extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.
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I don’t really agree, this is how I would break down the weapons.
Dagger mainhand 3/5:
The auto is great in every way. Everything else is subpar. Dark pact has a huge cooldown, and a large cast time. The immobilize is nice, but subpar compared to other immobilize skills in everything except immobilize duration. Life siphon is great in concept, but takes too long to cast in actual combat and doesn’t scale well with number of enemies.
Axe 1.5/5:
Most of the rating is for the 3 skill unholy feast, it is a great necro oriented skill. Auto-attack is almost useless, simply doesn’t do enough because vuln on auto alone with no damage is weak (look at mesmers sword, way way better). I don’t even need to dodge the 2 skill, just walk out of range, it is good in concept though. The weapon needs to be 900 range since we will now have a bunch of melee skills and no power ranged weapon. The auto attack needs to be reworked even with that.
Scepter 3/5:
The auto attack on this weapon is strong. The two skill grasping dead is pretty good for kiting, it could do a little more damage (bring back the bleed or make it 2 stacks of torment). Feast of Corruption is an ok skill because it does decent damage and has good lf regen, but I still think it needs to be condition oriented because the rest of the weapon doesn’t scale well with power. Also, mesmer scepter is terrible, necro scepter >>>> mesmer scepter. Mesmer scepter has big fat interruptable dodgeable skills. You can dodge/interrupt the 2 skill after you hit them, the 3 skill is a 3 second channel, and the auto is a huge cast as well.
Staff 3/5:
Auto is ok, it would be great if it applied a condition or was a 50% projectile finisher. Mark of blood is great low cooldown damage and regen. Chillblains gives two of the strongest debuffing conditions, it’s pretty good. Putrid Mark is strong, but needs to work on allies again (maybe just one condition from allies). REaper’s Mark is also pretty good, could maybe use a small CD reduction.
dagger offhand 3.5/5:
Really strong skills, condition transfer+ blind is epic on deathly swarm. weakness and bleeds is good, but enfeebling blood takes too long to actually land (3/4 second cast plus half second fall time). It also has too long of a cooldown, it could be 20 seconds, or they could make the weakness last a little longer.
Warhorn 4/5:
AOE 2s Daze on a low cast time is epic strong, could use a blast though. Locust Swarm is similarly awesome, aoe cripple + swiftness + lf is real strong.
Focus 2/5:
REaper’s touch needs to be more consistent, vuln is nice, regen is nice, but on the same skill is weird. Should either grant fury to allies or weakness to enemies. Spinal Shivers just has a really long cast time, so it either needs to deal more damage, or have a smaller cast time (chill of death doesn’t need more damage though).
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well rampagers is suspect, but I’ve been running more offensive setups, 6/4/0/0/4, 6/6/2/0/0, and 4/6/0/0/4 and doing well. I really think the added pressure from chill of death and dhummfire is super valuable. With so much condition clear, I find it essential to bring even more burst.
Cele players be like
“NERF FIRE AND AIR, BURST DAMAGE TOO MUCH I SHOULD LIVE FOREVER.”
Zerker players be like
“NERF CELESTIAL, IT’S THE ONLY AMULET THAT CAN SURVIVE MY BUILD.”
everyone else be like
“I’d like to be able to play the game with at least some chance of winning.”
I personally don’t think either of these amulets are op. I just think most of the other amulets are set up poorly. Instead of nerfing all the things that actually work, maybe emulate them. For instance, amulets with three stats could get a fourth mixed in. Amulets like rampagers just need a rebalance(precision main stat with 300 power lol). Also, nerfing cele to the ground wouldn’t do anything. People would run a soldiers variant of shoutbow, or a bunker guard and a zerker classes. Condition builds would still be terrible because all of the meta-builds have enough condition removal to minimize the damage just enough to win out in the long run.
Instead of always looking to nerf everything, like most people do on this forum, consider buffing the counters to the same power level (AKA not power creep). For instance, currently cele bunkers dominate because they outsustain everyone, have passive defense, and have sustained damage. The counter to this would be condition builds that can nullify your passive defense, and have better sustained damage.
