Nabbut.7480 Posted October 11, 2017 Share Posted October 11, 2017 10 seconds of superspeed would be a solid disengage move necro currently lacks because worm can and will be killed. Link to comment Share on other sites More sharing options...
Justine.6351 Posted October 11, 2017 Share Posted October 11, 2017 you think maybe 10 seconds might be a little ridiculous?Thinking maybe 2 seconds and the skill rebalanced down to 30sec recharge. Link to comment Share on other sites More sharing options...
Nabbut.7480 Posted October 11, 2017 Author Share Posted October 11, 2017 2 seconds is ridiculously little because engy and rangy get 5 and 6 seconds so 8-10 on such long recharge would be fine. Link to comment Share on other sites More sharing options...
Justine.6351 Posted October 11, 2017 Share Posted October 11, 2017 @paShadoWn.5723 said:2 seconds is ridiculously little because engy and rangy get 5 and 6 seconds so 8-10 on such long recharge would be fine.and 10 seconds is absurd regardless of the recharge. Link to comment Share on other sites More sharing options...
dceptaconroy.7928 Posted October 11, 2017 Share Posted October 11, 2017 Theyve been sure to label us as the games plodders so im certain theyll give us 8-10 seconds of Jack. Jack as in consideration pertaining to anything necroid. Link to comment Share on other sites More sharing options...
Lahmia.2193 Posted October 11, 2017 Share Posted October 11, 2017 This is why Anet doesn't takes our ideas seriously. Link to comment Share on other sites More sharing options...
Flumek.9043 Posted October 11, 2017 Share Posted October 11, 2017 Been saying this for a while. Before HOT powercreep perma swiftnes or 25% rune was something of high value. HOT gave even dps guards perma cripple, a previous melee monster designed without any soft CC.With HOTcreep and perma CC and chill, a stunbreak needs to be a teleport, 5x stab or at least superspeed. Spectral walk is pretty uch the perfect skill for it, but u know, #necroscanthavenicethings Link to comment Share on other sites More sharing options...
Flumek.9043 Posted October 11, 2017 Share Posted October 11, 2017 @Justine.6351 said:@paShadoWn.5723 said:2 seconds is ridiculously little because engy and rangy get 5 and 6 seconds so 8-10 on such long recharge would be fine.and 10 seconds is absurd regardless of the recharge.In reality it wouldnt be.Its not much different than a thief returning with shadowstep, effectively kiting a melee guy 2x1200 , blink on 20s with alacrity, or engie/ele getting multiple sources + crazy leaps.with necro youd have a 0 stab 0 leap 0 block 1 potential dodge target, that is physicaly runing away. Use a 1200 range instant stun or one of own 1200 leaps to follow. Using your normal runaway skill to chase is first step to bringing back actual mindgames and decision making. Link to comment Share on other sites More sharing options...
ZeftheWicked.3076 Posted October 11, 2017 Share Posted October 11, 2017 Terrible idea.superspeed always last short amount of time. You won't get 10s, not ever.You won't chase down a thief who can shadowstep or other leap-happy profession with that aloneNecro needs long lasting swiftness for general mobility in spvp and most of all WvW (no mounts, glider limited).Spectral Walk is very good at disengage - pop it, run run run, then recast and you're miles behind them. 12s of swiftness (time you can recast it) is far better then 3-4s of superspeed for that role.WvW again. Spectral is best source of swiftness - long lasting, doesn't aggro, has use in combat (stunbreak and mind games with it's spectral return).Better ways to solve the issueMake core necro's Dark Path (Shroud skill #2) fire and travel much faster. 100% cast speed and projectile velocity upgrade is a good start.Make spectral wall fear foes away from itself and not the necro. Pop it in front of running enemy to make them feared back to you, instead away from you.Give necro an unavoidable teleport/hook vs enemy once the initial portion hits it's mark. Like guardian's gs or dragonhunter's chain pull.And you can try placing the wurm in oddball places like on a wall. It won't port you to it, but it'll still pull you under it. Link to comment Share on other sites More sharing options...
Sarrs.4831 Posted October 11, 2017 Share Posted October 11, 2017 Personally I think it would be better if it provided a short duration (2s) of Resistance. Link to comment Share on other sites More sharing options...
