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Kuulpb.5412

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  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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
  7. 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.
  8. 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.,
  9. Boonbot necro, Already lowest DPS of the bunch, now sacrificing more dps to be a Boonbot
  10. 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.
  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. 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?
  13. 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.
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