Discussion of 11/15 Necromancer Changes

Discussion of 11/15 Necromancer Changes

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Posted by: alanis.6094

alanis.6094

Let’s try to keep this thread constructive.

Necromancer
The Soul Reaping trait line now properly increases maximum Life Force.
Ghastly Claws: This skill’s damage has been increased by 10% and updated to indicate the correct life force gained.
Reaper’s Touch: This skill applies 4 stacks of vulnerability per hit instead of 3.
Mark of Blood: This skill now uses the standard staff scythe cast effects.
Spectral Wall: This skill now applies its recharge at the correct time instead of both during and after casting.
Dark Path: This skill now applies it recharge at the correct time instead of both during and after casting.
Spinal Shivers: This skill’s casting effects and audio are now consistent with or without the Spiteful Talisman trait.
Soul Marks and Mark of Revival: These traits now work together to grant 3% life force to players when triggered.
Death Nova: This skill now properly activates when using Taste of Death and Putrid Explosion. The internal cooldown has been removed. This skill’s field duration is now 4 seconds, and the rate it pulses has been increased to every 2 seconds. Its poison duration is 5 seconds per pulse.
Weakening Shroud: This trait now functions underwater.
Mark of Evasion: This trait is no longer a blast finisher when the mark is created.
Plague Blast: This skill’s casting time has been reduced.
Death Shroud: Moa Morph now removes Death Shroud from the target instead of the necromancer being stuck in Death Shroud and using their entire bar while in the transform.
Deadly Catch: This skill now pulls enemies to the necromancer in a reliable fashion.
Summon Blood Fiend: The Blood Fiend’s survivability has been increased, and its attack now heals the necromancer for 200% of its previous heal.
Spectral Walk: This skill now sets its underwater slot appropriately on recharge.
Corrosive Poison Cloud: This skill’s duration tooltip has been corrected.
Frozen Abyss: This skill now lists the vulnerability it applies.
Spectral Grasp: This skill’s projectile velocity has been increased by 33%.
Lich Form: Leaving this skill now removes stability from the player to make the removal consistent with all other transform elites.
Feast: This skill no longer causes damage to the necromancer.
Sinking Tomb: This skill now has a correct range of 1200, cannot hit targets above the water, and has to hit the target to cause the sink effect.
Vampiric Precision, Vampiric Rituals, and Vampiric: These traits have been updated so that they don’t heal enemies when in lower-level areas.
Signet of Spite: This skill’s description now indicates all conditions applied.

Drusilla Ina Alanis
<the>
Since 1994 – undeadlords.net

(edited by alanis.6094)

Discussion of 11/15 Necromancer Changes

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Posted by: Rennoko.5731

Rennoko.5731

The patch notes that have been released so far are full of changes that I approve of.

Sorry couldn’t resist

EDIT: So thats what I get for trolling exactly 15 seconds before notes were actually released.

On topic:

Mark of Evasion: This trait is no longer a blast finisher when the mark is created.
– So this isn’t awesome…. we lost the blast finisher on created and I would bet (since I can’t test at work) the activation of the mark does not give a blast either.

I like the spectral grasp change… but its still so inferior to the mesmer version in wvw, its hardly worth using up a util slot. If they had made that change to the DS 2 skill, that would have been awesome.

Lich Form: Leaving this skill now removes stability from the player to make the removal consistent with all other transform elites.
- Boo at a nerf, even for the sake of consistency.

So…. Basically, no really noticable changes but a small buff to the axe 2 skill, scpt 4, and Blood fiend, without any of the big MM issues about minion ai fixed.

Quite a bit less than I was expecting, but at least it wasn’t worse.

(edited by Rennoko.5731)

Discussion of 11/15 Necromancer Changes

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Posted by: alanis.6094

alanis.6094

Nevermind, I take back the “lets stay constructive” part… Oof.

Drusilla Ina Alanis
<the>
Since 1994 – undeadlords.net

Discussion of 11/15 Necromancer Changes

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Posted by: gamefreak.5673

gamefreak.5673

No minion AI fix, that is all I really wanted to be honest out of all the bugs and issues with the class. I’ll have to play the necro to really see if they fixed anything and what they might have broke in the process.

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Posted by: Kill.6973

Kill.6973

Spectral Grasp: This skill’s projectile velocity has been increased by 33%
I was expecting it to be increased to 50-75%%, but i lost faith in ANET with this profession and ill just take anything at this point.

