I rerolled a mesmer, then moved to ele, after that I leveled a guardian and all that time I was expecting some rework/buffs on necro, but nothing. So I stoped playing GW2 a couple of months ago. I came back to see the “awesome pvp patch” but again… frustration at max.
They want necros move to other specs. Diamond Skin is the living proof. Not to mention engi’s automated response or warrior’s berserker stance. I would be ok with that if they had buffed a bit our other weapons like axe, warhorn, focus and staff. Why any team would like a power necro when power any other class is better at dd/dps than us?
Necros can’t stay in melee range cause necros don’t have enough protection, stability, sustain. Condis is the only thing necros excel at. And now there are too many counters.
Maybe if they add a 5 sec chill procs after immobilize is gone, that would be interesting.
I’d be nervous to give necro more chill, I honestly just think a range boost would do just fine :S maybe a bit of a cast time cut that’s it.
I wouldn’t. Chill does 0 damage it’s just annoying.
Maybe if they add a 5 sec chill procs after immobilize is gone, that would be interesting.
Since when vampires heals when they are hit?
IIRC, vampires always have regained health when they attack. Is this a new kind of vampires, like the shiny ones from Twilight?
I can’t believe how Dev team surpass themselves every time with more and more useless ideas for necromancer.
I saw the stream and it was like…. oh god…. what a crap!
the necro with ~1000 hp, the vampire sign on the head of the opponent, Axe#2 and then nothing… NOTHING happened, I was expecting like 500 hp per hit.
Did you see that guardian skill? from 0 to full HP in less than a sec. Devs were laughing!!
I’m not excited enough to come back yet.
I have to say, to look on the bright side of things: there has been some great comedy coming out of this. The heal still sucks, but at least I can laugh about it before I cry myself to sleep tonight.
Why are you complaining so much?
You and other few ppl are always saying that Necro is good, that necro doesn’t need buffs and that everything is OK with necro’s skills and even some of them need nerfs.
I see Axe, as an attrition weapon. The longer the fight, the worse for the enemy.
Axe #1 increase the speed by, at least, 50%→ more vuln→ more damage.
Axe #2 Fine as it it.
Axe #3 Add Blast finisher. Change cripple for chill and retaliation for regeneration
Dagger has a great potential for an AOE PVE weapon.
Dagger #1 add cleave
Dagger #2 add area effect, like DS#4 but hp instead of life force
Dagger #3 change to: Teleport to target area, immobilizing up to 5 targets in the area.
Some numbers should be adjusted to not become OP.
I was thinking about this earlier before seeing this thread, and I feel that it would make sense for axe to be “the area damage weapon” and dagger to be “the single-target damage weapon.” This is already true to an extent, but the axe feels a little…patched together.
Perhaps Axe 1 could be made into an area attack like the engineer pistol or elementalist fire staff autoattacks (as some other posts have said). It does relatively low damage, but this would give it AoE vulnerability on top of other vulnerability attacks like Focus 4 and Well of Suffering (and that Death Shiver trait that I’m not sure anyone uses). Of course, necromancer does already has Unyielding Blast to fill this same role.
I always felt that it was strange that Axe 2 is the ability that regenerates life force, especially when an ability very similar to Axe 3 (Feast) is the underwater life force regeneration. If Axe 3 was swapped to be the source of life force generation, it would indeed solidify the axe as the “area damage weapon” by making the necromancer regenerate more per target as they already do with trident underwater. Weirdly enough, in Axe 3’s current state, the necromancer gains more retaliation (???) per target. I’m not sure how this fits in.
I’m of the mind that Axe 2 should be replaced entirely with something new, since in it’s current state it’s just a “press button to do damage” ability.
We need a two handed melee weapon to be an area weapon.
Axe & focus should be all about control and sustain.
Again anet, buff axe # kittening 1!
Guardians got a red post when they asked for buffs on scepter. I don’t see why necros should be different.
I’m guessing you’re new here. Here’s how the Necro forums work
1) Make a great discussion with lots of potential
2) Ask for red post
3) ???
