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Levijeh.9643

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Everything posted by Levijeh.9643

  1. Imagine removing things that define necromancer like boon corruption.
  2. They have a strong duo. Also, prime time NA is no longer prime time. Still long queues and less decent-good players than before. So when they duoq with an equally skilled player or around their skill level, their chances to win increases by a lot because the population is low and not enough equally skilled players around their level.
  3. Not their fault, most of them are PvE players doing their dailies, or achievements, or farming chests/gold/ascended shards to get ascended armor and trinkets, even legendary armor There are a lot of PvE rewards in PvP so we have a lot of new players and it's not like they will become decent or good fast. Takes time to become decent at one class, if you care of course.
  4. Lol, congratulations to the necros that made you think that lich has to go, it means they popped lich at the right time and got optimal value out of it.
  5. Well yeah you cannot be feared and you shall not be feared lol. Cause you have pulsing stability, but it can get perma corrupted by another fellow necro, making it a fun to look at scenario.
  6. (sPvP POV) We had it in the past with FitG, stunbreak and 3 seconds stability on entering shroud. It was a strong grandmaster trait. Since then necros use two stunbreaks, wurm and spectral walk. Wurm is a nice stunbreak/port utility. Spectral walk is even better, can work as a double stunbreak and you return to your original point even if there is no valid path, pretty op. So, personally I don't think we need an extra stunbreak.
  7. Tell us the truth, you like this scrapper decap-braindead build and you want it to not die :D
  8. Someone got fear chained for quite a long. And I think you play a power spec on ranger am I right?, how on earth? I think most rangers have like 3 stunbreakers on it's one of the classes that are hard to chain fear.
  9. I think is just the pet (tiger, bird) dps that needs a bit tone down. That's all.
  10. I would not mind at all if they nerf life force regen, but give us back Foot in the Grave as a stunbreak at least (don't even need the stab, only the stunbreak on shroud). Because right now, staying in shroud is compulsory to tank the CC chains and damage that follows. So core necro is forced to stay in shroud until all the CC cancer is gone, and for me this is boring/passive gameplay.
  11. It's just good players duoing with good players playing the best/busted duo combo builds and dodging (most of them) the other duos in top 10 or 20 that's all. There are always at least 2 busted specs every season and the good players will always play it. I don't think we will ever get into a state in which there are no busted specs so this story will repeat over and over for the rest of gw2 history lol
  12. They dumbed down core necro with last changes. Nerf Life Force regen and give back FitG. No questions asked.
  13. I love the nerfs. Cogratulations anet.
  14. I'm looking forward for the following update as well bc I'm not enjoying the state of necro at all (me necro main). Will be playing less faceroll classes/specs in the meantime. Enjoying DH at the moment eventho I'll probably end up in gold 1 ?
  15. Core Necro skill ceiling was proudly high before patch, you didn't see many of them succeeding in plat 2+. It has dropped so much post-patch that now you cannot tell if a necro is good or bad because it doesn't matter. "Necromancer has always been designed to be a resilient profession that was light on stability" Necromancer was already light on stability. Now you're forced to stay in shroud as much as possible, promoting passive gameplay. Since this update specifically is removing some stability from the necromancer's traits, we made sure to adjust the profession's stun break skills appropriately in response I don't get this, in what way did they adjust the profession's stun break skills in response of removing FitG? Can someone explain to me. If the response is that they had to give us more sustain or life force generation instead of active stun break, I'll be done.
  16. You can make Lich users miserable by perma corrupting their pulsing stab. It's actually fun to do it. Just time it properly, LOS, use terrain, and have fun guys.
  17. I noticed last night that Eternal Life is bugged, the LF generation wasn't working, which is why I was using Death Perception still. This build doesn't need a bunch of mobility. Alternative Rune selections are definitely within: Rune of Speed, Rune of Eagle, Rune of Dolyak, but it really does not need a bunch of mobility and escape skills. I think this is where the Necro mains have been overlooking such a build structure, because these guys have been used to "necroing" for so long that their tunnel visioning the importance of traditional Necro skills & play style, but I'm telling you as an old Bunker Druid main coming into this patch and looking at this with no bias or pigeonholed opinions, the Core Necro is now a Bunker. It doesn't need a bunch of a boon removal and walk/wurm teleports. It needs to be able to stand on a node and not die, while not having to leave that node. I'll run this in 2v2s and Conquest today, then post some realistic performance footage. I suggest you fight plat 2+ players to really put the build into test. The video is showing the build killing bots basically.
  18. The thing is that damage was reduced across the board and everything is magnified right now, I would never play that build, the damage is low, unreliable, you have no mobility (Spectral Walk, Wurm), or a reliable source of boon corruption (Boon Corrupt). Nevertheless I would do the following changes: Eternal Life: Lower life force gain when not in shroud up to a threshold of 10%.Remove protection when entering shroud.Give Stunbreak when leaving shroud (why when leaving because entering shroud to mitigate damage after a CC or incoming burst is natural, taking the damage while in shroud is good enough so you don't need a stubreak when entering shroud, however you're also vulnerable to a CC chain and you will basically need to stay in shroud to tank the damage, so breaking stun when leaving shroud promotes active gameplay. On the plus side you break the CC and have the chance to counter attack or reposition, but at the same time you're not in shroud anymore and for instance a better target for enemies.If stunbreak when leaving shroud is given, give it an Internal Cooldown of 15 seconds to start (could be increased depending on how it performs), and a visual effect that tells you when it is available.
  19. People are still playing test/trashy builds, it's too early to say. From the 8 duo ranked matches I played on patch day (2v2) I noticed the following. Pre-patch Core necro build remains pretty much the same except that today you'll take Carrions instead of Deadshot and Eternal Life which for me is now a must, instead of Carrion you can try Sages and roleplay a tank healer'ish build, but FB and Ele do a better job so I really doubt that's the path meta necro is gonna take. Since we lost FitG now we're forced to stay in Shroud for longer and take all the CC's while in shroud and save your Stunbreak for later, Spectral walk is still a must for me. So all in all, it feels more sustainy yes because of the damage reduction across the board, but at the same time is more vulnerable to CC chains. Will need to play more games and wait until the leadderboard normalizes for more balanced matches, at least in the current 2v2 season scenario.
  20. Core necro does not need more stab guys, end of story :)
  21. This is fun to read lol. I agree with Chaith tho, after that core necro is should be fine.
  22. To be honest, I don't feel like we need more access to stability, well managed Foot in the Grave and Spectral Walk (also Wurm) should suffice your stunbreak requirements. However, an additional stack of stab wouldn't hurt. I do feel like core necro needs a more reliable Shroud skills 1 and 4, if this happens then Dhuumfire would have potential. Also, I would like them to tweak dagger off-hand and focus to increase weapon choices on core necro.
  23. Considering that our spectral skills have painfully long cd, like 40s, they might just as not be present, saving them for a 'rainy day'. You get a lot of passive regen as well a ranged rez. I dont know, right now Spectral Walk is mandatory for pretty much any necro build, it has kite potential and doesn't get affected by valid path bugs.
  24. The signet will surely give you rapid life force generation overtime, but you lose an utility slot for something better like spectral walk or spectral ring. For me it's not worth taking signet of undeath. Losing that much HP for 1 res is not worth it.
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