Axe
We're looking okay here, the crazy range on the cripple is perfect for chasing and the retaliation is a nice mechanic for team fights. The vulnerability is fairly terrible but does allow for cover over any better conditions the opponent may have and feeds somewhat into Feast of Corruption. The trouble here is clearly the damage nerf since BWE2, but even then there are a number of reasons to believe that a Direct Damage (DD) build is subpar in comparison to a Hybrid or a Conditions build.
What we need: A slight increase in damage OR an overhaul of vulnerability, give us might or retaliation instead and we're good to go. (Obviously balancing the number of stacks, although I hear the vulnerability is included for PvE reasons so perhaps keep vulnerability but add retaliation and leave the damage as is.)
State of the weapon: 8 (From 1 to 10 with 1 being trash and 10 being good to go)
Recent stress test changes: Unknown if there are any damage changes, some traits now allow for increased damage:
-Target the Weak2% increased damage for each condition on a foe.
-Strength of UndeathYou do 5% more damage if you have at least 50% Life Force.
-Axe Training Axe damage is increased and axe cooldowns are reduced by 15%.
-Blood to PowerDeal 5% more damage while health is above 90%.
There is also a slight nerf to hybrid builds but that is somewhat compensated by the tweaks to other traits:
-Barbed Precision Critical hitshave a 66% chance to cause Bleeding. (Slight nerf)
NEW (Predicted) State of the weapon: 10 (From 1 to 10 with 1 being trash and 10 being good to go)
Dagger MH
We've got a strange situation here; clearly the design is to have less DD than the axe but to make up for it with survivability, whilst that's a good idea in practice the current MH dagger doesn't give enough survivability for it to be worth it largely due to the fact that Life Siphon is a channel and compassion as an attribute is trash with regards to how much it actually contributes to increased healing. Clearly AN is having problems here because making compassion do more will give the Necromancer increased healing across the board, something that will cause crazy balance issues.
What we need: There is a trait which can help us here “Bloodthirst” in the Blood line; its effectiveness should scale in line with compassion/healing power essentially meaning Bloodthirst does more than currently whilst also preventing dagger from being abused by builds which don’t invest in Blood. At the moment taking Bloodthirst does contribute to the usefulness of the dagger in a considerable way but frankly it needs more and this is the only way it’s going to happen without making consume conditions into a crazy heal. Bloodthirst might need to be moved to Grandmaster but if that happens then it should be swapped with Vampiric Rituals to allow Blood Necros the ability to have both. Vampiric Rituals should also scale in a similar way. A removal of the channel from Life Siphon might also be worth testing or an extremely large increase in the effectiveness of Dark Armor which is currently +400.
State of the weapon: 6
Recent stress test changes: The changes to Bloodthirst will work wonders for the effectiveness of life steals, it probably means a moderate life steal build will tick something like 350+ healing each time Life Siphon ticks (if my memory serves me well enough). We could do with something more here but life transfer (Death shroud) is able to be on a shorter cool down so perhaps it isn't going to be necessary, time will tell.
-Bloodthirst Siphoning health is 50% more effective.
The Life Siphon animation is still a bit too long and could benefit from the Dark Armor change I suggested, but beyond that tweaks to numbers/animations are all that is necessary.
NEW (Predicted) State of the weapon: 8
Dagger OH
We’re looking good here with a nice condition manipulation that really lends itself to a Sceptre/Dagger build but also provide utility to axes and dagger main hands. Enfeeble is good but could do with a slight tweak since the time spent casting it is almost not worth spending when you could just cast Blood Curse on a sceptre instead especially with that cast/animation time, I mean wow who thought that was a good idea.
What we need: A tweak here, not much, simply increase the stack of weakness/bleeding or decrease the cool down and like triple the speed of that cast time/animation. Frankly the weapon will be somewhat useful without either of these changes but perfection is worth attaining.
