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5/8/2018 annnddd go!!!


czerwoni.9563

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Necromancer• Crimson Tide: This skill now fires a projectile at enemies rather than delivering a direct attack. The projectile strikes the target twice over a short duration upon impact, inflicting bleeding for 2 seconds with each impact. This skill is now used with other necromancer trident attacks.• Feast: This skill now fires Crimson Tide at nearby enemies in addition to its previous effects.• Foul Current: The range of this skill has been increased by 100%, and it now places its generated field on the target it strikes instead of along the skill's traveled path. The field duration increases based on how long the necromancer has been traveling. In addition, Crimson Tide is continuously cast on the targeted foe while the skill is active.• Sinking Tomb: This skill now casts Crimson Tide on its target every 0.5 seconds.• Frozen Abyss: This skill now casts Crimson Tide on all targets within its maximum range each time it pulses.• Cruel Strike: The damage of this skill has been increased by 38%.• Wicked Strike: The damage of this skill has been increased by 42%.• Reaper's Scythe: The damage of this skill has been increased by 30%.• Wicked Spiral: The damage of this skill has been increased by 33%.• Dark Spear: This skill no longer pulls the necromancer and instead shadowsteps them to their target to deliver a bleeding attack in a 240 radius that's separate from the initial spear strike. The spear strike's damage has been increased by 38%.• Life Siphon: The cooldown of this skill is no longer split between game modes and will now use the lower 10-second cooldown in all modes.• Dark Pact: The cooldown of this skill is no longer split between game modes and will now use a 15-second cooldown instead of the 25- and 20-second cooldowns it previously used.• Minions: Fixed a bug in which necromancers could summon more minions than intended.• Signet of Vampirism: The cooldown and base healing of this skill are no longer split between game modes and will now use the lower 30-second cooldown and the higher 25% base heal in all modes.• Well of Blood: The healing aspects of this skill are no longer split between game modes and now use the higher 15% base heal and higher 75% pulse heal in all modes.• Spectral Grasp: The cooldown of this skill is no longer split between game modes and will now use the lower 35-second recharge in all modes.• Signet of the Locust: The damage and healing of this skill are no longer split between game modes and now use the higher 54% damage and higher 29% healing in all modes.• Nourishing Rot: This trait has been renamed Nourishing Ashes and now grants life force when the player inflicts burning in addition to when the player corrupts a target or removes a boon.• Well of Suffering: The cooldown of this skill is no longer split between game modes and has been reduced from 35 to 30 seconds in PvE.• Blood Is Power: This skill now has 2 charges with a 1-second cooldown between uses. Reduced the stacks of might granted from 10 to 5, and increased the duration of might from 10 seconds to 20 seconds in PvE. This skill's might remains unchanged in PvP and WvW.• Well of Power: This skill now grants 8 seconds of might per pulse to allies who remain within its area of effect, in addition to its previous effects.

