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Dadnir.5038

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Posts posted by Dadnir.5038

  1. **Elite name:** Warlock

    **Class:** Necromancer

     

    **F1 changes:** Warlock sorcery: gain a spellset with life force costs that count as being in shroud but without the protection of the shroud.

    - AA: shot a bolt that explode on hit (no LF cost)

    - 2: Port to the selected area. (LF: 1935, CD 8 seconds)

    - 3: Fear selected foes and adjacent foes (LF: 3685; CD 15 seconds)

    - 4: Create a dark storm in the designated area (LF: 4606, CD 25 seconds)

    - 5: Instantly shield you with life force gaining barrier every seconds for 5 seconds (LF: 4606, CD 30 seconds)

    **special mechanism:** F2: Upkeep skill (4% LF/s, for the duration of the skill your LF is drained and you release an aura that reduce adjacent foes toughness.

     

    **Weapon:** shield

    **Weapon skills:**

    - 4: Blast the area, dealing damage around you

    - 5: Shield yourself in a cloud of darkness that destroy projectile and blind foes aroud you.

     

    **Skill category unlocked:** Spirit weapon

    **Utility/Elite:**

    - Sacrificial Dagger: Draw blood from you and nearby foes (3), healing you for base value and more for each foe struck.

    - Axe of ruin: Weaken yourself and nearby foes (3) and corrupt 2 boons and 1 more boon per foes struck on your targeted foe.

    - Scepter of profanation: Inflict vulnerability to you and foes (3) around you create an area that weaken foes, pulse 2 time and 1 time per foe struck initially.

    - Warhorn of calamity: inflict poison to you and foes (3) around you, your target is afflicted by 5 torment and 2 per foe struck.

    - Shield of nihilism: Blind yourself and nearby foes (3), summoning a black fog that grant a small barrier every seconds to allies affected. Last 2 second and 1 second per foes struck.

     

    **Traits:**

    Minor: 1st become a warlock

    2nd Using life force drain life around you.

    3rd Gain life every second when F2 is active.

     

    F2 line

    Up: F2 also reduce you foes power.

    2nd You gain might whenever you hit a foe affected by F2.

    3rd You gain 2% life force whenever a foe affected by F2 hit you. (ICD 1 seconds)

     

    Warlock sorcery's line

    Mid: Gain frost aura upon entering warlock sorcery.

    2nd Spirit weapon hit 2 more foes on cast, warlock sorcery's skill 2 cast scepter of profanation at the same time.

    3rd You deal 20% more damage when you are using warlock sorcery.

     

    Blind line

    Bot: When you health drop under the treshold, use shield5. Shield skills recharge faster.

    2nd Fearing a foe also blind it

    3rd Blind don't wear down when you miss an attack. When you miss a hit due to blind, strike foes aroud you.

     

    **Role:** A deadly spellcaster that use dark magic.

  2. I'm not sure the op really get what the scion is in PoE...

     

    The point of the scion is that it's a character that can become anything. A warrior, a spell caster or a silent assassin. it's not a matter of armor or anything. It's a matter of sheer versatility. In GW2, reaching such a thing at this point is somehow difficult but in reality, that's exactly what's the revenant is meant to be: someone that absorb the energy of some specialist and become a specialist in this field. You can become a PoE auramancer by using glint's energy, you can become a PoE trickster by absorbing shiro's energy, you can become a PoE occultist by absorbing mallyx energy, you can become a PoE chieftain or hierophant by absorbing kalla's magic... etc.

     

    Beside in GW2 armors are mainly cosmetics. Put a zerk heavy armor and you won't have more survivability than if you had put a zerk cloth armor.

  3. > @Zenith.7301 said:

    > > @Dadnir.5038 said:

    > > No well, you don't get it. Spectral walk is still usefull for staying longer in shroud in zerg v zerg, still usefull in jumping puzzle, still usefull to climb back a cliff (since now you can even fly a bit in wvw), you can still use it to get away from a dangerous situation... etc.

