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ZDragon.3046

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Posts posted by ZDragon.3046

  1. > @"Klowdy.3126" said:

    > > @"Dadnir.5038" said:

    > > It might be a sorry excuse for such deficiencies but the necromancer's defense turn around health point (large health pool and shroud/barrier), damage reduction (protection/weakness) and soft CC (chill/blind in the case of reaper). You can also add to this boon corruption.

    >

    > Yes. People underestimate chill. If the enemy is attacking less, you are taking less damage.

     

    IF chill still hindered movement abilities then yes but thats not the case here chill hardly stops most professions form attacking in fact the only class that suffers from a big impact of chill application is ele because of how their play style revolves around swapping attumenents for their damage and sustain and disrupting that cripples the class pretty hard.

     

    Every other class for the most part shrugs off chill and it can be ignored.

    Weakness makes a much bigger impact than chill at the moment imo.

  2. Only a few skills most of the skills are fine

    Most of the skills people are calling out here deal tons of damage and would be insane to speed up or make instant.

     

    About the only weapon that needs speed increase would be the warhorn its generally overall just a bit too slow but not that much.

    Maybe a few staff skills but not many of them.. oddly enough i dont think a fireball that can hit 2-5k should have its cast time lowered... even more so when it has aoe splash on hit. I think maybe the auto attack **projectiles themselves** should be a bit faster but not their cast times lowered. Meteor shower maybe should no longer root the caster but should not be sped up.

     

    I have a feeling the reason why meteor shower roots the caster is so that a person cannot cast it at max range and move even farther away (out of its range limit) or behind line of sight obstructions while continuing to channel as this would mechanically be broken so that means to allow movement here would have to put a few extra codes in place to make sure players couldnt do those things.

     

    Dagger skills no, they are all pretty fast (Except earth 5 i feel like maybe landing earth 4 should grant a few seconds of quickness so that you could combo into skill 5 and that problem would be solved.)

    Scepter skills are mostly good, the only one that needs a minior speed up is the dropping of dragons tooth (not the cast time) just the time it takes for the object to drop.

    Sword skills are fine imo if sword was faster than dagger i would have an issue with that. Sword also has auto chains where as dagger and scepters do not.

     

    Very few thins on ele feel necro level slow so i would say its mostly in a good spot.

     

    Ideally most skills dont need a cast time decrease and the few special cases should be made so that working to combo into them allows them to be done faster like my earth dagger 4 into 5 skill example above.

     

    But no ele has the damage, hard active defenses, and mobility. It certainly should not be getting just faster skills for free as most of them are fast enough as is.

  3. My biggest issue is based on how everyone classifies necro for having not right to have evades, blocks, mobility, is.....

     

    no stability on a class thats based on not evading damage and soaking it through sheer hp.

    damage avoidance is alway better than damage reduction or damage soaking so if i am to be a soaker why must the class lack cc resistance. Even with the few options we have its generally not enough.

     

    To be honest as a class based on soaking via hp and shroud with low mobility you would think it at least wouldn't be such a ping pong ball as far as cc goes. Being a damage sponge while being weak to constant cc can be really frustrating at times.

     

  4. > @"Warscythes.9307" said:

    > > @"melandru.3876" said:

    > > short answer, reaper sucks for organised play

    > >

    > > why?

    > >

    > > reaper is selfish, does nothing for the team. no boons to share.

    > > reaper provides itself with 25 might and quickness, useful in chaotic pug groups as they will allways be top dps by sustaining itself

    > >

    > > but

    > >

    > > in organised groups (with proper support specs) reaper loses it's selfish value, because might and quickness are provided so reaper loses out on dps that other actual dps specs provide

     

    As for this statement you can discredit the might... its so insanely easy to get 25 might on most professions now. The supporters giving might are best usually giving it to things that are not dps classes, tanks, other healers or sub supports, who dont invest in might generation because of their roles. Most class specs built to do damage is likely going to invest in generating (some / most of its own) might naturally via traits or through its play style.

     

    Your points on reaper quickness are correct though. But thats anets quick fix of giving reaper QoL. It would have been better for them to reduce the cast time of all reaper shroud skills by about 33% so all skills are faster but not quickness level fast and this way when they are given quickness it would have had value.

     

    This is not 2015 where getting 25 might was actually a challenge you enter combat now and get to 15 to 20+ might in a few seconds on most dps classes. Might is as free as the air we breath right now.

     

    Another boon of reaper or necro in general is that it can be more forgiving when taking hits where as other professions (usually the ones with slightly higher dps) drop instantly necro usually wont. But because people only focus on perfect play people almost never notice the value in this until you get to pvp then people complain about it.

     

    >

    > This sort of thing really needs to stop.

    >

    > What sort of dps builds that actually provide group boons that people care about? The fact is if people are looking for dps, they just want dps. If they want dps with utility, well there's really only 2 classes that can do this, one is a warrior and the other is soulbeast with spirits which is currently covered by druid for the most part. So really it doesn't matter.

    >

    > Yes self boon is not as important but it does matter. Mechanic breaks happen and chronos have to split to rebuff, sometimes you have to dodge out of the well and that kills your boon duration. This sort of thing happens not to mention the inbuilt tankiness allow you to dps instead of move out of fire at certain phases. As of now Reaper benchs pretty comfortably at 30.4k, that's around 10% lower than the top non-meme builds like rifle DEs. In fact it actually benches just a tiny bit below power holo which I think is about 30.6k. While I think it can still use a tiny smudge of a bump, the difference right now is minimal people, the biggest hindrance for power reaper right now is no longer Anet but rather community perception. We are literally the reason why some groups say no to power reapers and this has to stop.

     

    I some what agree with this statement. I feel like reaper has the damage but the community has this egotistical way of thinking that having 10 to 20 more percent damage at most makes something 1000000% unviable when its not the case at all.

  5. > @"Auburner.6945" said:

    > They can work like kits in terms of cast time, so you won't get interrupted for either spawning the weapon or picking it up off the ground. Now since kits have lower damage compared to conjures, we can add an initiative/tome/mantra system to the weapons, with which you have 2 ammo charges, let recharge be 15/20s. This way we can hold onto the same effects without (hard) nerfs, and have access to the same skill twice in a row while still limited by ammo count.