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@czerwoni.9563 said:Necromancer• Crimson Tide: This skill now fires a projectile at enemies rather than delivering a direct attack. The projectile strikes the target twice over a short duration upon impact, inflicting bleeding for 2 seconds with each impact. This skill is now used with other necromancer trident attacks.• Feast: This skill now fires Crimson Tide at nearby enemies in addition to its previous effects.• Foul Current: The range of this skill has been increased by 100%, and it now places its generated field on the target it strikes instead of along the skill's traveled path. The field duration increases based on how long the necromancer has been traveling. In addition, Crimson Tide is continuously cast on the targeted foe while the skill is active.• Sinking Tomb: This skill now casts Crimson Tide on its target every 0.5 seconds.• Frozen Abyss: This skill now casts Crimson Tide on all targets within its maximum range each time it pulses.• Cruel Strike: The damage of this skill has been increased by 38%.• Wicked Strike: The damage of this skill has been increased by 42%.• Reaper's Scythe: The damage of this skill has been increased by 30%.• Wicked Spiral: The damage of this skill has been increased by 33%.• Dark Spear: This skill no longer pulls the necromancer and instead shadowsteps them to their target to deliver a bleeding attack in a 240 radius that's separate from the initial spear strike. The spear strike's damage has been increased by 38%.• Life Siphon: The cooldown of this skill is no longer split between game modes and will now use the lower 10-second cooldown in all modes.• Dark Pact: The cooldown of this skill is no longer split between game modes and will now use a 15-second cooldown instead of the 25- and 20-second cooldowns it previously used.• Minions: Fixed a bug in which necromancers could summon more minions than intended.• Signet of Vampirism: The cooldown and base healing of this skill are no longer split between game modes and will now use the lower 30-second cooldown and the higher 25% base heal in all modes.• Well of Blood: The healing aspects of this skill are no longer split between game modes and now use the higher 15% base heal and higher 75% pulse heal in all modes.• Spectral Grasp: The cooldown of this skill is no longer split between game modes and will now use the lower 35-second recharge in all modes.• Signet of the Locust: The damage and healing of this skill are no longer split between game modes and now use the higher 54% damage and higher 29% healing in all modes.• Nourishing Rot: This trait has been renamed Nourishing Ashes and now grants life force when the player inflicts burning in addition to when the player corrupts a target or removes a boon.• Well of Suffering: The cooldown of this skill is no longer split between game modes and has been reduced from 35 to 30 seconds in PvE.• Blood Is Power: This skill now has 2 charges with a 1-second cooldown between uses. Reduced the stacks of might granted from 10 to 5, and increased the duration of might from 10 seconds to 20 seconds in PvE. This skill's might remains unchanged in PvP and WvW.• Well of Power: This skill now grants 8 seconds of might per pulse to allies who remain within its area of effect, in addition to its previous effects.

But can flesh golem swim underwater now?

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@AncientYs.8613 said:

Necromancer
• Crimson Tide: This skill now fires a projectile at enemies rather than delivering a direct attack. The projectile strikes the target twice over a short duration upon impact, inflicting bleeding for 2 seconds with each impact. This skill is now used with other necromancer trident attacks.• Feast: This skill now fires Crimson Tide at nearby enemies in addition to its previous effects.• Foul Current: The range of this skill has been increased by 100%, and it now places its generated field on the target it strikes instead of along the skill's traveled path. The field duration increases based on how long the necromancer has been traveling. In addition, Crimson Tide is continuously cast on the targeted foe while the skill is active.• Sinking Tomb: This skill now casts Crimson Tide on its target every 0.5 seconds.• Frozen Abyss: This skill now casts Crimson Tide on all targets within its maximum range each time it pulses.• Cruel Strike: The damage of this skill has been increased by 38%.• Wicked Strike: The damage of this skill has been increased by 42%.• Reaper's Scythe: The damage of this skill has been increased by 30%.• Wicked Spiral: The damage of this skill has been increased by 33%.• Dark Spear: This skill no longer pulls the necromancer and instead shadowsteps them to their target to deliver a bleeding attack in a 240 radius that's separate from the initial spear strike. The spear strike's damage has been increased by 38%.• Life Siphon: The cooldown of this skill is no longer split between game modes and will now use the lower 10-second cooldown in all modes.• Dark Pact: The cooldown of this skill is no longer split between game modes and will now use a 15-second cooldown instead of the 25- and 20-second cooldowns it previously used.• Minions: Fixed a bug in which necromancers could summon more minions than intended.• Signet of Vampirism: The cooldown and base healing of this skill are no longer split between game modes and will now use the lower 30-second cooldown and the higher 25% base heal in all modes.• Well of Blood: The healing aspects of this skill are no longer split between game modes and now use the higher 15% base heal and higher 75% pulse heal in all modes.• Spectral Grasp: The cooldown of this skill is no longer split between game modes and will now use the lower 35-second recharge in all modes.• Signet of the Locust: The damage and healing of this skill are no longer split between game modes and now use the higher 54% damage and higher 29% healing in all modes.• Nourishing Rot: This trait has been renamed Nourishing Ashes and now grants life force when the player inflicts burning in addition to when the player corrupts a target or removes a boon.• Well of Suffering: The cooldown of this skill is no longer split between game modes and has been reduced from 35 to 30 seconds in PvE.• Blood Is Power: This skill now has 2 charges with a 1-second cooldown between uses. Reduced the stacks of might granted from 10 to 5, and increased the duration of might from 10 seconds to 20 seconds in PvE. This skill's might remains unchanged in PvP and WvW.• Well of Power: This skill now grants 8 seconds of might per pulse to allies who remain within its area of effect, in addition to its previous effects.