Other than that, its pretty bad.

(edited by Kill.6973)

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Posted by: Sandra Martino.3870

Sandra Martino.3870

I would like to know where you found this list of patch notes as all i can find when googling is the content of the special weekend. Nothing about balance tweaks anywhere.

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Posted by: Dibrom.6408

Dibrom.6408

Silly me, I was expecting some balance changes. Oh well, closer to having half of our launch bugs fixed.

Arenanet: The paragon of truth.

Discussion of 11/15 Necromancer Changes

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Posted by: Mammoth.1975

Mammoth.1975

I didn’t really expect to get nerfed… now we have one blast, no leaps, no whirls and no 100% projectiles? Am I missing something? No more long duration stability from lich, no more soaking damage with LF when I’m a moa. In exchange? SR works as described, mark of revival works as described, and I get an extra stack of vulnerability from reaper’s touch.

This is the first time I’ve been angry about the state of necro. Removing that blast finisher is a straight “kitten you guys, <3, anet”.

If you’re not playing to win, don’t complain when you lose.

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Posted by: NaughtyProwler.8653

NaughtyProwler.8653

Spectral Grasp is a very nice change but no word on AI makes me sad. Maybe they just fixed it anyways.

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Posted by: Gryph.8237

Gryph.8237

Crap changes for us. Anet im done with this kitten kittening class. Have fun watching your bs game filled with the same 3 to 4 classes. Sick of giving you one istant of hope. Later.

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Posted by: Dibrom.6408

Dibrom.6408

Sylvari
Grasping Vines: This skill now immobilizes enemies when the vines connect with the enemy.

HUGE BUFF FOR NECROS!
( hope you’re a slyvari like me :p )

Arenanet: The paragon of truth.

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Posted by: Cyvil.1605

Cyvil.1605

I would like to know where you found this list of patch notes as all i can find when googling is the content of the special weekend. Nothing about balance tweaks anywhere.

I found them on the wiki, top right corner of the front page.

Discussion of 11/15 Necromancer Changes

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Posted by: RashanDale.3609

RashanDale.3609

some nice and some unexpected stuff, like the buff of reaper’s touch.

still no buffs/fixes to transfusion, deathly invigoration, the vampire traits, the kitten reanimator etc….
thats what i am disappointed about most.

and they nerfed lich form, kitten

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Posted by: Ratphink.4751

Ratphink.4751

Silly me, I was expecting some balance changes. Oh well, closer to having half of our launch bugs fixed.

So you want them to tweak balance before they fix broken skills and traits? That’s absolutely backwards because they’d have to rebalance everything after they fix it.

Personally I’ll be curious to see if the change to Blood Fiend has made it a bit more viable, because I think Prayer to Dwayna was better than it until now.

“I have begun my journey in a paper boat without a bottom.”

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Posted by: Swadow.6213

Swadow.6213

Laughable really. Not fixing minion AI, nerfing Lich even though it is complete and utter kitten already, removing the blase finisher from Mark of Evasion nad not give anything back, buffing an unusable healing skill which is unusable because of minion AI.

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Posted by: Arvid.3829

Arvid.3829

From what I’ve read so far, I like it. I don’t see how you could QQ about this, but then I have faith some people will find a way… (Ah, there are still some certainties in life.)

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Posted by: Dibrom.6408

Dibrom.6408

Silly me, I was expecting some balance changes. Oh well, closer to having half of our launch bugs fixed.

So you want them to tweak balance before they fix broken skills and traits? That’s absolutely backwards because they’d have to rebalance everything after they fix it.

Yes? They’re doing oh so great of a job fixing our broken skills ad traits that I thought changing them would be easier. Do you want to spend until the next “expansion” waiting for fixes?

Arenanet: The paragon of truth.

Discussion of 11/15 Necromancer Changes

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Posted by: Encaladus.5291

Encaladus.5291

I would like to know where you found this list of patch notes as all i can find when googling is the content of the special weekend. Nothing about balance tweaks anywhere.

in the news and announcements subforum

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Posted by: Aga.8641

Aga.8641

Disappointing patch, not just for necro POV…

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Posted by: Ratphink.4751

Ratphink.4751

From what I’ve read so far, I like it. I don’t see how you could QQ about this, but then I have faith some people will find a way… (Ah, there are still some certainties in life.)

People are QQing because they wanted all the Profession notes to be for the Necromancer.