4) Get a red post 6 months later telling you how to play your class, because you obviously don’t know how
maybe I’ll wait for the red post to tell me that, not any random forum user.
Back to the topic: Axe aa it’s crap. Crap damage, crap range, crap speed, crap single target. It hit twice, but every decent on-hit effect has an internal cooldown, not great advantage here. It’s the worst aa in the game, only comparable to necro staff aa.
You do your rotation and the what? several seconds of crappy damage.
Devs want feedback, this is feedback. Axe#2 was buffed in damage some months ago, but it’s the aa the worst part of this weapon.
still not a red post in this thread?
Why do people still go around expecting red posts in threads when the only time we got them with any kind of frequency was during Peters’ initiative to talk more?
The Necro forums don’t get red posts, its just how it is, get used to it.
Guardians got a red post when they asked for buffs on scepter. I don’t see why necros should be different.
Good thing to replace 25 Spite trait, which completely dumb and useless
According to Jon Peters, Siphoned Power is a good trait lol. The Devs scare me sometimes.
1 stack of might on 25% hp, yeaaah. Wow, so OP, much strong, very powerful.
it’s 1 stack each time you are hit under 25%, but yet it’s an awful trait.
I’ve never seen more than 5 stacks, just before I died.
I’d like to see more interesting traits replacing this one.
still not a red post in this thread?
i think the best way to rework axe is to make it melee :/ it would definitely give it a chain. i don’t see any reason axe 2 can’t perform similarly to 100b, i mean necro gets the only axe flurry.
It does perform “similarly”. The problem is that it cannot be as strong as 100b because of the differences in the skill. Making it melee doesn’t make sense. It’d be a direct case of either Dagger > Axe, or Axe > Dagger, and either way one weapon invalidates the other in 95% of situations if you make that change.
100b:
Melee
Roots you for channel duration
3.5s duration
Has a lot of back-ended damage (if you miss the very last hit you lose out on a ton of the damage)Axe 2
600 range
You can not only walk around while channeling, but also turn
2.5s duration
Damage is equally spread over every single hit
Also gives sustain through LFNow, obviously 100b works perfectly for PvE because if you’re remotely smart about using it, you can get off perfect 100bs almost on CD. In this case, the larger damage output from it makes more sense. Also you pair that with the fact that warriors have stronger self (and party) buffing, and their already strong 100b gets even stronger.
Making Axe 2 higher damage to match 100b is not going to happen. It makes no sense balance wise. What they should do is give it one of the many ideas that people have put out here, but most of which come down to: Axe 2 needs to be reworked in functionality, and Axe 1 needs a slight buff.
100b also does increased damage in time warp, where axe 2 doesn’t.
100b also cleaves to three enemies where axe 2 doesn’t.
100b does about 5x as much damage. When warriors are doing 20k 100b, i am usually doing 4k with axe 2.
Melee range a longer channel and a root are a penalty but Warrior has a speedy gap closer and a ranged immobilize (traited) on the same weapon, so let’s not pretend that these are bigger disadvantages than they are.
Axe 2 is crappy DPS, worse than dagger auto attack, but on a cool down. It is fine-ish righ now, but the class is nowhere near on par with warrior for power damage. I think the real problem is that axe 1 is a crappy filler skill.
I came here to post exactly this.
Axe: 1 make it hit faster and harder.
Axe: 2 make it 900 range so we can chase ppl or add Chill efect.
Axe: 3 remove retaliation, it doesn’t make any sense. Add regen and lf generation.1 – nope
2 – very nope
3 – so you wanna ruin the only good skill on axe, gratz1.- Axe aa does crappy damage. If it doesn’t cleave, it should hit harder and/or faster.
2.- The only source of damage is easily avoided. And the damage it’s not that good to begin with. What about this: If it hits 4 times add some effect (cripple), if it hits 8 times another effect(chill).
3.- Remove retaliation, keep cripple, reduce damage and add a blast finisher, make it a defensive skill. Blast finisher on a dark field (we have a lot of those) produces area blind, which is a lot more suitable for necromancers.Now we have a control mid range weapon.
