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Kuulpb.5412

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Posts posted by Kuulpb.5412

  1. On 11/20/2021 at 2:31 PM, LesserHellspawn.3160 said:

    Shiro's deathcry petrified the Echovald Forest and solidified the Jade Sea. In End of Dragons the forest is back alive again, but the Jade Sea is still solid and powered by dragons ? Really ? Abbadon was behind Shiro, not a Dragon. And the  Jade Sea should have liquified again along with the revitalization of the forest. It'll be very interesting how Anet will make the actual setting fit with the lore.


    If i remember right,  Abbadon was the "trigger",

    Spoiler

    but the actual solidifying effect was 100% Dwayna's Fault,  - and as the gods have only really "just" left, there would be no reason Dwayna's magic that solidified everything would dissipate instantly, Heck, Humans only have magic because of Abbadon, and he died over 250 years ago. 

    Dragons weren't at all a factor until GW2, so I can only assume they are retconning their lore to try and tie in a reason "to have these elite specs",  and after PoF, I stopped seeing Elite Specs related to lore at all ( because renegade, really? ), so to me, EoD on paper looks like they're trying to make Dragons the centre of everything when they had no relation.

     

     

  2. Everything a necro could do, they gave to thief, but better.  Necro can heal 7% hp when leaving shroud?  - Thieves can heal 100% hp.  Necromancers can avoid death at the cost of shroud?  Thieves can do that and it's a Minor trait. Thieves get Wells and an Elite well which Necromancers STILL lack. - I wasn't going to come back to this game after harbinger reveal, but now i'm actively against it as they're just  giving other professions what necromancer had.

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  3. Necromancer is known for being "High HP, Low damage",  and that's the trade off, (Even though they keep nerfing the survivability without buffing damage), it "can" solo things, More easily than other things due to  high survivability when you're not vs something that can CC you every few seconds ( especially since they removed stability on shroud, and moved it to harbinger), But it will take more time than other professions due to not having as high damage.

    They are "adequate", and because of this they get nerfed in all aspects because they don't let glass cannons oneshot them, while also killing the glass cannons due to them not moving out of AoEs, Necromancer has very little mobility.

  4. On 8/31/2021 at 5:00 PM, Diswan.8156 said:

    Seeing how this issue is being completly ignored in both PvE and PvP  i would like to remind the devs that this class is greatly overperforming in all áreas of the Game. 

    This can't wait until You finish EOD or your other plans. This needs to happen NOW.  Your Game is hurting badly by this. You have ignored it for long enough and it's getting out of control. 

     

    It's also very Bad for RP as it gives the impresión that you have no respect for your own Game. Which as a veteran i know it's not the case.

     

    Please do something about it. Thanks.


    Assuming it is up to date, Snowcrows Benchmarks for Raids shows Necro is like, 15th out of 9 professions.
    Plus they keep nerfing Scourge, so it's not like they want necromancers to be used at all.

    • Confused 1
  5. 5 hours ago, Al Masone.1274 said:

    Poison would've felt better thematicall, but it's more of a utility condition for the -33% healing, while torment is more of a pure dps condition, especially now that deals more damage if the foe is stationary. 

    A ranged weapon in general makes sense for harbinger, as it's designed to be the quintessential glass cannon. Tons and Tons of damage, at the cost of greatly reduced health. Max blight brings gives you 50% reduced health, turning you into an elementalist without sustain or mitigation.

    It has a bit of mobility, but not enough to make it a melee oriented spec, and with that in mind I'd rather they give it a ranged weapon rather than using sword at range. This way sword can still be an option for a future 4th elite spec (if all goes well, EoD won't be the last GW2 expansion)


    I still don't get why "using dragon jade" Applies torment at all, 
    It's unrelated to dragons both Lore wise ( the jade came from Dwayna's blessing on shiro's death), 
    Mechanic wise - it's MURSAAT that liked Torment and Spectral Agony, etc, Dragons  were elementalists.

    and if it's not Dragonjade, why is this the first time Necromancers have had access to "green crystals" as opposed to Shadows or whatnot.
     