    > >

    > > The problem is not flavor, the problem is that the skill is not bad, it's even a good skill with tons of use. Why would you change such a usefull skill to something that's not even close to being as usefull? Player that incessantly ask for it's change might end up have it change for the worse. The best way to not end up with a worse skill is to not ask for it to be changed. At the moment it's balanced, there is no need for "more".

    >

    > All the uses you listed are garbage niche uses that are hardly relevant in instanced PvE and the skill isn't even used in spvp.

     

    So you are saying that because an _utility_ skill isn't specifically used against bosses in instanced PvE, they are automatically garbage? Your saying that in sPvP necromancers have already so many stun break that they could care less about spectral walk that give them 2 consecutive break stun? Wow that's wonderfull, that mean that necromancer don't really have any need for stability since they can just discard easy stun break.

     

    Plenty of skill across all professions see no use in instanced PvE, not because they are garbage but because they are simply not optimal against bosses. If anet had to tweek all those skills, i'm pretty sure that spectral walk would be really far on the list. As for sPvP, the fact that you don't see it used doesn't mean that it isn't. The main issue in spvp for this skill is that the necromancer have naturally weak offense and most necromancers tend to sacrifice their "stability" for condition management or damage via well/corruption. But don't worry, their is use for it in PvP.

     

    Even with swagg change there is no way that spectral walk would see a use in instanced PvE. Why? Because it doesn't do any damage. And in sPvP were balance matter, the change would make it a ridiculously op skill with twice as many effect than the skills of other professions that act similarly. Is this really hard to understand?

     

    > @Swagg.9236 said:

    > Top joke. The only spectral skill that sees consistent play is the passively-triggered, HP threshold version of Spectral Armor. Even then, a second armor trumps walk since swiftness doesn't get you out of jack and armor provides greater damage negation and LF generation.

     

    You got no suggestion for minion's active skill. are these skills so used and usefull that they shouldn't take priority in rework over skills that already improve a lot survivability? Do you think that the bone minion's explosion see enough uses in instanced PvE and spvp? Do you think that rigor mortis is fine as is? Do you feel that flesh wurm is perfect as it is?

     

    A real joke is asking for an auto attack that trigger an e-spec specific mechanism. You should really look at some priority and spectral skills are not a priority for changes. Spectral skills are usefull and spectral skill that break stun are already among the most usefull skill that we have. Come on, you want mesmer's blink with swiftness, some sustain and a way to come back a few moment later? Each skill need it's own peculiar flavor and spectral walk is a very peculiar skill which despite your lack of aknowledgement is a very good skill in the current game.

  4. No well, you don't get it. Spectral walk is still usefull for staying longer in shroud in zerg v zerg, still usefull in jumping puzzle, still usefull to climb back a cliff (since now you can even fly a bit in wvw), you can still use it to get away from a dangerous situation... etc.

     

    The problem is not flavor, the problem is that the skill is not bad, it's even a good skill with tons of use. Why would you change such a usefull skill to something that's not even close to being as usefull? Player that incessantly ask for it's change might end up have it change for the worse. The best way to not end up with a worse skill is to not ask for it to be changed. At the moment it's balanced, there is no need for "more".

  5. What I imagine they could do:

    - There are movement seen from the enquest which start to be a bother to the resident of the desert.

     

    Opening of the new raid:

    - This lead autority (and us) to go see what they are doing in the middle of the desert.

    - Path 1 of the new raid make us follow their trail until we found a huge research center with a rift inside.

    - Path 2 make us block what's leaving the rift and trying to encroached in the desert.

    - Path 3 make us enter the realm of torment and block some demons.

    - Path 4 make us enter the realm of torment where we end up fighting the enquest allied(?) to some margonites.