But can flesh golem swim underwater now?

Nope. But we already knew that wasn't coming.

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@pah.4931 said:

Necromancer
• Crimson Tide: This skill now fires a projectile at enemies rather than delivering a direct attack. The projectile strikes the target twice over a short duration upon impact, inflicting bleeding for 2 seconds with each impact. This skill is now used with other necromancer trident attacks.• Feast: This skill now fires Crimson Tide at nearby enemies in addition to its previous effects.• Foul Current: The range of this skill has been increased by 100%, and it now places its generated field on the target it strikes instead of along the skill's traveled path. The field duration increases based on how long the necromancer has been traveling. In addition, Crimson Tide is continuously cast on the targeted foe while the skill is active.• Sinking Tomb: This skill now casts Crimson Tide on its target every 0.5 seconds.• Frozen Abyss: This skill now casts Crimson Tide on all targets within its maximum range each time it pulses.• Cruel Strike: The damage of this skill has been increased by 38%.• Wicked Strike: The damage of this skill has been increased by 42%.• Reaper's Scythe: The damage of this skill has been increased by 30%.• Wicked Spiral: The damage of this skill has been increased by 33%.• Dark Spear: This skill no longer pulls the necromancer and instead shadowsteps them to their target to deliver a bleeding attack in a 240 radius that's separate from the initial spear strike. The spear strike's damage has been increased by 38%.• Life Siphon: The cooldown of this skill is no longer split between game modes and will now use the lower 10-second cooldown in all modes.• Dark Pact: The cooldown of this skill is no longer split between game modes and will now use a 15-second cooldown instead of the 25- and 20-second cooldowns it previously used.• Minions: Fixed a bug in which necromancers could summon more minions than intended.• Signet of Vampirism: The cooldown and base healing of this skill are no longer split between game modes and will now use the lower 30-second cooldown and the higher 25% base heal in all modes.• Well of Blood: The healing aspects of this skill are no longer split between game modes and now use the higher 15% base heal and higher 75% pulse heal in all modes.• Spectral Grasp: The cooldown of this skill is no longer split between game modes and will now use the lower 35-second recharge in all modes.• Signet of the Locust: The damage and healing of this skill are no longer split between game modes and now use the higher 54% damage and higher 29% healing in all modes.• Nourishing Rot: This trait has been renamed Nourishing Ashes and now grants life force when the player inflicts burning in addition to when the player corrupts a target or removes a boon.• Well of Suffering: The cooldown of this skill is no longer split between game modes and has been reduced from 35 to 30 seconds in PvE.• Blood Is Power: This skill now has 2 charges with a 1-second cooldown between uses. Reduced the stacks of might granted from 10 to 5, and increased the duration of might from 10 seconds to 20 seconds in PvE. This skill's might remains unchanged in PvP and WvW.• Well of Power: This skill now grants 8 seconds of might per pulse to allies who remain within its area of effect, in addition to its previous effects.

But can flesh golem swim underwater now?

Nope. But we already knew that wasn't coming.

Yep.. Quite sad :<

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Underwater changes are totally off the mark. The necromancer only needed more LF gen on the weapon and he all he got was damage number tweeks and trident's "nerf"...Dagger's update is like underwater's update, another miss since these skills need shorter cast time and not shorter cool down.

Thought, there seem to finally be a will to improve the necromancer's migth sharing ability in PvE. It's nowhere near to let him compete against a druid but it's appreciated.

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@Kam.4092 said:

@Anchoku.8142 said:Epidemic and Scourge survived, which is a miracle when you consider the hate from those who main other professions.

Ele is out for our blood.

Curious, why would you think Ele of all the classes would be out for Necro blood? If anything, surely they would be going after classes and builds that are a threat to them. Necro. Isnt one of them.

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@ArmageddonAsh.6430 said:

@Kam.4092 said:

@Anchoku.8142 said:Epidemic and Scourge survived, which is a miracle when you consider the hate from those who main other professions.

Ele is out for our blood.