I’m gonna talk in strictly pve, ignoring the fact that all of the weapons are balanced for both other gametypes. For one, you can complete all of the pve content in this game with 5 rangers with longbows. You are complaining because this isn’t the fastest way to do it. The reason it isn’t fastest is because it has very very low risk. Longbow is at 1500(actually 2100, plz nerf) range, how do you think it is justifiable that someone that far away from mobs or bosses should deal as much damage as someone in melee range? You can’t because that wouldn’t make sense. As long as you can actually survive in melee range that will always be meta because melee range does more damage, which is exactly how it should be. Your effectively asking for Anet to make the game exactly how you want it so you can fulfill your ranger fantasies, ignoring all the design problems with that (maybe go learn how to actually be an archer irl). Also, rangers have wonderful access to stability and decent stun breaks. Final point, your pet shouldn’t be dieing that much in dungeons. If it is, learn to manage it better because mine doesn’t die often in dungeons.
Staff is really bad dps, it might be useful in open world for tagging stuff, but in dungeons you want to avoid using it as much as possible (except maybe laying down marks before a fight starts, then switching to something else). The meta will probably be d/f gs or d/w gs. Also Frailty really won’t be worth itDarwec, focus 4 and gs 3 is 24 vuln almost instantly, so anything that actually deals damage would be better.
The only thing I would get right now would be a zerker greatsword, this is almost surely going to be the best weapon for dungeons. Other than that a bunch of stuff you should already have, zerker daggers, focus, warhorn, armor. As Bhawb said, it is still to early to buy specific gear, but a zerker greatsword will almost definitely be meta for necros in dungeons (If it isn’t, it means anet messed up).
Also Brasil and Nemesis said that crit wont matter anymore with the reaper, so I don’t have a clue what kind of gear I will use, some people have talked about sinister, what do you think?
While this might be true, it isn’t worth investing just yet because we don’t know what the final stuff will look like. Assuming condition damage doesn’t become meta in pve and the traits stay the same, for dungoens you will want zerker till you get to 30% crit chance. Then you would take the 50% crit increase against enemies with 25 vuln, and with fury that puts you at 100. The rest of your gear could be valk gear. Then food buffs could get you more power. Of course you could just run zerker, and it wouldn’t be a big difference.
Edit: Scratch that, with 5 pieces of valk and superior sharpening stones you only get 100 or so power, which I don’t believe is worth it over 10% dungeon specific potions, so zerkers will be better because it isn’t as reliant on the mob having vuln.
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I’d rather it transfered a condition from you to each of the enemies hit, and one condition from allies to you.
If you are getting owned against condition necros on condition engi or cele engi it’s because you aren’t dodging or using your ccs right. As an engi there are 4 skills you need to worry about dodging, reaper’s mark, putrid mark, deathly swarm and dark path (especially on condition engi if you avoid the two transfers,or better yet reflect deathly swarm it’s gg). As long as you avoid these which you should be able to do with 50% vigor uptime and gear sheild, the corrupt boon and doom won’t hurt you too bad (can’t really avoid an instant cast and a 1/2 second cast reliably). Meanwhile necros need to worry about dodging pry bar, grenade barrage, the 4-6 ccs engis have, and whatever weapons skills you have depending on your weapon. Cele engi is kitten matchup, and condition engi is a 4-6. You won’t win everytime, but if your losing 90% of your fights against terromancers its a L2P issue.
Powermancers are a little different, against them you need to avoid dark pact, wells, and burst them down when they enter DS, so they can’t spam lifeblasts (or LOS). This is also a relatively even matchup because most powermancers only run 1 stun break, so the mass cc engis have should be able to lock them down. If they pop lich in a 1vs1 tell them they are a scrub, and walk away (or cc chain them, that one stack of stab wont do much against slick shoes). If you notice a necro has 100% life force it is probably best to not engage 1vs1, and wait for them to get to the teamfight. Also, you can completely shut out a necro and 100-0 them pretty easy by interrupting their heal, which is on a huge cast.
In terms of reaper, it does look like it will do a bunch of melee damage and be really strong in melee range, but most of the skills look really telegraphed and easy to dodge, or interrupt. I wouldn’t be too worried.
I know a lot of people think this is a lopsided matchup, but it isn’t bad. Focus on dodging the big hitters, and cc bursting necros out of DS. The class has massive holes that engis are pretty good at exploiting, so while you are weak to their conditions, they are weak to your cc. Another generic tip is to stay on the offensive, you never want to let necros free cast.