     

    At the same time in LS4:

    - A bit after Path 1, some demon/margonites are seen in a new map and we gotta kick their a... (ep1)

    - Big trouble happen in rata sum due to the enquest and a few assura are kidnaped and we gotta find where they are (ep2)

    - We find that the old fart that bother taimi have a son or daughter that is an executive at the enquest and work on the realm of torment creatures (ep3)

    - We find a terrifying lab where asura are merged with demons/margonites (ep4)

    - The old fart die tragically and we find out that the reason why he was stealing taimi's fame was to protect her and make sure that the enquest don't make a move on her. (ep5)

    - We end up in the far shiverpeaks where the dwarves sealed primordius years ago and find that the enquest and their new modifyed asura made a huge mistake while trying to bait primordius to kill him and this end with the promise for a new x-pac showcasing the shiverpeaks filled with margonites with a fight between jormag and primordius. (ep6)

     

    I think it fit the lore and story pretty well.

  6. > @"Drarnor Kunoram.5180" said:

    > More eles, more area. Even long term area denial is nothing new, it just has taken the form of easily movable AoE before now instead of the more static, but longer lasting nature of Scourge.

    >

    > You can't nerf classes based on what happens when there is more than one there. What you are discussing is exactly why WvW can never be well balanced. It's inherent to the game mode.

     

    There is this cliff in WvW... it's area denial is OP so I guess they should nerf it.

  7. > @"Diak Atoli.2085" said:

    > Lately, I've been having fun in open world PvE on A Longbow Soulbeast. With MS/BM/SB, I've been able to hit 20k Rapid Fires, thanks in small part to the trait Twice as Vicious.

    >

    > With that in mind, I must apologize to those I annoy... But I can not be stopped! :p

    >

    > As a point of discussion for the Rangers: Would you prefer a knockdown vs the current knockback?

     

    if it was a made a knockdown in PvE only, the weapon would be almost perfect. No way in hell anet will do something like that.

  8. > @Zephar.4519 said:

    > Spectral skills should deal in spectral matters; spirits, shades, manifestations of terror.

    > How about we rip the enemy soul out and have a spirit clone harass them?

    > How about spectral hands from the ground to cripple and torment foes?

    > How about a wave of madness, a cone of applied confusion and torment?

    >

    > It's past time the developers acknowledged that many core Necro skills are lazy and lack creativity.

    >

     

    Well spectral skills are just that. Spectral skills primarily deal with life force which lead to the shroud. And the shroud is supposed to be an out of body experience (spirit form if you prefere)

     

    - With spectral walk you leave a spiritual trail behind you that allow you to return to a position you were in the past.

    - With spectral armor, you surround yourself with a spiritual armor

    - with spectral grasp you send spiritual hands to grab your foes

    - with spectral wall you create a spiritual breach that fear foes and protect allies.

     

    All of those skill grant you life force from one way or another, all of those skills rip away some of the spiritual power of your foes and make it yours.

     

    This is exactly what you ask except the form is 5 years olds and if it was in the form you are asking from the begining maybe today you'd ask for a wall of terror or a flying hand that grab your foe, maybe an spectral armor, even a mobility trail. There is a limited number of skill per skills type and anet made their choice more than 5 years ago for spectral skills.

  9. > @Zephar.4519 said:

    > It really feels like the community don't know what the word 'Necromancer' means. Why are we not asking for more death related skills? Dark magic? Oh no you want golden shields and shiny buffs...

    > A 'support' Necro should be confined to Blood is Power providing a UNIQUE dmg buff for the group, and perhaps a Sigil change that absorbs some % of dmg from the group per sec until you hit <20% hp.

    > Blood needs to remove shroud related traits and have a creative reshuffle (Parasitic Contagion belongs there for example.) Blood should be the 'support' line, for both self and others.