State of the weapon: 8
Recent stress test changes: I didn't test the animation so I can't pass judgement on this one, frankly I'll have to keep this at an 8 until I see some proof one way or the other.
NEW (Predicted) State of the weapon: 8
Staff
It’s a nice weapon but Reaper’s Mark needs serious work to be more than just a “oh it’s off cool down I suppose I might as well fear the guy on the edge of the Control Point” or an interrupt. All of the other marks do their jobs fantastically and it offers great support to a team making it a decent choice for a secondary weapon.
What we need: Reaper’s mark needs a crazy buff, halve the cool down and increase the fear duration to 2 seconds from 1 second. At the moment it does little to nothing and is useable perhaps once maybe, if things are dragging on, twice in an engagement.
State of the weapon: 8
Recent stress test changes: Having no real changes to Reaper's mark this weapon is looking like it will be keeping it's 8 rating, there are some minor changes though:
-Greater Marks Increases area of marks.and marks become unblockable.
Greater marks now has the added bonus of making marks unblockable, which does more than just add that effect but combines two previous traits into one allowing a Staff necromancer the ability to take a different trait. Beyond that things aren't much different, I'm going to bump the staff up to a 9 because it will benefit from many of the other damage increases the trait changes bring.
NEW (Predicted) State of the weapon: 9
Sceptre
A great condition application main hand and a staple of the Necromancer, it’s probably in the best state as far as weapons go, Feast of Corruption could do with a bit of a damage increase but frankly it’s not the reason you take the weapon so Necromancer’s everywhere are probably happy with just using it as a life force farmer.
What we need: Increase Feast of Corruption damage, but we’ll live without.
State of the weapon: 10
Recent stress test changes: Feast of Corruption might not have had its damage directly increased but a number of traits will achieve similar effects:
Blood to PowerDeal 5% more damage while health is above 90%.
Target the Weak2% increased damage for each condition on a foe.
Strength of UndeathYou do 5% more damage if you have at least 50% Life Force.
With those tweaks the sceptre looks to be nigh on perfect.
NEW (Predicted) State of the weapon: 10
Focus
There are some real problems here; not only is Reaper’s Touch terrible but Spinal Shivers is a great skill that people want to take and likely aren’t willing to sacrifice their slot 4 for, or if they do wish they didn’t have to bring that deadweight skill. It is also the case that Spinal Shivers is somewhat outclassed by Corrupt Boon and that honestly doesn’t help.
What we need: I could probably come up with a convoluted way of redeeming Reaper’s Touch but the Necromancer could use the slot for something more interesting with the same animation to save work I can provide suggestions but there are plenty of decent Necromancer skill suggestions around. Spinal Shivers needs to outclass Corrupt Boon, but only slightly; I’d recommend lowering the cool down to 20 seconds.
State of the weapon: 7
Recent stress test changes: Reaper's Touch is still plainly terrible and it needs serious work, the upside however is:
-Spiteful Talisman Increases focus range and reduces focus skills cooldowns.
All that needs to happen with this weapon is a huge change to Reaper's touch and we will be golden.
NEW (Predicted) State of the weapon: 8
Warhorn
I’d hazard a guess that this is the most used off hand especially when used in conjunction with an axe main hand, though it has big room for improvement. The Daze is decent and the cripple can lock down runners but the cool downs, oh got the cool downs; a two second daze on a 30 second cool down, that’s honestly crazy.
What we need: A cool down reduction would do here; the skills are currently at 30/30 I’d recommend 20/25 respectively though I can’t imagine the weapon will get no usage at 25/30.
State of the weapon: 9
Recent stress test changes: Well the cool down increase we were looking for is clearly absent however they have provided use with a reason to feel somewhat cheery:
-Deep Breath Warhorn skills recharge 15% faster and the duration of all warhorn effects is increased.
Whilst I can't be sure how long this duration increase is it does provide somewhat more of a reason to take this weapon and at least a justification for the cooldowns; presumably it is a 3 or 4 second daze when this trait is taken.
