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Taiza.4965

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Everything posted by Taiza.4965

  1. Dhuumfire works/activates on all shade skill usage because the skills cause your shade to strike around it just like when it's summoned, that is why the dps scourge rotation has us using f2 on cd along with shroud, for the dhuumfire procs.
  2. EDIT: This got taken down because apparently putting it in feedback was a mistake somehow? I got a mod warning too which means I know someone has read this but I'm leaving it unchanged just reposted somewhere I believe it won't get taken down again. I'm uncertain if this will ever be read let alone addressed but when are you going to fix scourge? After the loss of functionality that it's suffered from the blunder at the beginning of October, it's almost completely unplayable in the open world now along with the fact that the increase in target limit is in no way an equal gain to the loss of the area you could affect before the nerf. There are next to none if any situations in the open world where you can find 10 monsters that will ever group up in the small area of the large shade, let alone 5 in the tiny area of the small shade to actually even out the loss of activation upon self and the lack of any kind of pull or way to draw or force creatures or opponents into the small area of the shade. Such a change is definitely a big boon for World V World players as they can now more effectively bomb a zerg. I am unsure as to how it fairs in PVP though I imagine it's rather poorly as the necromancer, in general, has very little stun breaks or stability so I'm quite sure that placing a shade simply sees the scourge displaced from his supposed safe zone with little effort from the opponent rendering the entire profession mechanic as null and void as the chances of being able to summon another shade before their burst down is very unlikely. I do know that scourge will not see much if any open-world use after this nerf if the decrease hasn't already become apparent. While the fact that most high-end group content like raids and the fractal bosses are mostly unaffected by the nerf with a few notable exceptions that move more often. So as there won't be a big DPS loss with such immobility due to this nerf it will most likely continue to be used in such content. Open world monsters and the players themselves move much too frequently for even smartly placed shades to truly equal the same effectiveness that the activation upon self has. I understand one of the original points of this change was to make using the shades into a gamble however while I can accept the intent easily enough you implemented this poorly as the gamble between placing a shade and keeping the skills centered upon oneself should be much more equal then they are as is placing a shade is going to nearly every time be the superior option. The minor traits of the scourge line all deal with the presence of and amount of shades the scourge has present in order to give their effects and heavily affect things. This isn't even touching on the problems with necromancer as a profession overall where all the corruption abilities are essentially useless in the open world as there are no boons. The near uselessness of the punishment skills also shine through as outside the sadistic searing proc they have little to no gain in taking them. I refrained from posting this after the patch as I wanted to see how it would work out and I have tried desperately to make what was once my favorite spec work in the open world as well as even a basic necromancer and it simply cannot perform adequately now unless you rework the minor traits and boost the scourge's ability without the presence of shades and make the options much more equal which would require a lot of thought regarding how to balance the two and make it more of a gamble like it should be then the loss of functionality and nerf that it is now. I would honestly recommend reverting the lack of self-activation at the very least in PVE. Otherwise, the trait line as a whole needs to be tweaked around the idea of shade gambling instead of the current setup which gives bonuses for shades. Another possibility would be to expand the area that the shade skills affect so that the increase in target number would actually be useful and would be a good trade-off to the loss of the on self-activation. On another note about your changes in October, I really like the death magic changes though I feel necromantic corruption could use a carapace mechanic.
  3. I'm still rather upset about the necro nerf. I've spent most of this month trying to make scourge viable in open-world again and it just can't even really keep up with base necro now. between the loss of shroud and the fact we can't even emergency barrier or fear ourselves without giving up 2 entire traits makes this whole spec into something only truly useable in stuff like raids or some fractals where the boss or mobs don't have a lot of movement. An open-world is just a no go though. While I kept my DPS numbers on golem and raids mostly the same the pure loss here is just not something you can do for open-world content unless you're in a squad or a party. Best thing I've managed to come up with is something I found suggested on another forum about just swapping to D/T and become almost solely a siphon melee'er which isn't a bad idea but it's not my style so I've started doing A/T and just circling in my shade, but while it works well enough the whole thing just sucks in general and I'm close to giving up on scourge as the chances of this getting fixed are looking more slim and if being a scourge in open world means becoming a melee main it'd be better to just swap back to reaper so you have a lot better chance of living. As the loss in overall lethality is very noticeable, and limiting inside shade radius makes kiting which is an absolute must much harder as avoiding all that CC becomes a trial of trying to stay in the damn circle.
  4. Dude, you realize this is a nerf right? They didn't increase the radius of the shades at all and with the fact that shade skills don't activate around the necro now if they have a shade out. They've basically made it where you're more likely to affect fewer targets with your abilities. With a shade out you also won't innately affect yourself with them. Seeing this will probably push quite a few people to revaluate scourge over reaper or base necro. I'm probably going back to reaper myself. Let's not even get into the disappointment of some of the other so-called "balance" changes for other classes.
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