    >

    > Also, many skills need a rework, but I would rather have the idea above in live servers first.

     

    I think maybe just adjusting the damage and cooldowns might work overall better than having fixed charges but if it had to be a fix number of uses perhaps maybe the auto attacks wouldnt use those charges. Im no ele pro but i would much rather have something that i can use mechanically smooth than something that feels so anti ele.

     

    Spawn a weapon and not want to let it go while locking yourself out of your attunement skills Im just thinking it would be nice to pickup / put down the weapons and make for alot of combo options :)

  6. Yet another flaw of the entire kit revolving around minions. This is not even fair on level to consider it (counterplay) because getting hit with a transform like moa disables a minion masters whole set of utilities and ant traits bound to those utilities, its ideally instantly putting every single utility (thats a minion) on the players bar on full cd while ccing the player and knocking out one of their tratilines related to those utilities.

     

    Th reward of minion master so so little in a competitive game mode but the risk of things like this is so astronomically high its un real. (Bad or outdated design)

     

    Im not even saying that "moa" should not cause all minions to die cause the design overall in its current state for competitive modes is just bad/outdated. Fixing it just so that moa no longer caused minions to die would be a lazy fix and not fix the outdated design that is minion master.

  7. Could/ Should they be turned into kits?

    Would the be better or worse this way?

    Do you think they would see more use or even less than they already do?

     

    I would personally love to work in the conjure weapons into my builds without feeling like have to hold onto the weapon for its full duration to make the most of it which completely flows against ele's play style which involves constant swapping. Im pretty new ish to the ele world but this idea just seems like it would be a neat QoL of course the skills in the weapons would need their damage values and cds adjusted but i mean its so hard to work it into a build right now where you lose your weapon skills for an insanely unreasonable amount of time if you want to make the most of the weapon or you throw the weapon down after burning through the skills once and completely ignore the fact that you are wasting a utility.

     

    I get that a few weapons were better as conjures but now after many of the adjustments its rare to see them used at all. So a fix to drop the class skill in line with the others resulted in possibly what is now a badly designed utility skill? hmmmmm... Just thinking.... I hope anet has skill updates/reowrks planned in with season 5's features :sunglasses:

     

    What are your guys thoughts on this. Feel free to say why you think they would be better or worse as them. (this is probably not the first time this has been posted here im jut too lazy to scroll through page after page to look.)

  8. > @"Nimon.7840" said:

    > > @"ZDragon.3046" said:

    > > > @"Nimon.7840" said:

    > > > > @"Psaro.6178" said:

    > > > > How about the skills that give necro stability give more stacks of stability?

    > > > > Seems like most classes are able to give themselves multiple stacks easily. Looking at you ranger. (+10)

    > > > >

    > > > > Give trail of anguish 2-3 stacks

    > > > > Foot in the grave 2-3

    > > > > Well of Power pulsing stab every second

    > > > >

    > > > > And necro is now even better.

    > > > > Someone mentioned above, necro doesn't need stability because they have high damage.

    > > > > This is really dumb to say because every class does insanely high damage. Way more than necro.

    > > > > Hence why necros aren't even wanted in PvE raids.

    > > >

    > > > Fun fact. You will only get swiftness and stab once from trail of anguish.

    > > > People walking on it get these boons multiple times.

    > > >

    > > > WHY????

    > >

    > > Have you tried walking back over your own trail though? :sunglasses:

    >

    > Erm... Yes?!?!

    >

    > Doesn't work.

     

    Scourge confirmed trash please move to recycle bin and empty immediately. Lol

    Well i just dont know I guess anet felt it was too strong to allow scourge to get those boons multiple times per 1 use but fine if it gives them to other classes running on the trail.

  9. > @"Nimon.7840" said:

    > > @"Psaro.6178" said:

    > > How about the skills that give necro stability give more stacks of stability?

    > > Seems like most classes are able to give themselves multiple stacks easily. Looking at you ranger. (+10)

    > >

    > > Give trail of anguish 2-3 stacks

    > > Foot in the grave 2-3

    > > Well of Power pulsing stab every second

    > >

    > > And necro is now even better.

    > > Someone mentioned above, necro doesn't need stability because they have high damage.

    > > This is really dumb to say because every class does insanely high damage. Way more than necro.

    > > Hence why necros aren't even wanted in PvE raids.

    >

    > Fun fact. You will only get swiftness and stab once from trail of anguish.

    > People walking on it get these boons multiple times.

    >

    > WHY????

     

    Have you tried walking back over your own trail though? :sunglasses:

  10. > @"killfil.3472" said:

    > Rework death magick and add decent traits.

    > Like make it so unholy sanctuary gives us 2 seconds of invulnerability upon entering shroud and **actively** leaving it.

     

    Rework death magic and add decent traits

    Just make the trait heal like a proper grand master sustain trait while in shroud :/ Dont really need the invuln if anything the game needs less amounts of that (looking at you mesmer)

     

    Make traits bolster the "Soak damage via Hp mentality" such as less direct damage against foes inflicted with conditions a set % per unique condition.

    Hp restoration, damage reduction, Possibly rework minions and their traits make them more active and less passive / allow them to be viable in pvp.

     

    Necro sustain is already high but sustain in this game vs burst damage does not work without damage reduction mechanics to make it viable which necor has some of the least of considering its suppose to be all about soaking damage rather than evading or blocking it. You can have all the toughness in the world and be burst to the point that you cant really recover like at all and in some cases you still get 1 shot.

     

    If we get traits to help negate burst damage meta aka % damage reduction, better traits for restoring lost hp aka Unholy Sanctuary. Necros sustain would likely be some of the strongest in the game despite not being able to avoid or evade tons of damage.

  11. > @"tontonUB.4687" said:

    > > @"Klowdy.3126" said:

    > > I like wells. It's nice to use as a melee character for some extra range outside of axe burst, or running in on a group if your party gets ahead of you. It was already mentioned, but having some extra range in WvW if you decide to go up against the other zerg is nice, too.

    >

    > I can understand this.