     

    I kinda disagree with you. In gw2 blood magic is like you say a support traitline, however if we associate thematics to blood magic we have the idea of vampirism. Vampire are not supporty creature, they are incredibly resilient creatures. The same way, death magic is all about minions and defense. Why? It should be a support spec associated to the lich which is basically a minion king supporting it's minions from behind.

     

    I believe that blood should be the defense traitline and death the support traitline, this would mesh a lot better and it would suit the fact that minions are part of the death magic traitline. Come on, you summon minion to do the job for you, you don't summon minions so that you will tank damage and they will be behind you doing nothing interesting.

     

    There is a lot of case where things are illogical in gw2 and the necromancer tend to be a pro at being nonsensical by it's design.

  10. > @Sarrs.4831 said:

    > Just fix shade stacking and add tiny cast times to F2 and F5 so you can actually pressure them by stunlocking.

    > Or don't, let Necros have a bit of fun in the sun, god forbid.

    >

    > To fix Reaper for Power, change Decimate Defenses from +2% prec to +1% prec +1% fero. Change Unholy Fervor from +10% axe damage to +10% damage.

    > To fix Reaper for Hybrid, change GS AA-3 to place a 180-radius Chill field for 2 seconds. (I honestly like the chillwhirl interaction and it should stay an option)

    >

    > Don't neuter Deathly Chill, please. It's fun.

     

    Your idea for _decimate defense_ is really great! I like it!

  11. > @Crinn.7864 said:

    > > @Obtena.7952 said:

    > > Simple question I guess ... how much of a damage boost does power reaper need to make it do that? Someone said 50% ... I doubt it's that high ... but then again, people are crapping on the 10% boost in the trait indicating that's not high enough. So it's somewhere between 10-50%?

    >

    > 34k or more is the minimum expectation for a class to be considered for a dps slot. (note: this is the minimum, many other class easily do significantly more) Power Reaper currently does 25k, so reaper would need a buff that results in +9k overall dps to be considered usable.

    >

    >

     

    Which make it something like 30%, Let's say that the axe skill only bonus affect all skills, you just need 20% more and for the sake of making you doing primarily damage while in shroud without letting you stay in shroud for all the fight duration, we just change _close to death_ so that the necromancer do more damage while in shroud when he is above 90% life force. And here we go power reaper have a correct dps which is difficult to maintain without a good rotation that involve using both in shroud skills and out of shroud skills.

  12. Gw nightfall which featured elona and vabbi had a gate toward the realm of torment and it fit PoF area. We could expect the story to lead us toward the remnant of this gate, sending us different part of the realm of torment. This would be an interesting developpement since it wouldn't take space on the world map area.

     

    Also I'm sure that lot of players would be happy to raid in updated gw's elite area like the underworld.

     

    The map does not show cantha, however there is plenty area that can still be exploited for futur expansions which fuel my doubts for a cantha xpac. (Not that the empire invading for the sake of it's own expansion can be brush off easily, just cantha is unlikely)

  13. > @dceptaconroy.7928 said:

    > Necros got these things called elite specs, reaper does jack hence needs a buff, scourge is op and it needs a tone down. Lol no pleasing you people... righto so what build in the necroverse hits the happy medium.. none, hence the whinge. What in gods name is with these heros who flying in with a wet towel. Go enjoy your class and leave us to it.

     

    The only build that hit the "happy medium" is, at the moment, the condi reaper. It's only downside is that it does not grant any support on top of that. It's been the case for already more than a year I believe. The fact that condi rangers and elementalists were more practical and did more damage is not include in that perception of a "happy medium".

  14. GS? I'm sorry guys... If GS there is, it will most likely be on a sylvari e-spec with Riannoc as a legend.

    Brace yourself and be ready to cry... The GS e-spec will have a legend that make plants sprout from the soil.

     

    PS.: I'm joking but after renegade, I just can't get rid of the idea that anet will continue it's racial themed e-spec spree. Caladbolg being so "present" in game, GS become the ideal weapon for a sylvari e-spec. Norns feel more like axe and transformation, asura give a technlogic vibe but as much as it could be a "gun", focus also make great option.