Curious, why would you think Ele of all the classes would be out for Necro blood? If anything, surely they would be going after classes and builds that are a threat to them. Necro. Isnt one of them.

Necro is top in Raids now on over half the fights. Ele is mad at Scourge for doing more DPS on fights.

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@Kam.4092 said:

@Kam.4092 said:

@Anchoku.8142 said:Epidemic and Scourge survived, which is a miracle when you consider the hate from those who main other professions.

Ele is out for our blood.

Curious, why would you think Ele of all the classes would be out for Necro blood? If anything, surely they would be going after classes and builds that are a threat to them. Necro. Isnt one of them.

Necro is top in Raids now on over half the fights. Ele is mad at Scourge for doing more DPS on fights.

Meh, does it really matter? The raids in this game are trash anyway. and too be fair. A bunker condi spec shouldnt really be doing as much damage as a Full zerk 11k health class. It shows how badly designed Staff is that a Nerf to ONE skill pretty much breaks the build.

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all buffs.aside from the underwater buffs which OMG TRIDENT IS SICKcore power got buffs, well of power ACTUALLY INCREASES POWER!!!!! OMG 5 YEARS LULcore condi got buffed with BiP as ammo now

power reaper has dagger option in pvp over GScondi scourge got a new trait that might actually compete for fell beacon in longer fights or when LF gen can be a problem in pve

power necro buffcondi necro buffwells buffCD reduction

everything was a buff, no nerfs. No necro nerfs at all. wtf is this ...

IS IT STILL APRIL 1ST?!?!?!?!?!?!

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Is it bad my favorite patch note was the buff to Skimmers?

But seriously, Blood is Power change adds a ton of damage to condi builds, dagger looks useable in PvP formats (3 second immobilize + 2 boon corrupt on a 15 second cooldown is awesome), and trident looks like it will just chew through mobs of enemies like crazy.

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@Drarnor Kunoram.5180 said:Is it bad my favorite patch note was the buff to Skimmers?

But seriously, Blood is Power change adds a ton of damage to condi builds, dagger looks useable in PvP formats (3 second immobilize + 2 boon corrupt on a 15 second cooldown is awesome), and trident looks like it will just chew through mobs of enemies like crazy.

Blood of Power doenst add a whole lot though? The cooldown is unchanged at 30 seconds per charge. The only benefit is a second cast at the start of the battle (or during phases where it can recharge 2 times) So not that much of a big deal.

Trident is neat now.

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@Drarnor Kunoram.5180 said:Is it bad my favorite patch note was the buff to Skimmers?

But seriously, Blood is Power change adds a ton of damage to condi builds, dagger looks useable in PvP formats (3 second immobilize + 2 boon corrupt on a 15 second cooldown is awesome), and trident looks like it will just chew through mobs of enemies like crazy.

dager changes are useful in pvp. doesn't hit as hard as GS but the quick pressure options with some cleave is nice

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Scourge hate and whining about dps in the Ele forum is impressive. The Meteor Shower change was definitely targeted at PvE dps but this should trim back the large hit box damage.

Druid sounds like it became a better healer but lost dps making it a more a apparent trade. Guardian got an increase in healing power scaling.

Going to check out and Mesmer forum, next

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@Kam.4092 said:

@Kam.4092 said:

@Anchoku.8142 said:Epidemic and Scourge survived, which is a miracle when you consider the hate from those who main other professions.

Ele is out for our blood.

Curious, why would you think Ele of all the classes would be out for Necro blood? If anything, surely they would be going after classes and builds that are a threat to them. Necro. Isnt one of them.

Necro is top in Raids now on over half the fights. Ele is mad at Scourge for doing more DPS on fights.

This simply isn't true. Single target boss damage, necro is low tier. If you are talking about overall DPS because of using epi on adds, that's a different thing. But necro in any form cannot come close to the likes of weaver, holo, mirage or power dps chrono.

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@Oldirtbeard.9834 said:Reaper still is unwanted in endgame PVE so what ever.

Have you tried and been kicked? I see you say this everywhere so I'm curious. I know in my guild we take whoever wants to raid. Also,there are raiding guilds out there and training ones such as Raid Academy. I also thought you went to maining a guardian. Did that not work in raids for you either?

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