating someone in the face while rooted every 8-10 seconds. It gets to be a little bit crazy.
Warlord Sikari (80 Scrapper)
Evade destroys the point of skill shots/timing abilities, Boon hate destroys the idea of defensive(or otherwise) Boons, it’s to even the play field for the have-nots without making everything the same. I’m not saying make all of our auto attacks just go right through. Just some abilities that would be more powerful against high evade targets. If Characters and Necros can’t have high evasion/invuln, then why not at least be better at attacking those who do in little ways, not just every ability. I think you’re taking my suggestion to be too extreme.
Actually, no. Evade destroys the skill-less use of skill shots and poorly timed abilities, as well it should. If you can’t time your abilities to avoid them being evaded, then you shouldn’t be landing them, as per mechanics working as intended.
I guess I shouldn’t be able to land hits on regen rangers with Vigor and sword+dagger, or an evade thief, or a Mesmer who has stealth+Phant defender(to block the times I do hit) but also access to vigor via staff and 25% up time invuln plus a shatter to invuln some more? That’s not skill bud. It’s the same thing in reverse. It’s having passive evades to avoid needing to time your own evades.
Warlord Sikari (80 Scrapper)
I feel like baseline 5 sec cooldown would be good, and just add a 10 second CD on the 3 Sec stability trait.
Warlord Sikari (80 Scrapper)
I can kind of see your point, but I feel like this more helps one spec rather than the overall necro class, unfortunately. :S
Warlord Sikari (80 Scrapper)
Evade destroys the point of skill shots/timing abilities, Boon hate destroys the idea of defensive(or otherwise) Boons, it’s to even the play field for the have-nots without making everything the same. I’m not saying make all of our auto attacks just go right through. Just some abilities that would be more powerful against high evade targets. If Characters and Necros can’t have high evasion/invuln, then why not at least be better at attacking those who do in little ways, not just every ability. I think you’re taking my suggestion to be too extreme.
Warlord Sikari (80 Scrapper)
Just to be straight here, if you had them selected when they stealthed, and started the rather short mini-cast animation (with them still selected at the start of the cast), CB will hit them. CB also has no facing requirement, so if they walk through you, it still hits them. (recent patch change on that one).
Teleports also will only cause it to fail if they teleport out of range.
The random failings where there are no logical reasons for it to fail are annoying, but seem to just be part of how the skill works. Evades/invulns/dodges should prevent it, as otherwise it is uncounterable.
Epidemic I have different feelings on, as it is a skill which does nothing to a target but copy its debuffs to targets nearby, but that is a different discussion.
I never really cared that much about the self poison. It isn’t that long, and frankly, when it fails, I am dealing with a full buffs thief, a warrior/guardian with stability beating my face in, the last thing I care about is my self poison, as my heal goes through it anyhow.
If what a lot of what you’re saying is true, it’s not always working as such in sPVP. I’m about to lose my mind over the amount of CB fails on non evading/dodging targets I’m getting. Also, not everyone runs or wants to run Consume conditions lol.
Warlord Sikari (80 Scrapper)
I had this idea I thought would be cool for classes who don’t rely heavily on evades (Warriors, necros, maybe guardians) if there was a such thing as “Evade” hate spells. I’m not saying flood the game with them (please lord). However I do think it’d be an interesting way to combat all the vigor/evades for classes that don’t have them without hurting the ones that do.
(This is in response to Endurance Hate, which would make life even HARDER on classes without vigor. Bad idea.)
So what’s evade hate?
Simple: Have some moves that still contact the enemy while they’re evading. Such as dodge rolls/evasions/Invulnerable.
For instance, DeathShroud’s number 1 could be an evade hate that still hit an evading enemy.
(Dare I say it, to fix a lot of heart break and issues) Corrupt boon be an evade hate so we don’t poison ourselves so much for no good reason.
Things of that nature. Yes I play necro which is why I only suggested for Necro, I don’t play Warrior/guardian often, so I didn’t want to suggest anything for them and look stupid.
Warlord Sikari (80 Scrapper)
I’m starting to get frustrated with this move. I’m not sure if its common that it misses due to slight terrain differences, but I’m experiencing a lot of instances where it’ll point blank miss, people will walk through me and it’ll miss (because for an instant cast it still has a kitten animation time), the bazillion stealth/evades baked into basic attacks, etc. Okay, some of this may be my fault in bad timing/planning, but regardless, some of it just isn’t able to be predicted. I can swallow my pride on some of it being my fault.
However, it should work like Blood is Power and not poison us on miss/no target (someone stealths). Because when it does just bug out or a person just walks through you it is INFURATING to have a 40 sec cd utility gone, our best one that is really the only way we can win a lot of 1v1s, and on top of that we just poisoned ourselves.
The amount of times I’ve gone in for a corrupt boon and they blinding powder at the same time etc and I just ended up poisoning myself is outrageous. Please change it. 1v1 PVP is hard enough on Necros, we don’t need 30% less healing on ourselves for 8 seconds because the natural flow of some classes is so chaotic.
Things that cause you to Poison yourself on 40 second cooldown:
Terrain glitch,
Not firing correctly glitch,
Invulnerabilities,
The enemy walking through you.
The mass amount of evade spells on Thief/Ranger
Dodge roll and it’s accessibility via traits and Vigor for many classes
Stealth at the right time
Abilities that cause the person to “dance” around you. (though most of these cause evasion)
Teleports
When ALL of that doesn’t stop it, we can convert someone’s boons into conditions. And most of the classes who this effects the most will have them right back in about 6 seconds.
Thank you for letting me rant.
Warlord Sikari (80 Scrapper)
Every phantasm/clone (aside for some dodges) have a reason and purpose. None of them are spammed (aside for some dodges). This is why I make at least a slightly above mesmer.
If you find somebody that is smashing illusions/clones just to button mash, then you should have an easy time killing them without the added cd.
There are other instances that would need to be changed first before I would even be comfortable with this, much like the thief being able to spam #1 attacks in stealth until it actually lands.
This is just one instance of things I don’t like. Perma stealth, what you mentioned about stealth attacks, Phants never going on CD unless you have a valid target, all bother me. And I’d go as far as saying I don’t really like Thief Sword 2, them having a no cooldown stun break teleport. That’s not my favorite either.
Warlord Sikari (80 Scrapper)
On the other hand, having the need for a target also makes things more difficult. We can’t spam abilities around like say my engineer when a target stealths up. If our curtain is on cooldown we barely have anything to damage the thief in his refuge. Other classes can spam there aoe’s just like your necro depending on build but mesmer can’t.
Having your phant’s fire off blank rounds because you used it without a target wouldn’t change this at all. It would just require you to pay attention when spamming Phant buttons instead of them just not doing anything if you lost your target, they’d go on CD like any other attack would if you used it without a target. (Again, point in case being Corrupt Boon)
Warlord Sikari (80 Scrapper)