Also note the amount of people calling out obvious bug fixing as ‘nerfs’ because they were bugs that worked in our favour. A bug is a bug. It’s not a nerf if it wasn’t working as intended in the first place.

“I have begun my journey in a paper boat without a bottom.”

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Posted by: Dibrom.6408

Dibrom.6408

From what I’ve read so far, I like it. I don’t see how you could QQ about this, but then I have faith some people will find a way… (Ah, there are still some certainties in life.)

People are QQing because they wanted all the Profession notes to be for the Necromancer.

Also note the amount of people calling out obvious bug fixing as ‘nerfs’ because they were bugs that worked in our favour. A bug is a bug. It’s not a nerf if it wasn’t working as intended in the first place.

I don’t see how our dodge roll being the only reliable blast finisher necro had was an obvious bug.
Unless having a reliable skill was the indication of a bug. You sir are too cynical.

Arenanet: The paragon of truth.

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Posted by: geekanerd.4123

geekanerd.4123

From what I’ve read so far, I like it. I don’t see how you could QQ about this, but then I have faith some people will find a way… (Ah, there are still some certainties in life.)

People are QQing because they wanted all the Profession notes to be for the Necromancer.

Also note the amount of people calling out obvious bug fixing as ‘nerfs’ because they were bugs that worked in our favour. A bug is a bug. It’s not a nerf if it wasn’t working as intended in the first place.

Yeah, it makes me laugh a little when people cry about a bug being fixed being a ‘nerf’.

When I read those remarks it sounds, in my head, like Duuurrrrrrrrrrrrrrr.

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Posted by: blurps.2340

blurps.2340

Given the state of the class it’s hardly surprising most changes would be bugfixes and fixing functionality ( I’m looking at you, Spectral Grasp ). The nerfs they slipped in are mostly for consistency across skills and classes.

So yea, I kinda get where they’re coming from. It’s a little disappointing they’re not a few steps beyond that stage already though. Until the next big balancing pass Necro players will have to deal with a few less bugs, but poor balancing is still here. That pass won’t go live before next year I guess.

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Posted by: Rennoko.5731

Rennoko.5731

From what I’ve read so far, I like it. I don’t see how you could QQ about this, but then I have faith some people will find a way… (Ah, there are still some certainties in life.)

People are QQing because they wanted all the Profession notes to be for the Necromancer.

Also note the amount of people calling out obvious bug fixing as ‘nerfs’ because they were bugs that worked in our favour. A bug is a bug. It’s not a nerf if it wasn’t working as intended in the first place.

Yes, to a certain degree I think you are correct, but to be clear, fixing the bugs that give us benefits while ignoring the bugs that break certain builds is pretty irritating, which I think is where all the sour grapes come from.

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Posted by: bravoart.5308

bravoart.5308

Mark of Evasion: This trait is no longer a blast finisher when the mark is created.

Really disappointed with this one.

One blast finisher on one weapon with a 20/25sec cooldown seems pretty harsh on the class mechanics…. guess we’re meant to babysit bone fiends?

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Posted by: alanis.6094

alanis.6094

People are QQing because they wanted all the Profession notes to be for the Necromancer.

We got a lot of notes, but unfortunately nothing that affected many peoples actual gameplay. It’s much ado about nothing, when the class continues to have the worst trait setup across all professions.

Drusilla Ina Alanis
<the>
Since 1994 – undeadlords.net

Discussion of 11/15 Necromancer Changes

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Posted by: Arvid.3829

Arvid.3829

I didn’t really expect to get nerfed… now we have one blast, no leaps, no whirls and no 100% projectiles? Am I missing something?

We have 3 blast finishers (Putrid Mark, Putrid Explosion and Necrotic Traversal). I don’t know about Necrotic Traversal, but both Putrid Mark and Putrid Explosion are (for the moment) double finishers (they apply there effect twice, Putrid Mark instantly and Putrid Explosion with a short delay inbetween). Since you summon 2 bone minions, you effectively have 4 blast finishes(?) (from that skill alone) on a 21-22 second cooldown.