    > But having 900 range on wells, while most of the range in zerg have 1200 range, isn't really great.

    > And if they made wells being centered on necro and following him, while traited, would leave the choice to player (no traited wells for ranged wells, traited wells for centered wells).

    > On the other hand, if anet could give us a longbow with clowny 1500 range and pewpew dumbskills, firing the same 300 lbs weight arrows than ranger's longbow ... why not ? After all, this game has already become such a monthyhall mess ...

    >

     

    Please no.... of all weapons not a long bow.... we dont need that lol we have 900 range attacks that dont use projectiles (the strongest ranged attacks from a mechanical standpoint) we do not need a long bow.

     

    im still willing to bet that if there is a 3rd x pack necro will get a sword. (its the only profession left without access to a sword) why no fill the gap.

  12. > @"Xxnecroxx.4039" said:

    > > @"ZDragon.3046" said:

    > > > @"Xxnecroxx.4039" said:

    > > > > @"Nimon.7840" said:

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

    > > > > > I thought the best joke was the one where people still think they can't get teams in PVE ... and that one runs all year round. I guess you wouldn't know since you aren't playing as long as Anet doesn't make necro fun to play in PVE again ... AMIRITE?

    > > > >

    > > > > Guess what. People still get kicked out for being necro very often.

    > > > >

    > > > > Yes that's not only anets fault. It's player mentality as well.

    > > > >

    > > > > I recently joined a pug group for soulless horror. Well I was at somewhat like 19-22k boss dps.

    > > > > But: some of the other dmg players managed to hit 30k, so they did almost do 50% more than I did.

    > > > >

    > > > > Yes I didn't do the full dmg rotation, because I tried to help the druids by giving barrier to the tanks or to the whole group when she did her aoe attack, or by helping out with Condi cleanses. While using epi at the right times, for the undead golem.

    > > > >

    > > > > But yet we didn't manage to kill the boss, till I had to go (tried for 45minutes).

    > > > >

    > > > > Difficulties: people died a lot to walls, or the golem wasn't kicked properly and people didn't move away from the spot the golem died.

    > > > >

    > > > > Then there was one player: "I think some people here aren't doing proper DPS"

    > > > > I didn't reply anything. I just thought to myself. Yes maybe I'm not doing the best DPS I can, but if people wouldn't die to walls or exploding golems, we would manage to kill the boss.

    > > > >

    > > > > (In my static we even play with 2 healers and one druid guy, that is purely there for kicking the golem away. Better safe than sorry. And we still have plenty of dmg to kill this boss. Not in the best speedrun time but that's totally fine for us)

    > > > >

    > > > > Yes, you can play necro. But I still felt kinda useless in these attempts.

    > > > > While people gladly let themselves get carried by other players in statics.

    > > > >

    > > > > Another example. On quadim, especially quadim cm u used to do the first to lamps solo as a power reaper. (In the same time a chrono + dragon hunter/holosmith need together)

    > > > > That was really amazing. But at normal bosses, where I didn't get any special roles, I never managed to beat the other players dps (even though reaper and holo aren't that far apart right now, as far as I knew)

    > > > > The really big difference: I played no kit holo just for the fun. I delayed my cc skills, but it seemed like I lost much less DPS than I did on my reaper (sometimes you are forced to go to out of shroud way too early, for warhorn4, and I ended up needing to autoattack with axe - loosing chill uptime, and a lot of dmg from having to axe-autoattack)

    > > > >

    > > > > So: necro in general is still very niche in pve. I'm not asking for all specs to be as good as the specs of other classes. But just one would be pretty nice.

    > > > >

    > > > >

    > > > > Reaper and core still has the "no healing in shroud"- problem, that often let's you loose DPS.

    > > > > Scourge has the barrier stacking problem when playing multiple scourges in the squad.

    > > > >

    > > > > Making reaper receive healing in PVE ONLY, even if it's just 1/3rd of the amount of actual healing you receive would help a lot. Or just a little bit more dps, as necro is still way more conditional than the other classes. (Assuming good supports)

    > > > >

    > > > > Or give scourge more DPS or support but cutting support if you stack scourges.

    > > > > Just a suggestion that i think is pretty good, but might be too hard to realize:

    > > > >

    > > > >

    > > > > If a scourge casts barrier and the reciever of the barrier already has barrier, no matter the amount, from another player (himself or another scourge), the player will only receive 50% of the barrier amount from the scourge.

    > > > > If that's still not enough, you could even add a 3rd multiplier, that lets you receive only 25% of the barrier from a second scourge player.

    > > > >

    > > > > So you cast barrier as a ele on yourself, 1k barrier.

    > > > > Scourge comes and uses f3+ healskill for a total amount of 2k+4k, will only make you receive 1k+2k barrier.

    > > > >

    > > > > Second scourge does the same 2k+4k barrier, you'll only get 1,5k additional barrier.

    > > > >

    > > > > That would be a drastical nerf yes. But it might open up the possibility, to give scourge more dmg.

    > > > >

    > > > >

    > > > > But to be more precise. I think that necros specialisations are way too op compared to the core necromancer.

    > > > > So taking a bit away from the specialisations and give a little bit more back to the core class might be the right way to go.

    > > > >

    > > > > If you look at warrior. Man that's a thing. Core warrior is pretty strong in my opinion. And the specialisations add different things in different gamemodes.

    > > > >

    > > > > For example: core warrior is very good in wvw roaming, and spellbreaker adds (mainly the bubble) that makes it very potent for zergplay.

    > > > > And in pve, core power warrior is/was (don't know after the most recent patch) pretty good, and berserker adds a lot of spice for DPS there.

    > > > >

    > > > >

    > > > >

    > > > > Also it's pretty sad, that the only thing necro got new is still bugged. Harbingers shroud should technically work like desert shroud no?

    > > > > Yet you cannot cast f5 then replace the shade. If you do so, you will lose the effect at the shade position.

    > > > > It doesn't add enough for the effect it does. You loose more than you get in wvw while selecting this trait.

    > > > > Which is pretty dumb. No other class has a free selection trait that nerfs the class.

    > > > >

    > > > > I think that it's not working is intentional, but only shows to me the incapability of changing/"balancing" properly.