1.) Its designed to be a crappy aa weapon, warrior gs is a crappy aa weapon too, thats because they are made for the burst skills.
2.) No, no, another no and another no, Axe 2 misses because of crappy cone and hit detection, not because enemies are out of range.
3.) Again i must say, dont touch the only universally good skill of the weapon (except for maybe cutting its cast time in half), also no blind is a thief thing.
did I just read that you are comparing Necro Axe#2 to Warrior GS#2?
Ok, I should stop reading you. You have no clue.
Axe: 1 make it hit faster and harder.
Axe: 2 make it 900 range so we can chase ppl or add Chill efect.
Axe: 3 remove retaliation, it doesn’t make any sense. Add regen and lf generation.1 – nope
2 – very nope
3 – so you wanna ruin the only good skill on axe, gratz
1.- Axe aa does crappy damage. If it doesn’t cleave, it should hit harder and/or faster.
2.- The only source of damage is easily avoided. And the damage it’s not that good to begin with. What about this: If it hits 4 times add some effect (cripple), if it hits 8 times another effect(chill).
3.- Remove retaliation, keep cripple, reduce damage and add a blast finisher, make it a defensive skill. Blast finisher on a dark field (we have a lot of those) produces area blind, which is a lot more suitable for necromancers.
Now we have a control mid range weapon.
Axe: 1 make it hit faster and harder.
Axe: 2 make it 900 range so we can chase ppl or add Chill efect.
Axe: 3 remove retaliation, it doesn’t make any sense. Add regen and lf generation.
in the first place, add a blast finisher on #3
Hi atse what are you doing down here?
I’m trying to understand how people are defending dhummfire. So OP.
No.
go back to your cave.
If the goal is to promote interesting gameplay for the condi necro, you need to reduce the burst to a level where attempting to put the opponent in an unrecoverable position immediately by unloading everything right away is no longer the default option. The condi necro needs less burst and more slower acting damage to incentivize strategic gameplay.
this is true for all classes, not just condi necro.
Some great ideas in here. We’ve talked about moving Dhuumfire up to Grandmaster in the Curses line, and moving Terror as well.
We also like the idea of making Terror scale with # of conditions on your target, so there’s more “play” to trying to load your target up with a lot of condies before you hit them with Fear. Your opponent can try to keep condies low, so that Terror won’t hurt as much.
Dhuumfire moving would also open up a gap for a new GM trait in Spite, so we’d need to figure that out as well.
Great suggestions!
What about a trait that deals fixed damage each time you chill your foe? Chill is great for attrition but chill o mancers suffers a lack of damage. This trait shouldn’t scale with condition damage.
PTS: the key to implement a lot of stuff in short time.
I’ll believe that when I see it. Every class having access to every weapon sounds like a balance nightmare.
Not so far from where we are right now
Still waiting some buffs to axe#1
If Anet creates DeathKnight as a new class, I’d erase my necro to create one.
necro axe #1 when are you going to buff it?
necro axe #1 when are you going to buff it?
Axe #1 when???
While I would prefer Pistol or off-hand Torch, I wouldn’t object to a Greatsword (they have all the cool skins). I think that the specialty of the weapon should be chilling effects.
Torch could offer up some nice spectral flames… and Pistol could make for a nice minion master weapon.
Yeah chilling is a must in a future 2h melee weapon
3. Finally United Cucumbers & Kraits
I see what you did there.
I don’t know what modern games have you participated in, but in old school d&d casters can use at least 1 weapon without any penalties at lvl 1.
You won’t need 2 secs for aa. By that logic, pistols would take like 10 secs. Totally nonsense.
Crossbows are as epic as any other weapon in gw2. Go ask any demon hunter in Diablo 3.