Everbody knew full well that it was at least very odd for Mark of Evasion to be a blast finisher, so this doesn’t exactly come as a surprise…

Discussion of 11/15 Necromancer Changes

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Posted by: lugzan.4561

lugzan.4561

anet cant understand that a necromancer is a mage that summon undeads? the anet version of it is just a warlock

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Posted by: Khalifahaze.6045

Khalifahaze.6045

R.I.P. necros only form of stability today is a sad day

QT Khalifa [Cute] – Necromancer

Discussion of 11/15 Necromancer Changes

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Posted by: icedutah.1752

icedutah.1752

Now when you cast Dark Path you can’t leave death shroud during it’s cast time or it cancels the skill. Well, I guess that was kind of a bug. But funny as a Dev used that tactic in a post not too long ago

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Posted by: Rennoko.5731

Rennoko.5731

Now when you cast Dark Path you can’t leave death shroud during it’s cast time or it cancels the skill. Well, I guess that was kind of a bug. But funny as a Dev used that tactic in a post not too long ago

Not sure, but this never worked for me. Occasional DS 4 will continue if i get knocked otu of DS by the end of the green bar, but I was never able to get DS 2 to finish casting if I left DS form manually while the bar was casting.

Now if you are saying that while the projectile is going, if you drop DS, it no longer ports you, then that would be horrible. I can’t test it so I assume you mean what I said above to avoid spreading panic.

Something I found comical though:

Warrior

•Dual Shot: This skill’s damage has been increased by 10%.
•Bull’s Charge: This skill’s range fact now properly reflects the actual range of the skill.
•Reviver’s Might: This trait now uses the correct icon.
•Stick and Move: This trait now uses the correct icon.
•Forceful Shot: This skill is now a projectile combo finisher.
•Brutal Shot: This skill is now a projectile combo finisher.
•Split Shot: This skill is now a small projectile combo finisher.
•Knot Shot: This skill is now a projectile combo finisher.
•Repeating Shot: This skill is now a small projectile combo finisher.
•Triple Chop: This skill’s responsiveness has been improved.

Warriors patch changes look great. Some nice finisher combos, a few buffs and responsiveness changes, and icon updates…… lol…….

Did I miss somewhere in the notes where they mentioned the rendering was fixed now?

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Posted by: Mammoth.1975

Mammoth.1975

Mark of blood is not a blast finisher, dodge roll is not a blast finisher, so that’s a pretty interesting ‘bug’. Pass the koolaid.

Necros are great team fighters now, that putrid mark recharge is awesome, especially since you never have to use it without a field because it’s clutch or anything.

The best bit is they fixed none of rangers pvp issues, so they nerfed my main and did nothing for my alt. Time to get good at thief guard or mes, since they nerfed ele hard too with the ‘unintended blast finishers’.

If you’re not playing to win, don’t complain when you lose.

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Posted by: Aexrael.5918

Aexrael.5918

kitten me what an underwhelming patch release. This doesn’t constitute as a “major list of fixes/improvements”.

No mention of any minion AI changes, which would affect other classes as well. Elementalist’s Elementals are just as terrible No mention of a balance change other than to Blood Fiend which no one in their right mind would use.

It’s mostly just a bunch of bug fixes, while nice, leaves a lot to be desired.

Discussion of 11/15 Necromancer Changes

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Posted by: Kravick.4906

Kravick.4906

Traits still unaddressed, axe still hits like a wet paper bag, dagger still not brought up to par with other classes close range power based weapons, life transfer abilities still worthless, and the tons of other trait related bugs still go unfixed. I understand this process takes time, but its been 3 months.

If that wasn’t enough now they’re adding power creep of all things. I do not understand Anets priorities. They say one thing and then do the complete opposite.

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Posted by: Kirika.9120

Kirika.9120

Now when you cast Dark Path you can’t leave death shroud during it’s cast time or it cancels the skill. Well, I guess that was kind of a bug. But funny as a Dev used that tactic in a post not too long ago

Yeah, noticed this too. Made me smile.
The only thing Anet are good at is trolling their necro playerbase, well maybe two things actually.. being clueless about their own game as well.

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Posted by: barti.7685

barti.7685

lot of text lill change i can tell you one thing tho.. bloodfiend healing is pretty good now 574 that doesnt scale with healing for every time he attacks thats not bad thats not bad at all

also dark path seems faster the hand.. could be my imagination and wishful thinking tho. but since they made the staf animation faster.. it wouldnt suprise me this would be a lucky fix too and it got 33% faster.

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Posted by: Mammoth.1975

Mammoth.1975

Oh, and this gem was sitting in the notes too:
Leeching Venoms: This trait now scales based on the thief’s power

If you’re not playing to win, don’t complain when you lose.

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Posted by: Vorz.7952

Vorz.7952

Can someone explain what they mean here about the blood fiend? “and its attack now heals the necromancer for 200% of its previous heal.”