    > > > >

    > > > >

    > > > > The only thing that did change with this trait is a buff for pve support scourge on certain raid bosses, where it's pretty useful to give 10 target 9k barrier and where people aren't moving as much so you don't have to replace shades.

    > > > > But we already got a support trait there.

    > > > >

    > > > >

    > > >

    > > > gotta love how warrior and ALL its specialists are viable in all modes, even NEEDED in some, but it can fill multiple roles, Condi, Power, Strength share etc, while necro is only useful for boon corrupt and nothing more, need dmg? take another warrior over a necro, need CC? warrior still better. need support? druid or even if you want to Ele aura (is that still a thing im not sure have not played in a long while since necro is still pretty trash)

    > >

    > > Berserker disagrees with you in wvw and pvp lol

    >

    > spell breaker, I said or at least implied that core warrior and its specializations have a spot in every game mode, and while zerker might not be good in wvw or pvp spellbreaker is

     

    Then there is no real point to even making the base statement if you are going to come back and reword it like that now that can be said for every spec across all classes for the most part.

  13. For necro anything works up till about t2 and some of t3 at t3 and t4 you want to have a defined role be it support healing with some damage or just pure damage with minior support depending on the instabilities this could range from being a condition manager, off healer with wells, or boon stripper.

     

    When a group is not organized necro is one of the strongest picks you can take. How ever in organized groups this is not the case, up to t3 for sure you should have no issues for the most part regardless of what you use.

     

    At t4 its a bit more serious though of the few times I've been in t4 recently unless some one invited me to be there, groups just never fully formed, Its rather hard to get an unorganized t4 group in general. I could have also been searching at a off time of the day though. Most days i just stick to t3 cause its easy to get a group and clear all the dailies in like 30-40 mins depending on the ones we get give or take 10 mins. I'm all about saving time missing a few chest per day never hurt me lol.

     

    I would rather play what i like to play than have to swap and play something i dont like to play or not play at all. :p

  14. > @"JusticeRetroHunter.7684" said:

    > My personal experience between Flesh Wurm and Spectral Walk has been that Flesh Wurm is better in more situations.

    >

    > A little thing to understand about Spectral Walk is that in a practical setting, if you are under pressure and you need to leave a fight, or gain enough distance from a fight in order to relieve yourself of this pressure, then you can't rely on spectral walk to do this. Spectral Walk works by anticipating when you will actually need it, and popping it a few seconds in advance before you actually need it. Then the question becomes, can you escape the fight in 10 seconds? ?How far will you actually get and can you successfully juke someone with it to disengage or relieve that pressure?

     

    I think spectral walk makes for the better combat option and it has more stable desires in pure utility(condi clense and life force gen), mobility increase, and disengage. While its disengage factor may not out right outweigh Wurm's instant movement in a random direction toward its location it brings a lot of other mechanics to the table that work without fail or undesired results. Its also easier to master use of than wurm and feels like less of hinder on giving up a utility.

    Walk has disengage potential along with other tools while people at the moment only use wurm for pure disengage.

     

    It depends really this is one of those situations where if you can get far enough away from the point you activated you need to be looking at that point to see if anyone is there or not. For example you can activate the skill and jump off a low bridge or a cliffside. Anyone who follows instantly loses 100% of all their pressure. Ive juke'ed small zergs in wvw with spectral walk because no one or too few people waited at the point i activated it. But you are still correct here.

    >

    > In most cases, I've found that Spectral Walk alone, is not enough, and that it only becomes viable when used with Runes of Speed.

    ^

    this.... activate spectral walk.... become the flash :p

  15. > @"KrHome.1920" said:

    > > @"ZDragon.3046" said:

    > > Speed runes are good and totally worth the effort if you have a 2nd set of armor with the rune that you can use or if you only plan on doing pvp / wvw 1 set will do.

    > I have a set and I can swap runes and sigils for free due to legendary gear. It does not make much of a difference to be honest.

     

    Its all about your speed. Against some classes which have blink like mobilities of course they will still out do you such as thief and possibly mesmer. But generally my damage hardly suffers enough to be able to kill anything that stands within range of my attacks for long enough.

    >

    > The minimal stat combo that has enough burst to overwhelm thieves is full marauder. That's my baseline as I don't like being a freekill that is easy to peel.

    I can generally kill thieves but from my experince its more depending on how brave the thief is and how risky they play. A thief who does not allow for many mistakes and plays super safe will always give you issues no matter what stat combo you use. They are necros hard counter. If a thief is really good and wants to peel or kill you they will do it. If scourge you mayyyyyyy have a slightly better edge against them due to the sheer amount of zone control but generally if they want to get you and know how to play around you without making too many mistakes they can get you.

    >

    > For the 20% damage loss I have to change my gear to full berserk to maintain the damage. So I trade 4500 HP / 3500 LF for a faster running speed. That can work but it is a significant sustain loss - even marauder isn't that great in sustain for reapers.

    >

    > > it makes A MASSIVE difference.

    > It actually did not when I tried it. Maybe I will test it again.

     

    Its not about your damage here generally speaking in my case (reaper) my damage is more than good enough to kill anything that exhaust its "free outs" generally there has not been anything i couldnt kill with while using speed runes although some professions are harder to kill or more likely to kill me first however in those cases having more damage wouldnt have helped me as the damage i was getting hit with was simply put insta burst levels that 100 to 0 you or insta melting mesmer condi bombs etc.

    >

    > > There are many people who do not run scholar runes as they are not the best rune option for every profession or elite spec even more so when fighting other players.

    > A reaper that has not at least 2500 power, 60% crit chance, 200% critical damage (plus (!) Onslaught and Death Perception) or any equivalent stat combo is a weak reaper that can't kill well played condi scourges, not to mention thieves, holos or any bunker build: scrapper, evasion weaver, firebrand... movement speed isn't even a factor here, these builds will just facetank and outsustain you.