  15. > @Warcry.1596 said:

    > For the most part I use power everywhere. Fractals, raiding.

    >

    > Especially since Deathly Chill is getting a rework at some point so it doesnt compete with Demonic Lore.

    > But condi is generally superior.

     

    Source for the "deathly chill is getting a rework at some point so it doesn't compete with demonic lore"?

     

    Deathly chill can't compete with demonic lore, they are 2 different traits that are in 2 mutually exclusives traitlines. If I recall correctly the rumor come from WP that said that Anet intended to make reaper a more power oriented spec. 2 balance patchs passed since then and, let's be honest, deathly chill don't seem to be something that anet intend to change.

     

    OP, the reaper work especially well as a hybrid spec (read "viper"), You can eventually wait undefinitely for anet to change deathly chill and run a power build but, all in all, condi and hybrid build will outperform whatever power build you will come up with as a necromancer.

  16. > @Obtena.7952 said:

    > > @Dadnir.5038 said:

    > > > @Obtena.7952 said:

    > > > > @Oldirtbeard.9834 said:

    > > > > > @Obtena.7952 said:

    > > > > > > @Ara.4569 said:

    > > > > > > @"Obtena.7952"

    > > > > > >

    > > > > > > I'm trying to understand.

    > > > > > > Are you on some kind of crusade against people who expect balance team to do their job ?

    > > > > > > Are you saying it's only natural for MMOGs to have garbage level balance ?

    > > > > > > If you were a board administrator, would you fire balance team because it's a waste of resource ?

    > > > > > > (Speaking in general because, in our case, ANet might receive state subventions for hiring mentally challenged family members, which is the only rational explanation I could think of.)

    > > > > >

    > > > > > OH I'm glad you asked because it's not like I haven't been asked this question many times and I was more than happy to enlighten some people based on the reality of the game's history and the dev's behaviors. I only need to ask you one provocative question:

    > > > > >

    > > > > > In the history of this game, what game changes have occurred that convinces you Anet is moving towards a character building system where there is balanced DPS across all classes and builds equivalent in damage (or in a reasonable range) within a class?

    > > > > >

    > > > > > I don't need anything by my eyes to see that whatever this 'balancing team' is using as a measure, it's not inline with any concept of equivalence in damage that people typically have. The evidence is numerous ... the lack of DPS balance between classes, the narrow set of optimized compositions, and finally, relevant to this thread, the lack of equivalent DPS builds within a class and it's elite specs. So maybe you like the romantic idea that what you think as balance is happening. If it is, it appears it's on a several-decades long roadmap based on how slow it's being executed.

    > > > > >

    > > > > > Frankly, I wouldn't fire them because I don't know what their idea of balance is; I just can plainly see it's not related to equivalent DPS over a wide range of classes and specs within a class. That much is clear.

    > > > > >

    > > > > > > @Loopgru.1026 said:

    > > > > > > > @Obtena.7952 said:

    > > > > > >

    > > > > > > I'm puzzled.

    > > > > > >

    > > > > > > Why are you here? We know why we are- this is a bunch of people who like a particular play style in this game who are asking for it to be given a balance pass to be a more reasonable competitive choice. Why are you? Do you have a specific bone to pick with power reaper in one game mode or another that makes objecting to this very idea important enough to waste time on?

    > > > > >

    > > > > > I think it's got something to do with helping people realize their reality with a walkthrough of game history. The only bone I have to pick is when the ideas like this support the concept of pushing meta on players. These players arguments are largely self defeating to begin with "I really love playing build X and I can play it well and do what I want with it ... but it's not meta so QQ!!!" Those players are largely missing the whole point of why we have thematic variety in the first place. It's NOT to get a whole bunch of equivalent DPS builds; that's never going to be a goal in a game with this scale of options. If Anet wanted to deliver a game where everyone did the same damage, we wouldn't have 9 classes and elite specs and different gear prefixes ... with choice also comes deviation. That's just MMO reality.

