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lea.8021

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Everything posted by lea.8021

  1. I only play roaming in WvW, every day I see rangers and thieves getting around 25 charges of bleeding and 16 of poison in 1 or 2 seconds, that among other conditions, and revenants of 10 to 25 charges of torment per second apart from other conditions . A set power that does not carry hardness and only some vitality cannot kill instantly and it seems good to me, but a set to conditions that is made up of half of its statistics for hardness and vitality if it can, which shows a great imbalance between power and conditions.Another thing, the cancer that has become the deadeye since they put continuous invisibility in a class that has a range of absurd damage distance, both in combat or when one remains hidden in towers or fortresses to transport allies, since thanks to their permanent invisibility and mobility it is very difficult to catch them.
  2. I am pretty sure that when the game launched, solo players were not meant to cap camps either. Powercreep made all those NPC irrelevant. I bet that even after the patch camps can be taken solo, but it'll require a better tactic than just YOLOing it. Warriors and guardians core were always able to take a camp quickly, apart now there are the mounts, which forces you to take them faster.
  3. With such a large reduction in damage and shortened stabilities, how am I supposed to do something as simple as taking a camp with my necro? against 2 sentries and a veteran who are constantly throwing cc, not to mention the heads of towers that constantly apply cc, there are professions as a warrior that with blockages and evasions will be able to do it but for others it will be difficult to impossible. Roaming is going to become something of few classes. This balance is too focused on group vs. group but does not see the rest of the picture. And I do not prefer to mention the return of Condi Wars 2.
  4. Warrior, guardian and revenant are meta in all game modes, necromancer only in zerg in wvw and soon even that. When the scourge could damage 5 in its area and 5 in the area of f1 it was the 4th highest Dps, in order ele> revenant> warrior> necro (except in closed places), now with only 5 in the area of f1 its damage It will be too low with respect to the others, not to mention that it can no longer pump and provide a barrier in the area, losing group input. Also before the old patch, the spellbreaker overcame it in elimination of blessings. In short, it will be with a low dps, less elimination of blessings, and little group contribution, possibly being out of the last place where it is meta, as a main necro, I find no sense to follow in the game.
  5. Hi. For the past 2 years they have made the same mistake, they took out a very complete elite specialization to go as a group, and instead of doing a complete redesign only of this, they were only destroying their specializations and weapons, leaving each time more to the most destroyed profession. The necro is a profession that lacks stability (except the reaper and are short), blessings, mobility of weapons, invisibilities, dark offensive steps, invulnerabilities, blockages, projectile reflections, evasions, with weapons skills from 3/4 to 1 1/4 sec application, against, for example, thief weapon skills that are instantaneous or 1/4 sec. He only had damage, critical corruption damage and corruption damage, in which critical damage has been removed in his specializations, and corruption damage has been reduced in quantity. In conclusion, if they are going to change something that is only in the scourge elite specialization, which currently only serves to walk in zerg since it is useless both in roaming and in other game modes, since they have left it obsolete, and by please not play skills like "Devouring Darkness" that are among the few tools left to the necro core.
  6. Warrior's Cunning: This new trait increases damage by 25% against foes with health above 90%. Additionally, it increases damage by 50% against foes that have barrier. These bonuses do not stack. WTF, with this they totally displace the elementalist, scourge, and scrapper of PvP and WvW, since granting a barrier or applying it would be a 50% increase in damage to the enemy. With respect to the necro only, for 2 years they have only removed damage and corruption without applying improvements in return, it is the only profession without arms mobility, and with only 3 mobilities in support, which are limited, lacks invulnerabilities, evasion, blocking (only the poisonous corrosive cloud that is not used because it is fixed), projectile reflection, invisibility, good stability, dark steps, when the rest of professions have almost everything mentioned. Almost all damage and weapons support skills have about 1 second of application, against, for example, those of a thief who are instantaneous or 1/4 sec. It ends up being a profession with low damage, low mobility, little group contribution, little survival.As for the changes of death magic, they are useless but they add some balance between damage, corruption and survival, the only thing that it achieves is to destroy the necro pets, the favorite build to travel maps.
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