     

    Lol well i cant recall what my base power is but i know my crit chance is lower than 60% (intentionally) because once i start fighting my critical rate increases throughout the fight and i refuse to overcap on crit chance, that is literally the biggest waste a reaper can do. My critical chance is high enough and i do use DP and RO next time i log in ill take a look at my stats to see what my power is sitting at as well as my critical damage and get back to you on that. I'm no elitist, but last time i checked its not all about the numbers that determines if you can kill something or not. It part stats and build setup, part skill of your own, part skill of your foe, part your build vs their build steup, and the last part is the random factor that may or may not be applied which is help from allies or chaos from extra foes.

     

    I'm not a firm believer that if you don't have exactly "x" number of "x" stat it automatically means you cant or can kill "y" thing. You can have maxed out toughness and still get 1 shot even more so if your skill does not match the ability to play that role.

     

    As far as your claim for bunker build scrapper, evasion, weaver, and firebrands speed actually is a factor for reaper. It allows you to keep constant pressure on them. No class has a unlimited amount of skills even if they build tanky. Part of what allows builds like that to sustain is that they have way too much breathing room. Against reaper its quite easy to get room to breath. I wouldn't think anyone had issues with weaver vs reaper at the moment. Thats kind of funny to hear cause once im on them in shroud they usually just die if they dont make it to a tower or keep door.

     

    Usually if something kills me its because i made a mistake or it was heavy condi or one shot in which case having more damage wouldn't have helped me from my perspective. My sustain is pretty good against builds that are not one shot insta burst and my damage is more than enough to kill anything that lets me hit it a few times. I dont blame my necros weaknesses on the speed runes though thats more so just the rest of my build setup running with low condi clense/xfer and boon rip/corrupt.

     

    As a final side note perhaps its just not for you and thats fine, my job i not to make you use them just sharing information. Ive been using them since they were reworked in pvp modes so I'm pretty much so adapted to using them now. I struggle to play without them though. (it feels crazy slow in combat without them)

  16. > @"SpellOfIniquity.1780" said:

    > Bloodbreaker

    > http://gw2skills.net/editor/?vREQRBLRhG2JNiQtNY1NgxNA/N4AXoodRb8Fw2MAWg5YX29LA-jlSHQBlR/gAOBAKRZAFVCeQleA4gAQgjAQiU/BG7PwsHAQAAEgZWmlZZGM0hO0hO0h21lZyMZOzZmUALqTD-w

    >

    > So hear me out on this wonky thing.

    > Insta-7k heal from Blood Bond. Dagger #2 capable of 10k heals. Exiting Shroud 3k heal when below 50% health + consumes condtions + with cleansing, clears 3. Passive near 800 heal when hit both in and out of Shroud (near 7k heal if conditions are on you when Signet activated). Bleeding yourself with BiP increases the effect of Dagger #2's heal or can help for proc'ing Blood Bond if you're not in Scepter. Absurdly high armor + Shroud's baseline damage reduction + all the heals both small and massive make this build disgustingly tanky.

     

    Blood bond is a bug and by the way ;)

    Its not suppose to heal you for 6-7k as if you actually used the real Vamp signet. How anet has let this slip by for this long is surprising to me though. Probably only because most people take the well trait if they take blood magic.

     

    if it ever does become meta it wont be for long. This bug has existed for quite some time and slowly people are starting to pick up on it as of recent

     

     

  17. > @"Xxnecroxx.4039" said:

    > > @"Nimon.7840" said:

    > > > @"Obtena.7952" said:

    > > > I thought the best joke was the one where people still think they can't get teams in PVE ... and that one runs all year round. I guess you wouldn't know since you aren't playing as long as Anet doesn't make necro fun to play in PVE again ... AMIRITE?

    > >

    > > Guess what. People still get kicked out for being necro very often.

    > >

    > > Yes that's not only anets fault. It's player mentality as well.

    > >

    > > I recently joined a pug group for soulless horror. Well I was at somewhat like 19-22k boss dps.

    > > But: some of the other dmg players managed to hit 30k, so they did almost do 50% more than I did.

    > >

    > > Yes I didn't do the full dmg rotation, because I tried to help the druids by giving barrier to the tanks or to the whole group when she did her aoe attack, or by helping out with Condi cleanses. While using epi at the right times, for the undead golem.

    > >

    > > But yet we didn't manage to kill the boss, till I had to go (tried for 45minutes).

    > >

    > > Difficulties: people died a lot to walls, or the golem wasn't kicked properly and people didn't move away from the spot the golem died.

    > >

    > > Then there was one player: "I think some people here aren't doing proper DPS"

    > > I didn't reply anything. I just thought to myself. Yes maybe I'm not doing the best DPS I can, but if people wouldn't die to walls or exploding golems, we would manage to kill the boss.

    > >

    > > (In my static we even play with 2 healers and one druid guy, that is purely there for kicking the golem away. Better safe than sorry. And we still have plenty of dmg to kill this boss. Not in the best speedrun time but that's totally fine for us)

    > >

    > > Yes, you can play necro. But I still felt kinda useless in these attempts.

    > > While people gladly let themselves get carried by other players in statics.

    > >

    > > Another example. On quadim, especially quadim cm u used to do the first to lamps solo as a power reaper. (In the same time a chrono + dragon hunter/holosmith need together)

    > > That was really amazing. But at normal bosses, where I didn't get any special roles, I never managed to beat the other players dps (even though reaper and holo aren't that far apart right now, as far as I knew)

    > > The really big difference: I played no kit holo just for the fun. I delayed my cc skills, but it seemed like I lost much less DPS than I did on my reaper (sometimes you are forced to go to out of shroud way too early, for warhorn4, and I ended up needing to autoattack with axe - loosing chill uptime, and a lot of dmg from having to axe-autoattack)

    > >

    > > So: necro in general is still very niche in pve. I'm not asking for all specs to be as good as the specs of other classes. But just one would be pretty nice.

    > >

    > >

    > > Reaper and core still has the "no healing in shroud"- problem, that often let's you loose DPS.

    > > Scourge has the barrier stacking problem when playing multiple scourges in the squad.

    > >

    > > Making reaper receive healing in PVE ONLY, even if it's just 1/3rd of the amount of actual healing you receive would help a lot. Or just a little bit more dps, as necro is still way more conditional than the other classes. (Assuming good supports)

    > >

    > > Or give scourge more DPS or support but cutting support if you stack scourges.