Avigrus.2871 Posted October 11, 2017 Share Posted October 11, 2017 @ZeftheWicked.3076 said:Better ways to solve the issueMake core necro's Dark Path (Shroud skill #2) fire and travel much faster. 100% cast speed and projectile velocity upgrade is a good start.We've been asking for this change (DS2 functionality) literally for years...Death Shroud as a whole needs a re-work. Link to comment Share on other sites More sharing options...
Nabbut.7480 Posted October 12, 2017 Author Share Posted October 12, 2017 @ZeftheWicked.3076 said:Spectral Walk is very good at disengage - pop it, run run run, then recast and you're miles behind them. 12s of swiftness (time you can recast it) is far better then 3-4s of superspeed for that role.Thing is, everyone haves some source of swiftness now so you would be taking damage all that running time and it can be enough to down you.Another thing, if you are disengaging from sPvP point there likely would be a someone left to cap and you would be teleported close to him. Link to comment Share on other sites More sharing options...
ZeftheWicked.3076 Posted October 12, 2017 Share Posted October 12, 2017 Taking damage is part of necro's design. Unlike many he can take few seconds of a beating before he ports (shroud, protection, weakness, fear them off, w/e).That's why he gets the not so amazing switness but he gets a very big duration on it.As for disengaging - you flew far off the course. We're talking disengaging, not ways to escape and hold a point while being half dead.If it's disengage, you win by putting your enemy in a no-win scenario:He chases you, you run some then port back to start point - distance built.He doesn't chase you, you just keep running and don't port back - distance built. Link to comment Share on other sites More sharing options...
Nabbut.7480 Posted October 12, 2017 Author Share Posted October 12, 2017 @ZeftheWicked.3076 said:Taking damage is part of necro's design. Unlike many he can take few seconds of a beating before he ports (shroud, protection, weakness, fear them off, w/e).That's why he gets the not so amazing switness but he gets a very big duration on it.Daredevil wants a word.As for disengaging - you flew far off the course. We're talking disengaging, not ways to escape and hold a point while being half dead.Never said something like this.If it's disengage, you win by putting your enemy in a no-win scenario:He chases you, you run some then port back to start point - distance built.He doesn't chase you, you just keep running and don't port back - distance built.More likeHe chases you, shanking/shooting you in the back, you run some1a. and get downed.1b. then port 1200 back towards the start point and he uses shadowstep/blink/w/e and you get downed.He doesn't chases you - you have just wasted a cooldown.Also often it is 'they' not 'he'. Link to comment Share on other sites More sharing options...
Flumek.9043 Posted October 12, 2017 Share Posted October 12, 2017 10 seconds isnt crazy.If we think and learn from past:"golden age" of 2014-2015, the matchup is necro vs thief or dps guard.-thieves almost didnt have self swiftness-thieves had chill clear on heal and it already was annoying-guard even less mobility-if you juked someone down a ledge, you could gain 10 to 20 SECONDS OF KITITNG AND COMPLETE DAMAGE AVOIDANCE TIMEAnd yet, despite such long and amazing kiting tool..... necro was still considered antimeta and the easiest thing to hunt down.So yea, even you give necro 1 disengage, its not like we have any healing to annoy poeple with. Its always small step back, then hope enemy is stupid and steps into my tra tanking ey avoidable dmg. Link to comment Share on other sites More sharing options...
KrHome.1920 Posted October 12, 2017 Share Posted October 12, 2017 Teef and mobility:Reapers (power) can keep up with Deadeye range and mobility (RS2 (blocks projectiles) and Axe/Focus). If you are used to fight Daredevils a Deadeye looks pretty static and easy to catch. Core Thieves are in general an easy matchup for a Reaper as they have the mobility of a Deadeye at lesser range. Their only chance to kill you is playing the cheesy one trick pony oneshot build when you are not aware of them.Spectral Walk :5s of Superspeed on top of the current functionality would be nice because the skill is underpowered at the moment. Then I would even consider to use it over Spectral Armor which is actually the best utility necro has (SA+Shroud combo = main source of survivability). Link to comment Share on other sites More sharing options...
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