  6. 7 hours ago, LucianDK.8615 said:

    Personally I like the Pistol for necromancer. Especs is supposed to be a different experience compared to the base proffession. So I find a pistol a breath of fresh air.  Just like elementalists getting Hammer.

     

    I guess torment was chosen because its much stronger in pve now, though thematically poison would have been much better.

     

    Ive really tried to like the Scourge, too much for me to keep track off. So Ive been quite enjoying Harbingers. More focused and only having minor dabbling in support. Scourge got repeatedly nerfbatted because of its too strong support in barriers. Which I know people is still QQing about.


    I don't get some things , 
    Random people: "Necro finally has a Non-Hp Shroud bar" - Scourge had that
    Your comment: "Breath of fresh air", How is pistol a breath of fresh air? it's Like Scepter, except has a travel time and is locked to torment.

    Then there's Scourge was like 80% Torment focused, 20% Burn focused, and Now harbinger is Torment focused "again".
    Scourge could also apply might and some other boons like stability to allies, so why does harbinger also have boons? it's like a weirdly made scourge that someone didn't see AS scourge.

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  7. 14 hours ago, Obtena.7952 said:

    Well, considering any ranged weapon CAN be used as a melee weapon, it's not that odd. Frankly, Scepter is actually an ideal melee condi weapon; keep in mind it isn't projectiles. 


    My opinion on it is:
    It's not Melee if it doesn't have the "feel", 
    So Dagger is Melee as when you hit,  it feels like it connects, 
    Axe is not, as though it feels like it hits ( when the sound file plays), it doesn't really have the "sluggish feel" of Melee.
    I think in this case specifically it's more a thematic thing than an actual "mechanical" thing.

    Unless of course they meant mechanically in which case yes Ranged "can" be used as melee as this isn't DnD

    • Like 1
  8. After an hour or so of playing around with harbinger here are my opinions:

    The Stats on gear REQUIRE boon duration, otherwise the only redeeming aspect of Harbinger is useless - 5 seconds of all boons as an elite,  When necromancers can already give everyone 20 might for 20s,  and stability/swiftness as scourge - and Scourge doesn't need boon duration to give good stability, the ally just needs to run in the sand,

    In full PlagueDoctor gear and same traits outside of elite spec - Scourge feels nicer to use because the shroud of harbinger not giving utilities means you cannot heal - despite taking health damage.

    overall I am not a fan, and the pistol does not feel right to me. - Outside of all lore implications, it just doesn't fit the style.

    • Like 3
  9. 10 hours ago, susana.7814 said:

    Thank you anet for finally doing away with" the second lifebar" in favor of tools the necromancer has traditionally lacked. This is what I and many of us wanted from the next necro spec despite the weird complaints on here. 

    So straight away I can already see the numerous applications for harbinger. Pve gets traited 25% dps boost(whether that's power or condi) if you can manage to get 25 stacks of blight, losing health is no big deal since most mechanics in pve are telegraphed and avoidable where you'd be using a greedy dps spec like that and you'll be running healers anyway. you get a ton of torment application so I beleive this is going to do overall more dps than scourge, just with less utility from barrier spam. 

    Not only this but with the scepter trait now changed to work for any weapon necro has, it's going to be able to do some serious damage. 

    If either power or condi dps builds aren't your thing, your still in luck because its gonna be capable of boonshare support with perma 5 man quickness as well as having a ton of cc and utility skills to help out the team. even in a quickness build im guessing it's still going to pump out very respectable dps. The fact that we actually get options to not be a selfish class is huge and I'm glad we have more variety in how we can play. 

    in pvp and wvw, it can be another quickness share class, but also we now have gap closers and an evade. ( how are you guys not in love with that? that's huge.) much better hybrid ranged weapon than staff. I dont care that staff is 1200 range its a trash weapon and always has been and pistol outclasses it by far. 

    it's got a lot of potential in wvw as a roamer and boonshare for zergs. It seems the way to play it is fast, you pop your elixers and go in for the kill, doesn't work out? you have evades and dashes to disengage easier. If you die trying you die trying, it's part of the high risk high reward aspect. Overall i think this spec is gonna have the highest skill ceiling for necro, but that's ok. 