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Posted by: striker.3704

striker.3704

I honestly loved the patch notes, sure they didn’t include a big fix to lich form/plague form killing minions, addressed the flesh golem/AI issues, but the changes they did make (outside of negative bug fixes) were good!

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Posted by: barti.7685

barti.7685

Can someone explain what they mean here about the blood fiend? “and its attack now heals the necromancer for 200% of its previous heal.”

just means it got 200% better healing so normally it gives like 258 now it gives like.. 550 should be 516 but im not complaining.. it still competes with 2 other really strong healing spells tho. but for pve this one should be nice.

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Posted by: SupahSpankeh.8452

SupahSpankeh.8452

Gluttony still does nothing.

Parasitic Bond still does nothing.

Spiteful talisman still bugged.

No major changes. Death Nova is still irrelevant.

I’m glad they fixed Soul Reaping, but the rest is a big ol’ pile of meh.

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Posted by: UndeadPriest.8632

UndeadPriest.8632

Hmmm, I would like more “Skill Balancing” with my “Skill Balancing” please…
The whole “Skill Balance” portion of this update seems to be primarily
“hey this skill description is off, let’s update that tooltip…”
rather than an actual Skill Balance update.

So, yeah maybe I expected more than they actually promised,
but it’s still extremely disappointing… :-(

(edited by UndeadPriest.8632)

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Posted by: Sandra Martino.3870

Sandra Martino.3870

Something I found comical though:

Warrior

•Dual Shot: This skill’s damage has been increased by 10%.
•Bull’s Charge: This skill’s range fact now properly reflects the actual range of the skill.
•Reviver’s Might: This trait now uses the correct icon.
•Stick and Move: This trait now uses the correct icon.
•Forceful Shot: This skill is now a projectile combo finisher.
•Brutal Shot: This skill is now a projectile combo finisher.
•Split Shot: This skill is now a small projectile combo finisher.
•Knot Shot: This skill is now a projectile combo finisher.
•Repeating Shot: This skill is now a small projectile combo finisher.
•Triple Chop: This skill’s responsiveness has been improved.

Warriors patch changes look great. Some nice finisher combos, a few buffs and responsiveness changes, and icon updates…… lol…….

Did I miss somewhere in the notes where they mentioned the rendering was fixed now?

That indeed is comical, not only is warrior the most played profession it is also considered one of the three most powerful professions in all fields.

And i moved to this game cause i was fed up on Blizzard entertainments vision on balance issues… fun.

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Posted by: Gryph.8237

Gryph.8237

Sorry but theses are all changes that wont effect any kitten kittening thing in the game. In fact the things we will feel are their kittening nerfs. Jesus kitten stability is none existent now unless you trait it or stay in a useless form. Kitten you anet

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Posted by: BlusterWolf.2103

BlusterWolf.2103

Well, I come from ranger class…

Guys…look at what they give rangers you guys should really be happy that you are not the most kitten class in this game…

Now we are an underwater class…

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Posted by: Sparda.9750

Sparda.9750

well… i sadly say: " nothing changes"
time to create an exotic build to my mesmer

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Posted by: Haette.2701

Haette.2701

Now when you cast Dark Path you can’t leave death shroud during it’s cast time or it cancels the skill. Well, I guess that was kind of a bug. But funny as a Dev used that tactic in a post not too long ago

Leaving DS always canceled spells you were still casting. Leaving DS never cancelled spells in flight. Very different things, there.

Nothing broke there, you’re being paranoid. It still works fine, you’re just leaving death shroud too early.

Yeah, noticed this too. Made me smile.
The only thing Anet are good at is trolling their necro playerbase, well maybe two things actually.. being clueless about their own game as well.

You too.

(edited by Haette.2701)

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Posted by: Kirika.9120

Kirika.9120

Leaving DS always canceled spells you were still casting.

How about Life Transfer, m8?

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Posted by: gduber.9756

gduber.9756

I wonder how hard it would be to just bring in the code from GW1 necromancer and be done with it. Ugh.

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Posted by: Andlat Helsonr.1284

Andlat Helsonr.1284

I think that we were indirectly buffed with the nerfs to the mesmer and the thief. I do not like the change to DS and how it is now removed by Moa Morph – maybe let us enter DS even when Morphed so that we can choose if we want to be in this mode or not ? Soaking up the spike which usually follows MM with Death Shroud was something I was glad I was able to do.