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This is why it would be nice if axe was 900 range. Then you could run scepter, axe or staff, and your range weapon could fill the role of either condition, power or soft cc/support.
You can LOS on most maps, ranged builds won’t be that big of a problem. No one runs p/p or p/d thief in pvp. Guards will still mostly be melee, as will thieves.
Pretty sure you want to play a warrior then. Way tankier than ele by default, and greatsword, hammer, and axe are pretty much the go HAM playstyle. To give you a breakdown of classes.
Elementalist: can be tanky through a ton of consistent healing. Provides great group support, and relies on boons. Can deal a ton of damage. Pretty much good in every game mode, pve, wvw, and pvp.
Engineer: Very much a jack of all trades profession. Great in pvp, ok in wvw, and ok in pve.
Guardian: A support oriented class, very tanky because of blocking and invulnerability. Great in pvp, great in wvw, good in pve.
Mesmer: Not tanky at all, rely on deception through stealth and clones. Almost always deal good damage. Have some great utility. Have a lot of focus on interrupting foes attacks. Ok in pvp, ok in wvw, and ok in pve (although they are in a lot of speed runs due to unique mechanics.
Necromancer: Have a lot of health, but die easily when focused by multiple opponents. Pretty bad in PVE, really great in wvw, ok in pvp.
Ranger: Classic pet class with strong ranged options. Ok in pve, ok in wvw, and ok in pvp.
Thief: Really bursty, really glassy damage class. Great at that in all game modes, but lacks if you want to be the center of attention, or focus on supporting allies.
Warrior: Class that charges into battle. Have really tanky builds, and are really flashy. Great in PVE, Good in WvW, and great in pvp.
I don’t main elementalist, but I agree this would be kind of over the top. What I think is likely is an f5 skill that summons a storm based on your attunement. That or a way to summon a permanent storm that disables one attunement. The real question is what utilities eles will be getting.
I’ve owned this game for ages now and I play every so often, I’m not sure if it’s the early leveling system or what, but I can’t get into the game, I’ve gotten one level 80 ele but that got boring fast, not because of the content but because of the class not suiting me so it was a pain to have to make another class. Also how are the classes at the moment? in terms of fun, although keep in mind I solo.
I’d recommend first finding a class you like in pvp. Then you can play that class in pvp to level it up, so you don’t have to do all the same content again. You could also go into edge of the mists to level, and maybe get into wvw. You really don’t start getting into it until you get geared up and get some money. I know you don’t like ele, but it is probably the best class for running dungeons, which is the best way to make money. Metabattle is the sight for all the best builds if your unsure of what works for you. Finding a guild would also be good.
Robert Gee stated, correctly I might add, that reaper is not supposed to fix the problems with the base class. They are working on that through other traitlines. Having said that, I think reapers will be pretty strong in runs. They will be bringing blinds, cripple, chill, boon removal and perma 25 vuln with quick build up (focus 4 then gs 3 is 24 vuln). Along with this, they will be able to have 100% crit chance, huge tankiness and 25 might with no help, while having more aoe than any other class (wells, huge cleaving skills, marks pre-pull, warhorn 5 pre pull). The skills also look like they hit pretty hard, maybe not staff ele levels, but hopefully harder than most other classes.
On top of this, it would be nice if the vampiric aura was a good dps increase and there was some aoe condition removal added to blood magic. Maybe a ferocity increasing buff similar to spotter somewhere (preferably in spite, but would fit in curses where reaper’s precision is), and projectile reflect or destruction on something like every other class has (corrosive poison cloud, or spectral wall). Even without that though, reapers look pretty strong for dungeons if not quite speed run levels (assuming the damage is good and the good traits don’t get messed up).
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I would love it if chill of death proced on interrupt, and had the same icd. Then at least you have to do something to proc it.
Maybe on immobilize, but not anything else.
Hi
I find very useful you guys ….
you should ask to ROM, Helseth, Tage, Phantaram etc. to help you to try this new stuff.
… won’t wait 6 months to have super broken stuff fixed.this!!!!…
you can even ask me….. ego/10
The problem with this is that you need at least 4-5 guys on every class to get well rounded comments (certainly couldn’t trust one of every class). There aren’t 4-5 pro necros or rangers for this game. Also, these guys are pro in pvp, would they consider that Reaper (at least GS and shouts) is basically set up for necros in pug dungeons(solo 25 might 25 vuln and 100% crit chance) and wvw commanding?