    Some of the elixers could be a bit better( The heal is really bad) but overall it looks solid. 

    I don't care about fear, fear sucks anyway. 

     


    I am confused, Scourge ALREADY made away with the life force "health bar",  harbinger's shroud is just a copy/paste of scourge but instead of F1-5 it's 1-5, 
    Where's the "finally" come into it?

    And other than Harbinger looking EXTREMELY bad (In my honest opinion) I have no other opinions on this spec outside of those. Nothing new, and looks bad.,

    • Like 5
  10. 10 hours ago, susana.7814 said:



    to point one....yes losing health for more dps...that's kind of the point to high risk high reward. Shroud was a handicap that kept us from getting any active defenses or actual decent dps numbers and I for one am perfectly fine with losing health for more power. 

    Also high vitality literally does nothing. you still die just as fast. High vitality doesn't matter in the slightest.

    Ummm also boon sharing IS something necro has needed for many years to be viable in most pve modes. the number one complaint is always " Necro too selfish" so this aims to remedy that. also i dont get your points about having to be in melee distance to boonshare, all boonshare classes are like that. FB, Alacren, Chrono, Druid, etc....

    We also DID need mobility. that's a big deal for necro. We need active defense which we got in the form of an evade and much better cc skills. 

    I don't get why everyone cares so much about fear, fear is the worst cc skill in the game. I'll take the aoe float over that any day. 

    Most good condi builds rely on torment these days as well so im not sure that's really a valid complaint. 

    Poison sucks as is. if it's going to be viable it needs a rework which i dont see happening just for harbinger. 


    From my perspective:

    1 -  Scourge ALREADY lost shroud in exchange for Damage and active defences ( barrier)

    2 - High vit lets you have more base life force

    3 - Scourge had Boon "giving" (not sharing) of might ( easily 25 might) as well as, Swiftness, and stability.

    4 - I would say we Do want mobility,  but we do have access to a few mobility skills  thanks to scourge ( only like, one in base, which is pitiful) - as as mentioned, barrier,

    5 - Fear is an important thing for necromancer,  there is an optional trait where your fear deals damage, there are 2 other Base necro traits that benefit from fear, being giving you boons, or generating life force.

    6  - torment comment, I don't disagree or agree.

    7- Poison does suck, yes.

    8 - One major problem I have with harbinger is that  "Stability on shroud use" was moved to harbinger, but also nerfed, to not be a stun break.

    - Overall,  imho, Harbinger is trying ti take what necromancer already has:
    A way to not have shroud as a health bar
    A Support oriented spec
    A Melee Range oriented spec

    And just... Copy it...
    It doesn't imho look at all like what should have been added, Especially since this will 10000% just be a BoonBot for raids,  Necro has Objectively ( not an opinion,) the lowest benchmark DPS in raids, So instead of giving them damage to compete, they're making them Scourge 2.0,
    Scourge  is a condition/support spec,
    Harbinger is a Power/Condition/Support spec.

     

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  11. With all of the - in my personal opinion - changes that were not thought through AT ALL, i just gave up on gw2, i pop in every now and then to see if they reverted anything; newest patch notes remove special effects on hit fir certain necro skills, now they look as bad as they are

  12. @"Rickster.8752" said:A few thoughts:1, Signet of undeath is unplayable now. Like totally worthless2, Unholy martyr is also really bad now for chaining death shroud however this only matters if you already have a bit of death shroud because eternal life will bump you up anyway, so this nerf isn't as bad as it looks.3, Death magic line was all about carapace and now its effectiveness has been cut in half. This is pretty devastating to the death magic line. THIS NERFED 7 TRAITS BY 50% in a single swoop. Do not underestimate how huge this nerf is. They destroyed an entire trait line with this single change.4, Lich nerf is huge. 10 seconds is very little time and swirling winds/absorb/reflect type effects are more effective against this now5, Vampirism signet is now worthless. Totally worthless.