    > > > >

    > > > > WoW seems to accomplish a close DPS margin while keeping distinct Play style themes between specs in each class as well as distinct class themes as well.

    > > >

    > > > Again, we have 5 years of game development experience in GW2. I could care less what WoW does. It's irrelevant.

    > >

    > > Fascinating... So Obtena, you think that history showed that Anet don't really care about balance and is mainly delivering thematic variety. And thus player should enjoy thematic variety instead of whinning because some of these thematics are underperforming in the actual content?

    >

    > I don't think game history shows that Anet doesn't has a typical view on balance ... I know it; how else you do explain how badly classes and professions are balanced into a narrow range of reasonable damage after 5 years?

    >

    > Do you have a better idea than to enjoy playing builds you like and realize that playing meta is not important? Of course you do ... asking for unprecedented levels of additional DPS on power reaper to make it meta. I hope that works for you. In the meantime, those of us with a more realistic grasp on the development of the game will enjoy builds we like, be successful and have fun with them.

     

    Players here don't ask for an unprecedented level of additionnal dps, players here ask for a level of dps that have the possibility to reach the same height as the level of dps that other professions dish out when they are playing full dps builds. At the moment, even a support warrior dish out more dps than a power reaper.

     

    Not everybody is a role player. Yes, it can be fun to play and it's a great way to socialize. However most player don't care about roleplay, They care about controling a sexy doll and want it to dominate other dolls both by the look and the firepower (usually). This lead to one thing, if some mechanism or "thematics" are underperforming, they are ostracized and players that want to use them are frustrated. And that's why balance is important because a frustrated player is not a player that enjoy the game. And I'm not imaining things when I say that a player that don't enjoy a game will most likely look away from this game.

     

    In the end thematic and balance are both essential for a game to keep it's player base, they are both important to keep the game "alive". That's why game like LOTRO which are heavily supported by their RP community have professions that are balanced. Because balance matter!

     

    Also, contrary to what you think, game history show that anet care about balance. The main issue is more than their balance is restrained by thematics and they lack the "will" to pass throught this thematic wall.

  17. > @Obtena.7952 said:

    > > @Oldirtbeard.9834 said:

    > > > @Obtena.7952 said:

    > > > > @Ara.4569 said:

    > > > > @"Obtena.7952"

    > > > >

    > > > > I'm trying to understand.

    > > > > Are you on some kind of crusade against people who expect balance team to do their job ?

    > > > > Are you saying it's only natural for MMOGs to have garbage level balance ?

    > > > > If you were a board administrator, would you fire balance team because it's a waste of resource ?

    > > > > (Speaking in general because, in our case, ANet might receive state subventions for hiring mentally challenged family members, which is the only rational explanation I could think of.)

    > > >

    > > > OH I'm glad you asked because it's not like I haven't been asked this question many times and I was more than happy to enlighten some people based on the reality of the game's history and the dev's behaviors. I only need to ask you one provocative question:

    > > >

    > > > In the history of this game, what game changes have occurred that convinces you Anet is moving towards a character building system where there is balanced DPS across all classes and builds equivalent in damage (or in a reasonable range) within a class?

    > > >

    > > > I don't need anything by my eyes to see that whatever this 'balancing team' is using as a measure, it's not inline with any concept of equivalence in damage that people typically have. The evidence is numerous ... the lack of DPS balance between classes, the narrow set of optimized compositions, and finally, relevant to this thread, the lack of equivalent DPS builds within a class and it's elite specs. So maybe you like the romantic idea that what you think as balance is happening. If it is, it appears it's on a several-decades long roadmap based on how slow it's being executed.