WoD is blown out of the water by its own CD.
LOL true. I think 35 seconds would be reasonable when considering all the chill and vuln you could now get. Maybe even 25 or 30 seconds would be reasonable.
Hmm, wonder if they will change well of darkness then. I’m not opposed to a lot of blind, but this would just blow welling darkness out of the water.
As for death’s charge, I think a blind and poison might be too strong, but I think it needs a minor buff to the distance or cast time to be effective as a gap closer.
Nightfall inflicting blind is way more useful than weakness.
And the poison is nice. It means reaper gets poison access without building for it. Also has synergy with putrid defence.
I meant pulsing weakness for 1-2 seconds. I think in the video they said they were messing around with it. Definitely keep the blind at the end. I do understand that the poison has synergy, but if I’m coptering into battle, I’d rather have defense against my foes next hit then decreased healing.
Just a few suggestions, I think nightfall, gs4, should inflict weakness on pulse (1-2 seconds). Also, Death’s charge looks super cool, but unless the cast time gets reduced or it goes an extra 300 range it will barely be faster than walking. I’d suggest making the cast time a little shorter because it fits the them they are going for. They could also make the burst at the end inflict blind instead of poison because it would give you some defense running into the fight.
I would run similar dungeon builds to some of you guys, but I’d take focus over warhorn. Simply put, you can cast warhorn 5 and switch to focus before the fight, and get the best of both worlds. Focus 4 will be really useful for burst stacking vuln to start a fight, focus 4 and greatsword 3 will be like 24 vuln very quickly (then your ele could use glyph of storms for blind+weakness). Most fights will be over before the 30 second warhorn cooldown is over, and the chill on focus 5 will be useful for keeping the 5% damage boost and even more chill if you need it (to proc chilling nova).
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I don’t know, what would twilight look like if you applied celestial dye? The thing most of you seem to be ignoring is that this isn’t simple. All the armor is made to be dyed, while backpieces and weapons were designed with very specific coloring schemes.
I know it was supposed to be 1vs1s, but it would be nice to see reaper and chrono in a teamfight. Especially reaper because that is currently where necromancers are lacking.
The only necro minion worth killing is the blood fiend because it is their main heal. It is important to watch out for the cc from the pets, and otherwise move away from them. If your line of sighting the ranger, it is worth it to kill the pet.
While I understand your worry, I’m pretty sure what your saying won’t happen. Even if it does I think they will fix it. I’m more encouraged to see something exciting happen with the class than anything. Many players have learned to be very sour about all necro changes, which I don’t think is fair. It isn’t all perfect, but that’s ok.
Also, they had 30k health in the vid, so definitely not berserker, and a lot of their attacks where hitting for upwards of 3k. Getting the scaling right will be as easy as looking at the classes that have good scaling and emulating that. The auto attack on Reaper shroud can now stack might, inflict vuln, and burn enemies while maintaining 100% crit chance through traits alone. I’m pretty sure necros will be self buffing monsters in pve, and the traitline has potential way beyond greatsword and shouts.
The scepter AA tip is useful. I tended to go right for the main skills. As a GW1 Necro player I’m drawn to condi but I guess I can try Power if you have any tips for it. My perception is that everything leading up to it is just filler for the inevitable 1 spam. I know there’s a bit more to it but I like it when my damage comes from a bunch of sources.
You will be pressing 1 most of the time regardless of what build you use.
That’s….disappointing.
You can weapon cancel a lot of the staff attacks, only really worth it on reaper’s mark and putrid mark. These can be dodged easily because the caster’s hand glows on putrid mark, and reaper’s mark the whole staff is waved. Cancelling reaper’s mark looks cool cause you can cast it to where it shows the whole animation. Similarly, dagger 5 can be cancelled if you think your going to miss. Recently I’ve been moving back to dhummfire because you need the damage to kill a lot of classes especially in teamfights. I run double geo double energy on weapons. Spectral Walk and Flesh wurm are still the best stunbreaks in my opinion as well, terrormancer is a kiting build and nothing is more valuable than space in a kiting build.