    So yeh, these are big nerfs. The signets are just totally dumpstered and not playable. The martyr nerf doesn't matter much. And carapace is now A LOT worse which means the whole death magic line is now a lot worse. Life siphon is untouched though. Blood magic is probably better than death magic now.

    In my opinion -

    Signet of undeath was Unplayable when it got reworked, Signets are meant for their actives not passives, and that signet was ONLY used for its passive,Can't speak about unholy martyr too much, but I feel eternal life's "Life force" is useless when it replaced a stunbreak.Again - Death magic I feel got nerfed when it got reworked as carapace is such an odd mechanic.Sadly can't speak about Lich form too much, wasn't a fan of it.Agree

  13. I feel this "balancing" has No logic whatsoever, it's changing Base mechanics of the game by removing ALL Stability from necromancer traits so the grandmaster is now 100% worthless, there is NOTHING about the replacement that has any redeeming qualities. Necromancers generate life force with weapon skills, so put life force generation onto their Grandmaster so... what? Now when we get permastunned with 0 stability and a 25s stunbreak we get life force to become even MORE of a punching bag?

  14. I would like to Re-iterate - This Patch Idea now means a necromancer's SHORTEST Stunbreak cooldown is 25 seconds, with NO Trait stability and the Longest Stability being 6 seconds from Reaper shroud, This is not including Elites, because necromancer's Only Stability applications are either at MOST 3 stacks from Shroud, 1 stack for 5s from Trail of Anguish, or using THEIR ELITE.

  15. @Stand The Wall.6987 said:yeah nerfing necro stab is a pretty dumb move. they even removed fitg but that replacement looks pretty worthy.

    Not at all worthy imho, One was - Stunbreak and Stability when going into shroud, Now it's - You generate some life force when not in shroud, and protection when you enter. They don't know how to balance Necromancer at ALL. More health does not mean you are more of a threat, it does not mean You can survive More attacks if each attack does 10k, a Thief has 11k hp base, necro has 18k hp base, Both take 2 x 10k hits to die, Thieves can evade it, teleport, or do damage to counter it, Necromancers can... Go into death shroud which is no longer a stunbreak so it's just more health to be stunned through

  16. @Barnesy.5839 said:Holy kitten this patch is one of the biggest buffs to necromancers I have seen in a very long time.

    Allow me to illustrate:Damage has been nerfed by ~33%. Healing has been nerfed by ~33% The result of this change is that players will take 50% longer to kill (1/0.67 = 1.5).

    I'll prove it with an example: Suppose you have 10k HP. You are receiving 2k incoming DPS and you are also receiving 1k healing/s. That is a net 1k DPS that you are receiving, and thus you'll be dead in 10s.If you nerf both the DPS and healing/s by 33%. You are now receiving 1340 incoming DPS and you are receiving 670 healing/s. That is a net 670 DPS that you are receiving and thus you'll be dead in 15s. (50% longer to kill)

    Necromancers have been hugely buffed because damage and healing has been nerfed, but max HP and life force gain have NOT been nerfed. Life force is a secondary form of healing which has not been nerfed. (except for scourges using nourishing ashes, however the 33% damage/healing nerf is still a massive net buff for life force based survivability)

    This buff to life force survivability and life force sustain is massive. By nerfing damage and healing by 33% it effectively buffs life force survivability/sustain by 50%!

    Necromancers are going to be extremely strong in PvP/WvW this patch and way more durable.

    TL;DR: The new patch makes all forms of Life force survivability/sustain 50% stronger.

    10s of stun or 15s of stun, same outcome, one lets you play less.

  17. @Yasai.3549 said:If yu think about it, everything seems to point to one single culprit.

    Boons.

    These are simply, without a doubt, the most unbalanced aspect in the entirety of Gw2.

    But for some reason, instead of nerfing Boons split between game modes, they start hitting classes and skills.

    Why?

    Don't they see that they should just make Boons less oppressive in a game mode which people test their skill?

    No one is gonna feel good about being beaten by someone who is perma-booned or has insane Boon uptime.