NEW (Predicted) State of the weapon: 10
DS
Nope, just nope. That was my reaction when I realised how much of a survivability hit the DS received from BWE2 to BWE3. “They did what?” That was my reaction when I realised there was a three second cool down on leaving DS even after its survivability was destroyed. There are two options for this mechanic and frankly traits will allow A-net to implement both; either the mechanic is used as a buffer to soak damage and survive until heals are ready/cool downs are up, or the mechanic is used as a button that rewards quick reactions by absorbing some attacks.
What we need: DS should have the stability trait moved to Master and the Grandmaster traits should be “Death Shroud recharge is reduced by 66%” and “Death shroud is reinforced”. The former is a somewhat weaker death shroud that can be used every 3 or 4 seconds with the express intent of absorbing attacks for players with quick reactions such as that 100blades attack that seems to be ticking everyone off. The latter plays like a slightly less durable BWE2 death shroud but with a cool down of 10 seconds. The default, untraited, DS would be similar to what we have now in BWE3. The 3 second cool down to leave death shroud should be dropped faster than an overzealous baby in a bouncer.
State of the mechanic: 4
Recent stress test changes: So not much has changed here, I believe they have gotten rid or at least shortened that 3 second cool down to leave death shroud but the survivability seemed about the same as it was in BWE3; here's to hoping things change. Other interesting changes:
-Path of Midnight All Death Shroud skills recharge 15% faster.
-Strength of Undeath You do 5% more damage if you have at least 50% Life Force.
-Unyielding Blast Life Blast pierces and causes Vulnerability.
The first of the above traits will be highly useful for firing off Life Transfer making the necromancer a touch better at supporting and a tiny bit tougher to kill. There are a few increased methods of generating life force so it looks like Arena Net has decided to go with the "use death shroud as another dodge, kinda" style, the second two traits will also increase the damage output of the necromancer.
NEW (Predicted) State of the mechanic: 7
Wells
Wells are interesting, useful and broken all at once; these utilities provide for a fantastic Cross Profession Combo (CPC) field and some really interesting mechanics as well as the ability to trait for them to be an interesting source of life steal. The trouble is the pulse rate, the duration is low and it pulses once every two seconds (as of BWE3) meaning the only way this is going to have any effect is if you immobilise the opponent for at least two seconds. Whilst this does breed synergy with the Dagger, which is no doubt the point given the existence of Vampiric Rituals in the Blood line; it simultaneously makes them unusable in any other situation which is basically all of them. But for a moment let’s imagine the well is place AND they are immobilised in it so one tick goes off, even then they are dodging straight out and all that will have been achieved for a skill on a 45/60 second cool down is 1 blind/boon removal/application of weakness.
What we need: What I’d love to see is a persistent effect on a 0.5 second tick which would give it the increased utility of being a zoning tool and wouldn’t be any more powerful than skills such as chaos storm or null field. But barring that decrease the cool downs and increase the tick rate to 1 second.
State of the utility: 4
Recent stress test changes: A couple of changes here, nothing to do with pulse frequency or cool down but with a bit of live data I'm expecting that will eventually change:
-Vampiric Rituals Wells also siphon health every time they pulse.
-Bloodthirst Siphoning health is 50% more effective.
The above traits increase the utility these skills will have for 'blood' necromancers, a welcome addition that will no doubt see some play. A cool down decrease or pulse frequency increase is still sorely needed.
NEW (Predicted) State of the utility: 7
Minions
AI, ‘nuff said. Honestly the AI of minions is still pretty terrible, if you want a minion based profession to work in a game it has to be totally under player control it has to be the case that the minions target the Necromancers target. Now I know what we hear here it usually sounds like “but rangers have control Necromancers don’t that’s why they are different” and I sympathise but let’s be clear the Ranger will still have much more control than a Necromancer even with this AI change it’d be a permanent pet/throwaway pet distinction. Moreover health regeneration needs putting into the game, having a 5% HP Bone Fiend bouncing around before a fight does nothing but instantly put one of your sources of damage on cool down once it dies. Alternatively a button could be added to destroy all currently summoned minions, perhaps in exchange for life force to spice things up, the reason is minion utility cool downs can be triggered before the minions die in combat allowing Necromancers to control their combat readiness before they engage.