i am bit afraid of the chill abilities necro got
i was experiment with perma chill build and melee classes really hate it
now give the necro GS and chill even when with fear which is great combination as they cant run away from you while you burst themi think its too much chill abilities which can become perma chill even with no condi duration trait or buff. and even when it cleanse it will come back into you no time
now power necro can hold on point and do some great dmg as the meta in pvp in around zerk class. does it means we can see some changes around the meta for more sustain and bunkering ?
also vulnerability with 2 skills you can do 17 stacks which is huge for burst and with no condi cap along side shatter mesmer or ranger they can both reach 40 stacks which is 40% more dmg = instant death
i really like the reaper concept but it need to be tuned down a bit regarding pvp. in wvw it may works greatly for necro and also pve
And then you press one or two buttons on your bar and all that vuln and chill are gone. Even better, dodge the big slow skills and you won’t “suffer” at all.
The heal could go up by 500 health or so and it would be good for its purpose.
You are all weaklings breaks stun, so it’s fine imo.
Rise will be completely dependent on if they fix the ai. The cooldown is a little long, maybe they could make it summon bone dogs or something that inflicts torment.
Suffer seems weak, make the transfer effect allies as well and it would be amazing (1 condition from allies to enemies). Also consider making it channel a bit faster.
Nothing can save you needs to give a different buff other than unblockable. Some other unique buff that would help in pve (Unless there is a bunch of other changes happening for pve that we don’t know about). It should probably apply to allies. The cast is also too long to be effective.
The elite has too big a cast time, needs to go down to 1.25 seconds to be reasonable. Shouldn’t stun you for longer than enemies. Definitely change it to stab, maybe make it aoe stability on allies, I don’t think necros need resistance. There will be tons of condition removal options, and I would like keeping necro boons to the essentials. This seems to be what the devs want as well. 1-2 stacks of stab per foe hit for 5-8 seconds sound fair for a 120(78) second cooldown. The chill duration could be cut to 8 seconds to compensate a little bit.
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I have bad memory lol. If chill is only being applied to fear when using Reaper specialisation, then that’s good and understandable, I just won’t run Reaper. Thanks for the clarification!
Yep that’s how it works, it is one of the minors.
Did you watch the livestream? The said they added this trait so enemies will stay in melee range when you fear them. Don’t run Reaper, it is all based on enemies being close, and melee.
One of the shouts is a stunbreak. Really hoping they do replace dark fields leap or blast with a vampiric aura.
0/6/0/0/6/6 s/d staff terrormancer. Weakening shroud, poc, terror, dhummfire, master of terror, path of midnight, chilling force, deathly chill, relentless pursuit. Corrupt boon, wurm, walk, chilled to the bone, and consume conditions.
It would be cool if the shouts were a little creepy, but not too much. I don’t want my toon screaming in my ear everytime a cast a shout. Also, the giant scythe is awesome, and should remain that size. Really fits the theme of a giant killing machine.
Did you see how long the casts were? It is strong, but easily avoidable.
Just make the jagged horrors stronger they can fit in every build they should stay.
This, they need to stay alive longer, and maybe replace the bleed with torment.
Agreed, finally necromancers are being brought out of the dark after 3 years we might be able to see a blood magic necromancer become meta.
I feel like rubi’s emphasis on the strength of the attacks took away from the casttimes and slow attacks which players who don’t really know any better will complain about. Seems strong, but so does every other profession we’ve seen. Time will tell.
Yeah, the damaged looked decent to me, but all really easy to dodge. Think they were in celestial amulet, so hopefully the damage will be enough to make pve meta. The real strength seemed to be shroud knight cause it looks strong on every build, there is going to be some nasty condition necro builds running around.
Funny enough, the Blood Magic rework sounded more magical than the Reaper itself :P
I’m super excited for both.
I just want to take a second to appreciate Robert Gee. I main necro, and also play mesmer. I really like both of the specializations, and it seems like his team is invested in fixing the problems with the classes while keeping to the themes of the class. Props too him, hope all the other devs are equally invested. Keep it up.
1) Cut LF pool by 30%
2) Increases amount of LF gained significantly, make it scale with number of enemies better on all weapons except maybe dagger.
3) Allow all healing in DS
4) Use utilities in DS
5) switch weapons in DS
6) add condition removal to DS
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Mastering DS? Excuse me? What’s to master? What on earth do you think us Necros have been doing since BWE1?
The top necro players from Paradigm etc. are all saying similar things re: bugs, balance and design. I appreciate we might not have the same godlike holistic view of the design you’ve created here Jon, but there’s a serious shortage of people who think the necro is fine and any issues are a result of L2P deficit.