    I am leaning towards agreeing, Boons are like Enchantments but everyone can access them , with some accessing strong ones a LOT easier ( e.g. Chronomancer prior to the most recent patches), and Stability, which is now 100% removed from necromancer traits. Necromancers now have 0 stability from ANY of their traits.

  18. @"ZeftheWicked.3076" said:Let's be honest. Unless you got an a-net tag next to your name, you're not gonna pretend core necro is on pair with elite specs and an alternative playstyle with similar overall power budget. We know it's not, on so many levels.

    And one of those "levels" is stability access. I'm not gonna complain about reaper, because being a melee spec it deserves better stability access.But when a scourge of all things, the caster spec, with shades that can can be used even when face down in the ground still gets better access to stab (trail of anguish) then core necro i call bs.

    Then again 'tis but a fleshwound compare to total sum of woes of the game's weakest spec in general, not just among cores.

    Hope you weren't looking forward to that Stability, as we just lost more.

  19. I think the people who "Balance" GW2 have officially confirmed they have no idea how to balance their own game and should just copy what they did in gw1 from the ground up, It is to this day one of, if not, my favourite Online games where Builds of all kinds work, you don't rely on stats for everything. You could play how you wanted and not have entire skill lines reworked (sans the one dervish Flash enchantment rework) which kills a profession.

    I have No qualms in stating: This game's Balance in all modes is so Insane that whoever thinks this is "balanced" has no idea how to balance a game.

  20. "Since this update specifically is removing some stability from their traits we made sure to buff their stunbreak skills appropriately in response." Ah yes, the whole ONE TRAIT WE HAVE that gives stability since you gutted EVERYTHING ELSE. And unless these stunbreaks prevent stun for the next 5 seconds, You cannot WHATSOEVER "buff the stunbreak skills" to counteract this change, More health does NOT mean You can fight longer, it means you can stay CCd with your Limit access to Crowd Immunity, meaning you can't play the game meaning Get out of GW2.

    I just love being told by the makers of the game to stop playing the game as they don't care.

  21. @XECOR.2814 said:Carrion amulet. Curses 231, Sr 331, Dm 322. Consume condi, Spectral walk, corrupt boons, wurm, plaguelands. Scepter warhorn, staff.

    1. Pick your fights and your targets carefully. Think of yourself as a thief not a team fighter.

    2. Use corrupt boons to fear enemies charging at you.

    3. Use staff marks to put chill on foes so they cant chase you. Use unblockable marks when you get better at surviving. Learn to cast behind you. Also use shroud 2 to additionally maintain chill.

    4. Learn non port spots and get high ground. Use plaguelands to deny melee push, play around it.

    5. Never leave shroud preemptively when you are low hp. Look around if there is sign of enemy then leave shroud and get ooc.

    These are all the general tips i can give you to survive more.

    Rather silly though that a Thief has so much evasion + Stealth they can survive acting like a warrior, but a Necromancer with 2x health bars can't

  22. @Ayrilana.1396 said:Scourge needed a nerf to balance out how low effort it was to be incredible effective in shutting down large groups of enemy players. I’m sorry if people wanted to be OP with little effort but this change was needed.

    Scourge has received a Nerf to survivability only as far as I can see, The limit is still 10 with sand savant, but now they cannot use F2-3-4 to Help themselves should they be outside of the area of their shade,

  23. I come back from playing other games to GW2 to see if necromancer had any buffs that would make ANY Of its massive flaws that are so easily exploitable that you need to be blind to not see them, but no, Scourge nerf so they have to be in a shade area to remove a condi, Apply barrier, Heal with transfusion, They made Death magic Worse by focusing it on Toughness which is one of the worst scaling attributes in the game.

    I would have hoped that in a deathmagic rework they would focus on Survivability, but no, "You get a bit more toughness" ( 600 toughness at max), 600 Toughness has barely any effect on incoming damage, No effect on conditions, and Just further means you can't use Death magic line in raids unless you're the tank for some reason.

    I have No idea why they would make these changes, Especially since if any of these were to counter PvP/WvW then they should split the traits and not just nerf it for All game modes.

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