    > > >

    > > > Frankly, I wouldn't fire them because I don't know what their idea of balance is; I just can plainly see it's not related to equivalent DPS over a wide range of classes and specs within a class. That much is clear.

    > > >

    > > > > @Loopgru.1026 said:

    > > > > > @Obtena.7952 said:

    > > > >

    > > > > I'm puzzled.

    > > > >

    > > > > Why are you here? We know why we are- this is a bunch of people who like a particular play style in this game who are asking for it to be given a balance pass to be a more reasonable competitive choice. Why are you? Do you have a specific bone to pick with power reaper in one game mode or another that makes objecting to this very idea important enough to waste time on?

    > > >

    > > > I think it's got something to do with helping people realize their reality with a walkthrough of game history. The only bone I have to pick is when the ideas like this support the concept of pushing meta on players. These players arguments are largely self defeating to begin with "I really love playing build X and I can play it well and do what I want with it ... but it's not meta so QQ!!!" Those players are largely missing the whole point of why we have thematic variety in the first place. It's NOT to get a whole bunch of equivalent DPS builds; that's never going to be a goal in a game with this scale of options. If Anet wanted to deliver a game where everyone did the same damage, we wouldn't have 9 classes and elite specs and different gear prefixes ... with choice also comes deviation. That's just MMO reality.

    > >

    > > WoW seems to accomplish a close DPS margin while keeping distinct Play style themes between specs in each class as well as distinct class themes as well.

    >

    > Again, we have 5 years of game development experience in GW2. I could care less what WoW does. It's irrelevant.

     

    Fascinating... So Obtena, you think that history showed that Anet don't really care about balance and is mainly delivering thematic variety. And thus player should enjoy thematic variety instead of whinning because some of these thematics are underperforming in the actual content?

     

    Don't play meta thematics, enjoy the other thematics even if you struggle to reach 3/4th of what the meta thematics does.

     

    In short, chose your build like your armor or weapon skin, after all after 5 year of game developpement experience, we can say without a doubt that GW2 is just a game where you show off thematics. Enjoy your vampire thematic it's cooler than the puny druid that goes all black and shiny to heal it's allies. Enjoy your death god wielding scythe thematic, it look so damn awesome that with this look mobs and players should just drop dead in front of you. Enjoy the awesome feeling of being in command of an army of deads, no other profession can do that! Enjoy the feeling of corupting boons from your foes, the paroxysm of the sadism, nobody should care that you need boons to corrupt for it to be enjoyable.

     

    If you happen to have the good skin alongside mechanisms thematic you chose, there is no way you won't be able to enjoy the game...

     

    Yes... fascinating... We should all make a shaddy looking necromancer character that fear to leave it's home unless it's nightime because we chose the super hyper cool vampire thematic!

  18. I wouldn't mind a support spec if it's support was usefull in all gamemodes and competitive against other support spec. But let's be realist you can't pack enough support in just one e-spec to become suddenly competitive in all gamemodes. The support given by the scourge is valuable in WvW which is probably the only gamemode where the necromancer and it's previous e-spec, the reaper, happen to shine.

  19. **Elite name:** Shadow

    **Class:** Thief

     

    **F1 changes:** No change

    **special mechanism:** Shadow form: the shadow cannot enter stealth, instead whenever it should be stealthed it enter shadow form. Lose access to stealth attack. Shadow form is not affected by reveal however, it retain all traits effect related to stealth.

    **Weapon:** focus

    **Weapon skills:**

    - 4: Shadow guard, grant you and nearby allies protection and aegis.

    - 5: Overflowing Shadows, for 5 seconds you are in shadow form and are surrounded by a dark field that move alongside you and weaken foes that step into it.

    - dagger#3: shadow bind, pin a dagger into your foe's shadow, immobilizing it.

    - sword#3: Shadow slash, hurl an unblockable slash at your foe.

    - pistol#3: shadow bolt, fling a round of shadow ammo to your foe.