I don’t believe I’ve ever said this to a developer before, but if you could provide video proof of someone utilising DS to devastating effect I’d be more than happy to accept your statement as relevant/accurate. The “good PvP” videos of necros dried up immediately after BWE2 and the DS HP/LF nerf.
6 second ICD on DS which can be traited to stun break, give retaliation and stability for 3 seconds. um, yeah if you use death shroud on point you can turn a necro into a god.
So you would sacrifice your entire profession mechanic for a stun break every 7 seconds, and 50% uptime on retal and one stack of stability? That just goes to show how low peoples expectations are for the class. Could you imagine any other profession giving up their whole mechanic for that and being satisfied? That single stack of stability, stun break and retal will do almost nothing against an immobilize cc chain. Furthermore, you just gave up 8 trait points to get that.
Honestly, if you doubled the effect of all the on enter/exit DS traits they still wouldn’t be op. This is because you are either giving up 5 skills, tankiness and damage, or only going into DS about half as often as the theoretical maximum meaning you still only get about 50% uptime on boons. All the on enter/exit skills are weak because they have direct counters in boon removal, or timing damage around boons, and are balanced around theoretical maximums that never occur in actual. A similar trend can be seen with siphons, healing, and condition output on the class.
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If duel was a mode necro would be the least performing because they start with 0 LF,necro is good 1v1…if you use LF as second HP you will die with zero and respawn with zero…unless of course you want to die with a lot of LF and be better next time
. DS is not an active defense mechanic of course if it’s balanced for 5v5 it*can* become OP in 1v1 remember the scenarios above but then why did they chose it and made other sustain sources weak??
This may be 2 years but they have no credibility about this “DS is strroong and skillful mechanic”. Anet plz make a PvP 101 about necro so we can L2P!!
@Darksteel The devs love shoutbow let’s see if they can manage to bring back the other specs in the competition.
No man, necro wanting to start with LF because they would be ganged by 5 people fast,
it’s not the issue in 1v1.
in fact, my 0 hour necro can kill any warrior that is not top level in a dual with 0 LF
the only thing that really can kill a necro in 1v1 is mesmer or power ranger and thiefin fact warrior is the least performing class in 1v1s, it only works on point, theres no point? = not working. unless your opponent is super noob.
You say these are facts, but don’t give any proof. The burden of proof is on you, why should I believe what you said? Can you give any actual explanation or facts on these points? Do you really think this game is all about 1vs1s (it isn’t at all)?
While I haven’t had a bunch of people talking in map chat. I recently have had two 500-500 draws, a one point win on khylo, and a lord kill at 498-499. All of these were really fun and entertaining matches where when people did make mistakes, they wanted to make up for it, and the overall gameplay was solid. As others have said, more threads like this would be awesome.
talk more bs please…yes wars can swap and gain adrenaline…while in combat…much like….necros can build lf while in combat…..talk some more bs…you show me youre new to pvp or gw2 in general. berserker stance on cd…you shuld have free game as a necro vs a warrior….again go watch some real 1v1’s…necros are not UP and compete to the fullest, they lack mobilty…as they should…they need a team suporting buff yes that’s true….other than that necros are in perfect spot
If you really can’t see the difference between skills that automatically give adrenaline, along with getting adrenaline just for hitting someone, as opposed to having to land very specific skill or get hit to get LF you really aren’t trying.
If you can’t see that warriors are wanted more for every game mode more than necros, then again you really aren’t trying.
If you can’t see this translates to necros needing more help than warriors than again, you aren’t trying.
If you can’t see that necros have been asking for the same changes since launch, and really want to right off the thousands of hours people have put into the class as a L2P issue, then your not only a selfish kitten who’s only interests are his classes buffs, but also an idiot.
Also, 1vs1s don’t mean that much in a 5vs5 point capture gametype. Especially when you can ignore the really slow necro at home or far, and just win the other nodes, while they walk around at a snails pace. Now, I’m not saying warriors couldn’t use a few changes, but necros need changes far far more than any class based on the previews.
For utilities, I would be stoked for anything that is instant cast, or grants stability (shouts/cantrips). As far as greatsword goes, the autoattack is probably going to be what marjory has which is damage, damage, and chill. This needs to be good autoattack dps. The second skill needs to be big dps, the third movement of some kind, the 4th and 5th must be a cc and group buff or enemy debuff. This would be in line with most other weapons.