    > > Just a suggestion that i think is pretty good, but might be too hard to realize:

    > >

    > >

    > > If a scourge casts barrier and the reciever of the barrier already has barrier, no matter the amount, from another player (himself or another scourge), the player will only receive 50% of the barrier amount from the scourge.

    > > If that's still not enough, you could even add a 3rd multiplier, that lets you receive only 25% of the barrier from a second scourge player.

    > >

    > > So you cast barrier as a ele on yourself, 1k barrier.

    > > Scourge comes and uses f3+ healskill for a total amount of 2k+4k, will only make you receive 1k+2k barrier.

    > >

    > > Second scourge does the same 2k+4k barrier, you'll only get 1,5k additional barrier.

    > >

    > > That would be a drastical nerf yes. But it might open up the possibility, to give scourge more dmg.

    > >

    > >

    > > But to be more precise. I think that necros specialisations are way too op compared to the core necromancer.

    > > So taking a bit away from the specialisations and give a little bit more back to the core class might be the right way to go.

    > >

    > > If you look at warrior. Man that's a thing. Core warrior is pretty strong in my opinion. And the specialisations add different things in different gamemodes.

    > >

    > > For example: core warrior is very good in wvw roaming, and spellbreaker adds (mainly the bubble) that makes it very potent for zergplay.

    > > And in pve, core power warrior is/was (don't know after the most recent patch) pretty good, and berserker adds a lot of spice for DPS there.

    > >

    > >

    > >

    > > Also it's pretty sad, that the only thing necro got new is still bugged. Harbingers shroud should technically work like desert shroud no?

    > > Yet you cannot cast f5 then replace the shade. If you do so, you will lose the effect at the shade position.

    > > It doesn't add enough for the effect it does. You loose more than you get in wvw while selecting this trait.

    > > Which is pretty dumb. No other class has a free selection trait that nerfs the class.

    > >

    > > I think that it's not working is intentional, but only shows to me the incapability of changing/"balancing" properly.

    > >

    > >

    > > The only thing that did change with this trait is a buff for pve support scourge on certain raid bosses, where it's pretty useful to give 10 target 9k barrier and where people aren't moving as much so you don't have to replace shades.

    > > But we already got a support trait there.

    > >

    > >

    >

    > gotta love how warrior and ALL its specialists are viable in all modes, even NEEDED in some, but it can fill multiple roles, Condi, Power, Strength share etc, while necro is only useful for boon corrupt and nothing more, need dmg? take another warrior over a necro, need CC? warrior still better. need support? druid or even if you want to Ele aura (is that still a thing im not sure have not played in a long while since necro is still pretty trash)

     

    Berserker disagrees with you in wvw and pvp lol

  18. > @"KrHome.1920" said:

    > If any movement mechanic available for necro would work in actual gameplay I would use it. I like mobility and I would build around it. What I even like more is the reaper mechanic, so I am stuck in some kind of frustration.

    >

    > Let's face it:

    > - Speed Rune - not worth the effort (you lose ~20% of damage compared to scholar and people will still catch you or be able to run away with ease - that 20% of damage is often better to just burst before they can counterplay)

    > - Wurm - wasted utility slot (even poison cloud adds more sustain than the clunky wurm)

    > - Spectral Walk - decent! Honestly, it's a must pick right next to spectral armor for power builds: condi cleanse (even in shroud!), LF gain (even in shroud!), swiftness, stunbreak, option to fool your target

    > - Scourge Portal: cast time, 900 range, only the most vulnerable necro spec has access to it... forget about it! On core and reaper this skill would be nice.

    >

    > 9 out of 10 times a utility skill like NCSY!, Plague Signet, Corrupt Boon... even CPC... will improve your outcome much more than wurm in its current state could ever do.

     

    Speed runes are good and totally worth the effort if you have a 2nd set of armor with the rune that you can use or if you only plan on doing pvp / wvw 1 set will do. Speed runes on necromancer are actually a blessing imo its one of the best mobility pickups you can start with. You lose some damage for not taking a damage rune but when people cant easily kite your damage or cant catch you when you are kiting it makes A MASSIVE difference. This actually makes things like spectral walk and speed of shadows feel much stronger than they normally would. I HIGHLY suggest trying them if you can fit them into your build. When combined with necros ability to constantly hinder enemy movement you basically have off brand super speed during a fight so long as you keep swiftness up.

     

    There are many people who do not run scholar runes as they are not the best rune option for every profession or elite spec even more so when fighting other players. If you dont have a 1 shot burst set up and reaper and scourge do not have good ones then scholar runes in wvw or pvp are practically pointless to you. Better off with strength runes or something of similar nature where you are more likely to get the bonus all the time. vs just being above 90% hp which you wont be for long once in combat. you are not a rev, thief, or mesmer whom of which can do their burst from 900 range or stealth and knock sizable amounts of hp off another player instantly before taking damage. I wouldn't run scholar on necro unless it was for pve end game only or in pvp you had a pocket healer on your hip the whole time.

     

    Wurm (from my personal experience) I agree can be a waste depending on how lucky you get but its factors are too random to be trusted. I like skills that will give me a set result not skills that can be totally unpredictable and require 3 step verification on setup. Ive used wurm... it can be of help in some situations but for the sake of stability i prefer other options

     

    Spectral walk has never been stronger than it is right now. IT arguably the strongest spectral skill necro has at the moment. I almost always run this.

    Scourge portal i dont care too much for but im not a scourge player i dislike scourge for the most part but thats my personal taste i cant get behind its play style (its too condition heavy for me)

     

    I agree with your final statement though i dont agree with the skill you picked out. But its all the same yes. In my experience you are more likely to have a better outcome running some other utility over wurm than you would if running wurm in most cases.

  19.  

    > @"SpellOfIniquity.1780" said:

    > > @"ZDragon.3046" said:

    > > > @"MethaneGas.8357" said:

    > > > Centuries later and people still didn't learn how to use wurm properly :/

    > > > If you're using it properly, it has no cast time.

    > >

    > > Its not that they dont know how to use it its more likely because wurm is too situational and need updates. Even when used properly the skill can yield unexpected or undesired results a bit too often.