     

    **Skill category unlocked:** well or consecration

    **Utility/Elite:**

    A set of aoe utility skills that lay dark fields.

     

    **Traits:**

    Minor: 1st become a shadow!

    2nd Being in shadow form while down revive you for a %age of your life every seconds.

    3rd Whenever you are in a dark field you have the revealed debuff.

     

    Shadow form line

    Up: Impairing movement conditions have reduce duration on you when you are in shadow form

    2nd gain vitality while wielding a focus, gain vitality based on a portion of your power (10%)

    3rd You gain 50% critical hit chance while in shadow form

     

    Dark fields line

    Mid: Well/consecration last longer and have a shorter CD.

    2nd standing in a dark field grant you a charge of evasion that allow you to evade automatically the next incoming hit. ICD 4 seconds

    3rd Combos in dark fields are 50% more effective.

     

    Reveal line

    Bot: reveal last twice as long on you.

    2nd Whenever you are revealed, gain ferocity.

    3rd Your dark fields reveal stealthed foes that step into them.

     

    **Role:** This is a tanky line whose goal is to transform you into a thief that hunt thieves. The shadows have no secrets for you and you rule over the darkness.

  20. None of the suggestion are satisfying in my view.

    - spectral mastery change barely impact the necromancer as he is

    - spectral armor is overbuffed

    - spectral walk is ruined... I know PvPer don't like it as it is but man this is one of the most usefull utility skills that the necromancer have.

    - spectral grasp is what he is... It could be change fro something more practical or original but as it is it does what the name say.

    - spectral wall was forgotten because it doesn't feel like a spectral skill at all I imagine. I'm probably the only one that think that but I prefered it when it wasn't fearing foes.

    - lich... I just hate this skill but that my opinion. I think anet overestimate elite transformations, giving them average damage, long cool down and short duration. Just give us an aura that strengthen allies that's close to us instead, like a lich would strengthen it's minions with it's aura. This would allow us to get rid of the ugly and cluncky thing in which it currently transform us.

  21. Well, You can't blame me for being pessimistic. the game have been release for more than 5 years now and core profession still aren't balance. Cluncky mechanisms (like ranger's pet) still need tons of work. The core professions (all of them) should all already be stabilized and competitive between each other, yet this is not the case. That's why whatever e-spec they produce it feel like powercreep.

     

    Players already gave all the feedback possible and even tried to give some solution to the various issue of each professions. Yet most core ranger pets are still awfull, the core shroud still have it's super slow AA, it's laughable dark path (which is weaker than Scourge F2 and yet have a wooping 15 second cool down) and it's pathetic life transfert. Mesmer still have uncompetitive dps... etc.

     

    You are an optimist person and I'm sure it deserve you in life, however anet prove over the year that there is not much hope when it come to fix once and for all the things relating to profession balance that need fix. I'd really want to see this ideal world that I talk about however at the rythm at which anet fix core profession it's not going to happen in just a few years.

  22. > @Vitali.5039 said:

    > > @Crinn.7864 said:

    > > > @pah.4931 said:

    > > > PvP season ends soon and with it will come more balances. Whether or not that will mean anything for Power Reaper remains to be seen.

    > > >

    > > > If I had to guess... 5% damage on Axe AA............

    > >

    > > I doubt there will be any changes for power reaper. This first patch will likely be purely focused on toning down some of the extremes of the new specs.

    >

    > If not new changes they could at least revert PvP nerf as Chilling Nova damage, Chilling Victory ICD and "Rise!" CD.

     

    To "revert" is not something that anet's devs like to do.

  23. I just stumble into an old song that show how necromancers were frustrated in PvE. The song show how confident necros were after HoT release, expressing their joy. Now, history showed that in the end reapers ended up treated like the good old core necro but... If we could avoid another disappointement... Let's hear this good song:

     

     

    I firmly believe that with scourge the necromancers are currently in the same mood as reapers were at this moment.

     

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