State of the utility: 3
Recent stress test changes: Two minor changes provide minions with a small buff, jagged horrors now spawn more reliably and minions draw conditions better. There are still far reaching problems here.
NEW (Predicted) State of the utility: 4
Spectral
We’re looking good here also; spectral armor is in at least half of all Necromancer builds because its provision of utility is crazy-good, spectral walk is the best personal movement speed boost (IMS) in the game (corrections welcome) and gave us the IMS we were missing in BWE1, spectral grasp is useful for peeling off opponents (usually irritating Guardians) and spectral wall is useful for the protection and the Etheral field but the vulnerability is clearly lacking in utility.
What we need: This is probably the best designed set of skills the Necromancer has so my only criticism is that vulnerability is possibly the least useful condition for Spectral Wall (SW) to apply and either Vulnerability needs changing or the condition SW applies does.
State of the utility: 10
Recent stress test changes: An already high quality set of utility skills received a small buff during the stress test, not directly to the skills themselves more so in their synergy. Likely this change was made to provide these utilities as options to more builds and weapon sets.
-Spectral Attunement Spectral skills have longer durations and grant a small amount of Life Force on use.
This will do little to change the way they are used but does lend evidence to the theory that Arena Net is trying to set Death Shroud up as a tool to be used as a short term dodge like avoidance mechanism for large bursts or other important to dodge skills.
NEW (Predicted) State of the utility: 10
Corruptions
The only bone to pick here is the self applied conditions, frankly it’s a nice idea badly implemented. The principle is to put conditions on yourself then send them at an opponent or use them for consume conditions/a well/an offhand, the trouble is you’re better off just using a sceptre if you want bleeds, an axe if you want vulnerability, a sceptre or staff if you want poison and an off hand dagger if you want weakness. What this all means is they are just a negative that really takes from the utility of these skills, personally I’d like to see them be more powerful along with the negative that they sacrifice life force or health much like the old GW1 blood magic skills. I’d then like to see this augmented in some way through blood magic traits to really give the necromancer that flavour it has lost in the cross over.
State of the utility: 9
Recent stress test changes: None.
NEW (Predicted) State of the utility: 9
Signets
There’s some real variety here:
Undeath: This needs a buff, either the passive should be worth having or the active should be more than a weak version of an Elementalist’s glyph of Renewal (Earth), an Engineer’s Toss Elixir R, a Ranger’s Elite Nature's Renewal and a Warriors Elite Battle Standard. It’s clearly outmatched in its purpose by every other profession with similar options and combined with its cast time it’s not screaming “master of death” really is it? Either increase the size of the cast area or decrease the cool down; whichever is chosen the cast time/animation time needs to be decreased.
Plague Signet: Perfect.
Signet of the Locust: It needs increased healing, perhaps it could also benefit from the Bloodthirst change I mentioned in the Main Hand Dagger section.
Signet of Spite: The power increase is negligible, it could benefit from either a new passive effect or alternatively a much higher power increase.
State of the utility: 8
Recent stress test changes: SotLocust will benefit from Bloodthirst, a welcome piece of news.
NEW (Predicted) State of the utility: 9
If people enjoy this kind of summary/discussion I’m willing to do the same with traits and keep this going as changes are made apparent. You're welcome to disagree but please bear in mind that the purpose of this thread is not to overhaul entire aspects of the Necromancer but simply to suggest those things that will make it more viable as a PvP profession, please therefore do not suggest far reaching mechanics changes such as overhauling death shroud.
(The precedent I have set should demonstrate the limits of the discussion.)