Not ranged or exotic ones, you started off with -10 because you couldnt pick up bow proficiency, but that doesnt matter since bows and slings were kinda op at early levels for a reason to allow weaker classes to get the 4-6 levels they needed to get their school and/or craft setup. If you continued to use bows post your (in this case necromancy) specialization or after turning into a pale master as a sorc, you got a -20 on it even if you for some reason went and picked up the weapon specs for bows because you are a arcane or divine profession using a weapon without arcane/divine properties, hell as a pally n blackguard you needed special ammo not to pretty much kill your own party or in best case scenario shoot a little bug at the enemies feet.
sooooooo no…
don’t even try it. They don’t listen.
I don’t know what modern games have you participated in, but in old school d&d casters can use at least 1 weapon without any penalties at lvl 1.
You won’t need 2 secs for aa. By that logic, pistols would take like 10 secs. Totally nonsense.
Crossbows are as epic as any other weapon in gw2. Go ask any demon hunter in Diablo 3.
No GS, no Hammer, no mace.
Scythe and Crossbow for my necro please!
Sctythe: melee, cleave, gap closer, chill, combo finishers, high lf gen.
Crossbow: cripple, bleeds, weakness, gap generator, summon jagged horrors.no to crossbow, that will simply ruin everything about what a bow stands for, it doesn’t even fit the necro one bit.
crossbow it’s the weapon of choice of several casters on several fantasy role playing games, since you don’t need a lot of strength to use it, opposite to a bow. I definitely see necros, eles and mesms using crossbows as ranged weapons.
I don’t see how a crossbow hurt your feeling for bows. They are totally different concepts.
This idea sounds like dagger #3, then dagger #2 but stronger and easier to land.
BTW necromancers are not vampires
No, they are not Bram Stoker’s undead monster who drinks the blood of the living to sustain itself.
Vampire in this context refers not so much to the act of blood drinking but, rather, sustaining one’s self by stealing the life of one’s enemies. As this is functionally similar to what the classic vampire does, it’s much easier to simply call necros of this ilk “vampires”. They could just as easily be referred to as “siphoners” or “blood mages”; but the community settled on “vampire”.
Look at the picture at the end of the first post
No GS, no Hammer, no mace.
Scythe and Crossbow for my necro please!
Sctythe: melee, cleave, gap closer, chill, combo finishers, high lf gen.
Crossbow: cripple, bleeds, weakness, gap generator, summon jagged horrors.
This idea sounds like dagger #3, then dagger #2 but stronger and easier to land.
BTW necromancers are not vampires
I may have gotten this but 800 gems is far too much for this kind of content. That’s like a monthly subscription and I don’t think that’s worth a month in subscription fees.
What you said is completely contradictory. If you bought it, it’s priced correctly. That’s how supply and demand works.
They didn’t say that they bought it, they said that they may have been interested in buying it had it not been as expensive as it is, that had it been less expensive they’d have probably picked one up.
That is also in line with my feelings on the subject of Infinite Gathering Tools; I don’t mind “Soulbound on Use”, but at 800 Gems each…thanks, but no thanks. If they were 200 Gems each I’d be buying dozens of them. At 800 I won’t even be buying one.
Again, ArenaNet…people are more willing to make many smaller amount purchases over a single larger one, even if it ends up costing more in the long run. At 200 Gems each, I’d happily spend 6000 gems to outfits 10 characters with a single set of Infinite Gathering Tools, instead I’m spending no gems.
I’d also have no problem with buying additional versions of the infinite tools on each of those 10 characters when they are released or made available. I’d swap out to whichever I felt like using at the time. So also buying each variation of each Infinite Gathering Tool across 10 characters would really add up.
Infinite Gathering Tools
10 Characters
3 Infinite Tools Each
3 Variations of Each Tool (when made available)
18,000 – # of Gems I’d spend @ 200 Gems per tool
22,500 – # of Gems I’d spend @ 250 Gems per tool
ZERO – # of Gems I’ve spent and will ever spend on Infinite Tools that cost 800 Gems EachAnd that’s just on Infinite Gathering Tools and not even getting into what would have been spent on pieces from a single set of Gem Armor had armor pieces been sold individually in the gem store instead of as full sets.