Im serious, we have raised some serious issues with our class over the past few weeks, most of which is a re-hash of what we have posted over the past 2 years. Is anet going to adress these issues with our core class or are they just going to gloss over it, slap down our spec as a smoke screen and run away in the confusion, never again to address these issues.
I mean, 3 articles (perhaps more), numerous posts with avid discussion (most of which highlights necessary changes that would not be OP), and a community crying out for changes, should ellicit some type of communication from the DEVS. I mean the dev’s bent over backwards to have a discussion about Tomes, and the new name of the guardian spec after a dozen posts, when we have posted 1000s of posts about these issues, and they cannot at least interact with us?
Really worried they will release the spec and that will be that, until 6 months after HOT releases.
I’m hoping that we get some sort of “We hear you” type of statement on the POI this Friday along with our elite spec.
Considering the sheer amount of feedback in this thread alone (thanks again Gates), I would hope so. Your right though, any kind okittennowledgment would be great for morale.
Edit: how does of and acknowledgment translate to kitten stuff?
If duel was a mode necro would be the least performing because they start with 0 LF,necro is good 1v1…if you use LF as second HP you will die with zero and respawn with zero…unless of course you want to die with a lot of LF and be better next time
. DS is not a active defense mechanic of course if it’s balanced for 5v5 it*can* become OP in 1v1 remember the scenarios above but then why did they chose it and made other sustain sources weak.
This may be 2 years but they have no credibility about this “DS is strroong and skillful mechanic”.
warrior starts with no adrenaline either….talk more bs please….we have a 1v1 channel…and necro is top performer with mesmer… time to stop asking for buffs and l2p, we do uphold a non cele amu rule tho…but warrior is the lowest performing of all classes….ALL! ps. the channel is open to anyone and quite active…as in almost 24/7 duels…
Warriors can generate 5 adrenaline by swapping weapons, generate 30 adrenaline in a few seconds with zerker stance, and get adrenaline on every hit. The mechanics are entirely different as adrenaline can be built up orders of magnitude faster than LF. Also, you keep talking about 1vs1, but being a great 1vs1 class, which is arguable, doesn’t mean much when you get eaten alive in teamfights, and can’t rotate to actually get 1vs1s. You also said it goes against lore that necros have mobility, I want you to go and reference where in lore it says necros are supposed to be slow with low mobility. I couldn’t find it anywhere, so maybe you will have better luck. Also, when you say that a class that is on pretty much every single pvp team, that is meta in pve, and a good roamer is the lowest performing I can’t help but laugh a little bit. You can say it’s only cause of shoutbow all you want, but the fact of the matter is their are more high tier warriors than necros by a mile.
Life force isn’t hard to get…
http://wiki.guildwars2.com/wiki/Life_forceHere are all the things that grant life force that don’t require killing things.
All of those things can be easily countered, and a necro can easily be shutout by a thief that watches their spawn. The fact that you think life force is easy to get shows your lack of experience. What happens when the person your fighting disengages, or just doesn’t attack when you pop Spectral armor? What happens when they kite you on dagger? What happens when they dodge feast of corruption and ghastly claws. Against good opponents who are skilled at dodging and positioning LF is very hard to get. The only really reliable LF generator is a staff with soul marks because you get LF with or without landing the marks (they still have to go off, but if they are evaded or blocked you still get LF).
(edited by zapv.8051)
I’m not happy with FG providing a removable boon on evade. That’s not promoting skillful play, that’s promoting boon nullification/rips crippling acrobatics line.
I’m fine with actually having to evade something to be rewarded with FG, but it should directly refill endurance instead of adding time to a single stack of removable vigor.
Yes it is skillful play, other people will be able to counter your dodge spam by removing vigor. This means they will actually be able to do something about the massive amount of evades you will still have. Instant endurance regen isn’t skillful play at all. There is nothing the person you are fighting can do to counter you. That is the opposite of skillful play.
Completely agree, DS should be something necros start every fight with. It should also be something that doesn’t prevent your team from healing you. If this makes necros too strong, which it won’t, then you can balance from there. Also, making axe 900 range would help a ton because we would then have a ranged power weapon.
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