    > > Long cast time, prone to be interrupted if you try to use it fresh while trying to disengage

    > >

    > > Well place it early you are doing it wrong....

    > > Ok...Once again long cast time this is still pretty silly.

    > > You have now placed your wurm and its ready for you before you dive into the fight. You have now told anyone who saw you do it that "I have placed a wurm here it is... this is where im going to attempt to teleport to if things go bad."

    > > Because you do not have eyes in the back of your head you cant alway be looking at the wurm if you want to fight effectively. Another player sees the wurm and burst it down with no effort killing it. Removing one of your 3 utilities you have given up for a clunky outdated skill.

    > >

    > > I've used wurm before and currently if i had to be bluntly honest its a total waste in most situations and not worth using as a disengage. Wurm as a disengage is still living in 2014 and in need of some QoL changes.

    > >

    > > In short the skill is too risky and too unstable, Generally speaking one of the following happens

    > > - Either it works and you get away,

    > > - It works and you die shortly after porting because a foe with greater mobility caught you anyways or you got shot from 1200 range.

    > > - It fails to teleport fully or at all due to path issues and you get killed / caught

    > > - The wurm is killed instantly by another player and you have no disengage and now have one less utility.

    > >

    > > The cons of the skill simply outright outweigh the pros of it. I know a few necros do use wurm and thats fine but generally i get better results with just running away on foot or staying in the fight and keeping my 3rd utility what ever that might be, spectral armor/ warlk, or even spectral grasp.

    > >

    > > I dont plan on using wurm till they honestly flip the cast around allowing instant movement so its not so easily read on where you want to go, make it more like a trap so its position is hidden till some one steps on it or gets within range of it, allows its dead body to linger after killed thus still allowing the necro to port to it even if some one kills it instantly.

    >

    > Although I agree with most of what you're saying, I also think it's pretty well invaluable in small scale WvW. Placing it behind walls or LOS and knowing where a fight is going to move can be a life saver as much as a game changer. I don't disagree that there are many times it fails or that it's situational, as I'd said I believe much of what you've said is true. However, if Wurm were ever to be buffed, I think reducing the cast time to 1/2 second would be plenty enough. An instant cast would make it a flat out better version of Mesmer's Blink. Insta-cast summon a stunbreak + teleport that you can port to at any distance (though the range you port is the same no matter how far from it you are) or just double tap to port to. With the kind of damage Reaper is capable of, and how punishing it is to be near a Scourge, I think it'd be too strong. I know a lot of people will disagree with me but, I don't think it should ever be insta-cast.

     

    I think you misunderstood me on my idea for instant cast. The way you wrote it out is not how i was envisioning it working. ( can go into more detail on that if you want)

     

    I dont think reapers damage or scourge's damage is really a factor to be honest. No matter how good your damage is with scourge or reaper you will never do it as quickly as some of the other professions. Its practically impossible to do that kind of damage fast enough on reaper or socurge that you couldn't react to it to avoid, block, or move away from it.

     

    More importantly if you are using a disengage skill to engage quickly i don't see the problem with reaper's or scourge's damage as you are now giving up your disengage to do it :astonished: Thats a tradeoff and taking proper risk for proper reward.

     

    >

    > If I were to change Wurm I'd do it like this;

    > Reduce cast time to 1/2 second

    > Increase range of teleport to 1,500

    > Remove Poison and replace with AOE Fear

    > Alter Wurm so that it spits 1 second Immobilize instead of projectiles. That, or it instead of attacking it feeds the Necromancer a bit of Life Force every few seconds.

    >

    > Even if pre-summoning it is kind of a gimmick and the skill is clunky overall, I still think it's quite strong in it's current form. A little boost to make it more competitive would be nice though.

     

    I think replacing the poison with fear would be pointless as as the poison is. To be frank it shouldn't inflict any conditions when you teleport to it. That part of the skill is completely a waste if you are going to be using it as pure disengage. (chances are some one wont be near it if you are hiding it a people are implying) To be honest that part of the skill can just be removed all together for a new function or reduced cast or recharge.

     

    This is where i go back to the skill is badly in need of QoL. People are playing around the skill and not every part of the skill is utilized. Even in your version of the skill that fear would be wasted 95% of situations if you are using it as methane describes as "Properly." It needs some tweaks then again all the minions do. Almost none of them have been touched since the games release.

     

    If you want to give a minion that would inflict "Fear" it should be on the shadow fiends "Haunt" active skill.

  20. > @"MethaneGas.8357" said:

    > > @"ZDragon.3046" said:

    > > > @"MethaneGas.8357" said:

    > > > Centuries later and people still didn't learn how to use wurm properly :/

    > > > If you're using it properly, it has no cast time.

    > >

    > >

    > > Well place it early you are doing it wrong....

    > > Ok...Once again long cast time this is still pretty silly.

    > > You have now placed your wurm and its ready for you before you dive into the fight. You have now told anyone who saw you do it that "I have placed a wurm here it is... this is where im going to attempt to teleport to if things go bad."

    > > Because you do not have eyes in the back of your head you cant alway be looking at the wurm if you want to fight effectively. Another player sees the wurm and burst it down with no effort killing it. Removing one of your 3 utilities you have given up for a clunky outdated skill.

    > >

    > > In short the skill is too risky and too unstable, Generally speaking one of the following happens

    > > - Either it works and you get away,

    > > - It works and you die shortly after porting because a foe with greater mobility caught you anyways or you got shot from 1200 range.

    > > - It fails to teleport fully or at all due to path issues and you get killed / caught

    > > - The wurm is killed instantly by another player and you have no disengage and now have one less utility.

    > >

    > > I dont plan on using wurm till they honestly flip the cast around allowing instant movement so its not so easily read on where you want to go, make it more like a trap so its position is hidden till some one steps on it or gets within range of it, allows its dead body to linger after killed thus still allowing the necro to port to it even if some one kills it instantly.

    >

    >I think it's just a bit annoying for most people to figure out what works and what doesn't because it's not as straight forward as other ports and people just end up hating the skill after using it for only a few matches. And that can be just its wonky design and how it doesn't port on certain terrain, but it can most definitely be used effectively if you understand how it works.