99% of marketing is psychology.
Anet want people to buy gems with $ not gold. Your argument is invalid.
Why don’t Anet remove the random champions and put them on the temples events chain?
Can be done, but it’s still risky and have to wait on cd’s, while 4 gambits can be farmed with no breaks at all.
Zzzz
farming 5 gambits with no breaks
what armor and runes do you use Halo?
introduce a CD of 10 mins for fighting a specific opponent after you beat him.
done.
kill the queen, we need a brave king instead.
I’m tired of female leaders in this game.
This dev asked for videos of necro being OP and got nothing. Yet necro was nerfed.
SLow clap for this magnificent job.
Because Engi and Necro are the exact same class… right?
kittened answer is kittened
… I want more team comps to be viable than Guard Necro Ranger Thief X.
Guardians are in team comps since ever, they have the best bunkering capabilities. Are they OP because no team runs 0 guardians? Why I don’t see any nerfs to your own class if your purpose is to change the meta? Lets nerf guardians to make other bunkers viable. Lets nerf their area denial for example or make GM a M trait useful to your build to make your choices more interesting… This is ridiculous..
You are biased, propose some nerfs to guardian, that make other classes good choice for bunker too. Then I’ll take you seriously.
Furthermore, the moving of this trait into Grandmaster makes it impossible to have Dhuumfire, Terror, and Master of Terror in the same build, and gives the Necromancer some very important decisions to make when building for condis.
Why this situation in other classes is called Synergy and in necros are called OPness?
But I also play the other classes from time to time, and I understand all of their skills and trait lines.
it’s obvious to me that you don’t know about necro trait lines, they are a mess. We lack of synergy in every tree, and you are asking for more mediocrity on necromancer traits, this is infuriating! Stay with your guarding, and let the informed ppl take the decisions.
LOOOOOL!!! a Guardian trying to nerf Necros, this is hilarious!!! and extremely biased ofc.
Dhuumfire: if something is done to this trait, it should be moved to master or even adept tier. The reason is quite simple, we would have a 30 points trait worse than a 10 point trait in engis. This should never ever happen. It’d only claim bad design! bad design!
Terror: moving it to GM won’t be necessary if Dhuumfire is nerfed. No condi necro would ever take 30 points in Spite for an underwhelming trait. Terror was nerfed last patch, so no further nerfs are needed to Dhuumfire or Terror. Grow a pair, you are a guardian, the most solid class, ever wanted in pvp and if you get a counter (like the current condi necro) adapt, learn to play and stop crying for nerfs to other classes you don’t play or you don’t know widely.
This PAX tourney should be done with the current builds, i.e. no more nerfs no more buffs. This will teach Devs and players that necros are OK, and not OP like a lot of uninformed ppl like to say
thank you Engels……and ill bring this point up…..Burning…?….BURNING?
What part of the aspect of death is ever considered BURNING?!?!?!
We are NECROMANCERS , not ELEMENTALISTS!!!!
WE BRING THE COLD TOUCH OF DEATH IN GRENTGHS NAME!!!! NOT BALTHAZAARS!!!!In Short , REMOVED DHUUMFIRE , NOONE wanted it , reverse some of the nerfs (aka the terror dmg nerf). We are NECROMANCERS , we bring the cold touch of death , not the hot burning wrath of balthazaar , we reap terror into those that fear death.
;-P
the human gods are dead, Grenth is no more. And they are just human deities, not charr, norn, asura or silvary. Those races necros don’t pray to Grenth and don’t get their powers from that fallen god.
In GW2, necromancers are like no other game/story necromancers. Where are the zombies, skeletons, ghouls? We have just non-humanoid meat and bone parts bound together to create some weak, pathetic and abhorrent critters.
Is natural that necromancers from the present started looking for new sources of power, like the former god Dhuum.
You are not seeing the whole paint.
Dhuumfire not only works with the terror build, it is useful too in hybrid builds. Terror was nerfed, so there is no point on nerf Dhuumfire anymore.
Stop crying, necros won’t be a free kill ever again.