The reason for doing this:
Quote
professions that need to most love right now. Everyone will get some
help, but as I told many players in game, Necro needs more than most.
That does not mean there are no strong Necro builds, but necro just
needs more viable builds and more good traits.
Random Guy: Mind telling us what the other profession you’re looking at?
Jon Peters: Technically all of them, but obviously Thief, Mesmer, Necro need the
most help. We now have 5 weeks left and are 100% focused on bug fixing
and balance, which include a lot of creating new viable builds. For
those not familiar with game development, that is a lot of time,
especially with the really smooth build making process we have. I
should probably post this in general too.
What is left to be changed?
Axe - 10/10
MH Dagger - 8/10 [A large buff to 'dark armour' and a tweak of the numbers with, perhaps, the inclusion of a life siphon on the Skill 1 chain will put this weapon squarely at 10/10]
Dagger OH - 8/10 [An increase in the speed of the animation on Enfeebling Blood and it's a 10/10]
Staff - 9/10 [Increase the fear duration on Reaper's mark to 2 seconds from 1 second and it's a 10/10]
Sceptre - 10/10
Focus - 8/10 [Reaper's touch has got real problems, this skill needs totally reworking, the other skills on this weapon drag the score up hugely. Give Reaper's touch a purpose and the focus will be a 10/10]
Warhorn - 10/10
Death Shroud - 7/10 [Arena Net need to decide what they want to do here, I've provided an option whereby the grandmaster trait changes the playstyle of the mechanic however if Arena Net are looking to make DS into a method by which Necromancers can absorb high damage attacks quickly then they need to provide the Necromancer with the cool downs to be able to do so.]
Wells - 7/10 [An cool down decrease or a pulse frequency increase would make these skills much more viable on multiple builds.]
Minions - 4/10 [Minions need to have a much more use-able AI and a function for tackling minions that are near to death.]
Spectral - 10/10
Corruptions - 9/10 [The self applied conditions aren't working as desired, perhaps a different "downside" should be applied?]
Signets - 9/10 [Signet of spite needs a power increase, or better yet have it increase damage by x%, and Signet of undeath needs to be more powerful or have a shorter cool down.]
All told the necromancer is almost in a good place and we're gettign to the stage that a couple of tweaks are all that are necessary. Special attention should be given to the purpose of Death Shroud, Minions, Wells and Reaper's Touch.
Rumors:
http://www.reddit.com/r/Guildwars2/comments/y3y1n/patch_notes/
The above changes include some interesting Necromancer tweaks:
Necromancer:
- No longer locked into death shroud for 3 seconds when you enter death shroud.
- Putrid Mark: Moved to slot 4; increased recharge from 15 seconds to 25 seconds
- Mark of Blood: 10r->6r (r = recharge?)
- Chillbains: Moved to slot 3
- Putrid Mark: Moved to slot 4, 15r->25r; works now.
- Reaper’s Mark: 45r-40r
- Curses: Terror: 276-366dmg -> 300-600dmg
- Vulnerability now increases damage by 1% per stack
Vulnerability being changed to a percentage based damage scale is huge for Necromancers, I don't know if that will apply to conditions but if so the Necromancer is in a really great place with that condition.
The Death shroud change is perfect, it's almost as if they were listening. The direction A-net is taking is fairly clear at this point, a weaker more tactical death shroud which can absorb key attacks on a shorter cool down. They do need to consider moving the stability trait down a tier so the play style becomes more functional and isn't neutralised by a single CC attack.
Mark of Blood is really very strong now and a Sceptre/Dagger + Staff build will see a lot of play, Reaper's mark has had a small buff but not something to write home about; I still want to see that 2 second fear sometime before release. Putrid mark really didn't deserve that but perhaps A-net can see a meta I can't.
Terror has had a large increase in the upper boundary for its damage, it's not really much but every little helps.
Edited by Nostrecorax, 13 August 2012 - 05:06 PM.