     

    This bit here hits the nail on the head. As i said its a QoL issue. A skill should not be this way generally

    Like i said its not so much that people dont know to "try" and hide the work or to "place it before entering combat" its still overly situational and overly situational tools in this game tend not to be good options.

     

    My point was not to argue that the wurm cant be effective because it can. But it lacks a standard of control that is often found in other skills without that standard of control people will quickly throw it to the side for something more stable.

     

    Simply making the wurm hide itself when nothing i in range for it to attack to hit it would go along way.

     

     

     

  21. > @"MethaneGas.8357" said:

    > Centuries later and people still didn't learn how to use wurm properly :/

    > If you're using it properly, it has no cast time.

     

    Its not that they dont know how to use it its more likely because wurm is too situational and need updates. Even when used properly the skill can yield unexpected or undesired results a bit too often.

    Long cast time, prone to be interrupted if you try to use it fresh while trying to disengage

     

    Well place it early you are doing it wrong....

    Ok...Once again long cast time this is still pretty silly.

    You have now placed your wurm and its ready for you before you dive into the fight. You have now told anyone who saw you do it that "I have placed a wurm here it is... this is where im going to attempt to teleport to if things go bad."

    Because you do not have eyes in the back of your head you cant alway be looking at the wurm if you want to fight effectively. Another player sees the wurm and burst it down with no effort killing it. Removing one of your 3 utilities you have given up for a clunky outdated skill.

     

    I've used wurm before and currently if i had to be bluntly honest its a total waste in most situations and not worth using as a disengage. Wurm as a disengage is still living in 2014 and in need of some QoL changes.

     

    In short the skill is too risky and too unstable, Generally speaking one of the following happens

    - Either it works and you get away,

    - It works and you die shortly after porting because a foe with greater mobility caught you anyways or you got shot from 1200 range.

    - It fails to teleport fully or at all due to path issues and you get killed / caught

    - The wurm is killed instantly by another player and you have no disengage and now have one less utility.

     

    The cons of the skill simply outright outweigh the pros of it. I know a few necros do use wurm and thats fine but generally i get better results with just running away on foot or staying in the fight and keeping my 3rd utility what ever that might be, spectral armor/ warlk, or even spectral grasp.

     

    I dont plan on using wurm till they honestly flip the cast around allowing instant movement so its not so easily read on where you want to go, make it more like a trap so its position is hidden till some one steps on it or gets within range of it, allows its dead body to linger after killed thus still allowing the necro to port to it even if some one kills it instantly.

  22. > @"derd.6413" said:

    > > @"ZDragon.3046" said:

    > > > @"Etterwyn.5263" said:

    > > > > @"ZDragon.3046" said:

    > > > > > @"Etterwyn.5263" said:

    > > > > > > @"derd.6413" said:

    > > > > > > > @"Brigg.3961" said:

    > > > > > > > I wouldn't mind if the well of blood followed me and the others stayed range. I really want to see an elite well before I die though.

    > > > > > >

    > > > > > > we already have plaguelands

    > > > > >

    > > > > > That skill really, **_really_**, needs to be made into a well.

    > > > >

    > > > > I dont agree because its currently a corruption. Trait corruptions gain considerably better decreased cooldown benefits when traited thant wells do. Im also pretty sure that condition builds in pve use master of corruption...... sooooo i dont agree... im not even a condition player and i dont agree with this.

    > > >

    > > > Fair enough, but unblockable and targetable at the very least.

    > >

    > > if it were up to me i would have liked to see something more like that forces people to spread out to avoid being hit by it.

    > >

    > > Targets one person places a moving aoe on them, if that aoe strikes another person they get afflicted with it and so on and so on. the only thing would be is that a player can not re proc a player who already is pulsing the conditions. That said there is no way the current version would be fair sticking to anyone that would be out right a free kill to stick a condition stacking pulsing aoe to some one for 11 seconds or so XD But still yeah... i would have liked a more creative version of plaguelands or of the old plague even.... I do kinda miss using the old plague form to tank on points.

    >

    > here's an idea: each pulse gives the necro a condition and copies all of his current condi's onto nearby opponents.

     

    hmmm if the risk was balanced properly with the reward this could be a very good design but it needs to be made worth the risk considering something like this would literally be committing suicide if used incorrectly or at the wrong time.. Further more i feel like when rev had something similar to this it got removed not because of its potential but because people kept complaining that allies were removing the conditions on the rev thus limited the skills true power. Anet removed it and didnt replace it with anything to make it up. I feel like thats the one flaw we could see with this idea too.

     

    You would never get the most bang for your buck if allies are removing conditions from you as you get new ones it becomes impossible for the necro to control how optimal they want to be with the potential of such a skill.

     

    But never the less its a good idea.

  23. > @"Etterwyn.5263" said:

    > > @"ZDragon.3046" said:

    > > > @"Etterwyn.5263" said:

    > > > > @"derd.6413" said:

    > > > > > @"Brigg.3961" said:

    > > > > > I wouldn't mind if the well of blood followed me and the others stayed range. I really want to see an elite well before I die though.

    > > > >

    > > > > we already have plaguelands

    > > >

    > > > That skill really, **_really_**, needs to be made into a well.

    > >

    > > I dont agree because its currently a corruption. Trait corruptions gain considerably better decreased cooldown benefits when traited thant wells do. Im also pretty sure that condition builds in pve use master of corruption...... sooooo i dont agree... im not even a condition player and i dont agree with this.

    >

    > Fair enough, but unblockable and targetable at the very least.

     

    if it were up to me i would have liked to see something more like that forces people to spread out to avoid being hit by it.

     

    Targets one person places a moving aoe on them, if that aoe strikes another person they get afflicted with it and so on and so on. the only thing would be is that a player can not re proc a player who already is pulsing the conditions. That said there is no way the current version would be fair sticking to anyone that would be out right a free kill to stick a condition stacking pulsing aoe to some one for 11 seconds or so XD But still yeah... i would have liked a more creative version of plaguelands or of the old plague even.... I do kinda miss using the old plague form to tank on points.

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