Originally Posted by Mourne
My thoughts too Shmanka. All they need is the old SR, no energy from spirits, and 1/4-1/2 from minions.
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Blackhawk
Originally Posted by Mourne
My thoughts too Shmanka. All they need is the old SR, no energy from spirits, and 1/4-1/2 from minions.
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Blackhawk
Originally Posted by ensoriki
Most classes bring energy management or energy reducers why cant the Necro?
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olly123
Originally Posted by elsalamandra
ORBITUARY
RIP here lies the the remians of the necromancer class. after dealing and succeeding on deaths, through soul reaping it has been killed off by its creators. 'book'em danno. murder 1' (famous phrase from hawaii 5 0) |
Originally Posted by Blackhawk
Because we invested points in Soul Reaping for energy management as theres hardly any e-management skills on a Necro Primary.
Why should I now invest more points in a secondary profession for e-management seeing as my Primary attribute is based upon getting energy from things dying. |
ss1986v2
Originally Posted by Blackhawk
Works for me
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elsalamandra
Raxxman
Originally Posted by Blackhawk
Because we invested points in Soul Reaping for energy management as theres hardly any e-management skills on a Necro Primary.
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Blackhawk
Kfoolu
Originally Posted by Helcaraxe
oh no! SR doesnt have any good skills in it is your complaint now.... FEEL MY PAIN!!!! FAST CASTING HAS NEVER HAD ANY GOOD SKILLS IN IT!
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targetdrone
seut
Originally Posted by ensoriki
Ritualist
THey dont have an e-management PRIMARY, guess what because soul reaping is a an attribute it will work on its own without u worrying about it. |
Originally Posted by ensoriki
Other Primary's have been nerfed
Look at the Dervish. |
Originally Posted by ensoriki
Most classes bring energy management or energy reducers why cant the Necro?
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Originally Posted by Wrath Of Dragons
04/06 Guild Wars Game Update
Update - Friday April 6 * Removed the Death Penalty from the following Heroes' Ascent missions: Broken Tower, the Courtyard, and the Hall of Heroes. |
hallomik
Originally Posted by Gaile Gray
....
These changes will remain in place for the week, and if they are successful, they will remain in the game permanently. .... In our next update, we hope to add additional PvE-only skills to allow more attractive options for cooperative play, as well as begin adjusting some skills to make them more viable in cooperative play. .... Soul Reaping: now only provides Energy at a maximum rate of once every 5 seconds. Soul Reaping's synergy with Spirits and minions opened up a lot of builds that simply never ran out of power. Spirits still provide half Energy, and with Soul Reaping's Energy gain limited, a player death will now provide more net Energy, which we believe will help Soul Reaping get closer to its intended function. |
wayn3h
olly123
Originally Posted by elsalamandra
Olly123
I understand what you say mate ![]() if you have a necro, go to domain of secrets to farm lb points. see for yourself what happens with the energy enviroment effect and try to run either a MM build or SS build and see it for yourself what, on an extreme like that, what this nerf has done to the necro. Its great that they have reduced energy costs on some of the minions but still this is tottaly uncompareable to what the nerf has done. the solution is not to go anymore to domain of secrets |
free_fall
cthulhu reborn
around
Of course FC has had good skills!What about Power Return?Or Persistence Of Memory?"Enchantment Spell. For 5...17 seconds, whenever a Spell you cast is interrupted, that Spell is instantly recharged." You're going to say that's not a useful skill? |
olly123
Originally Posted by free_fall
And if anet put the 5 sec timer on every prof's primary attribute benefit, the rest of you would turn into "crying babies" just as quickly.
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cyberjanet
Originally Posted by elsalamandra
ORBITUARY
RIP here lies the the remians of the necromancer class. after dealing and succeeding on deaths, through soul reaping it has been killed off by its creators. |
Rakeman
Originally Posted by Raxxman
Hardly any? Blood is power, offering of blood, signet of lost souls, blood rit spring to mind.
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Avarre
Originally Posted by free_fall
And if anet put the 5 sec timer on every prof's primary attribute benefit, the rest of you would turn into "crying babies" just as quickly.
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Originally Posted by hallomik
If ANET had simply come out and said, "This skill is being exploited in PVP AND is overpowered in PVE,"
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Rakeman
Originally Posted by Avarre
Because putting a 5 second delay on fast casting, or energy storage, is really an accurate comparitive change. What kind of argument is that?
I really don't see how the change is that big...? You can't use expensive skills without management, or in areas with energy reducing effects? Neither can any other class. Necromancers do not have a special class requirement to burn more energy - and SR still provides more effect than several other primary attributes, without even using skills from the line. |
cyberjanet
Originally Posted by Raxxman
Hardly any? Blood is power, offering of blood, signet of lost souls, blood rit spring to mind.
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dead man ivan
olly123
Originally Posted by cyberjanet
Blood is Power:Sacrifice 33% maximum Health. For 10 seconds, target OTHER ally gains +3...5 Energy regeneration.
Offering of blood: Sacrifice 20% maximum Health. You gain 8...18 Energy. Signet of lost souls:If target foe IS BELOW 50% Health, you gain 10...82 Health and 1...8 Energy. Blood ritual:Sacrifice 17% maximum Health. For 8...13 seconds, target touched ally gains +3 Energy regeneration. Blood Ritual CANNOT BE USED ON THE CASTER. And your point is????? |
lyra_song
Originally Posted by Rakeman
It is SUPPOSED to be a powerful attribute and take care of the Necromancer's energy management.
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Ithil Tior
It is SUPPOSED to be a powerful attribute and take care of the Necromancer's energy management. |
seut
Originally Posted by Ithil Tior
You necromancers act like spoiled kids that get their candy taken away because the parents realise they're getting overweight. Or something.
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Theus
seut
Originally Posted by Theus
The only reason you MM's are bitching now is the fact that you have to worry about E-Management.
It's an attribute that gives you up 13 energy every 5 seconds per kill.Theres positively no downside.If you run out of energy because of this right here...You're pretty terrible.Especially with skills like Signet of Lost Souls which is also linked to the same attribute. |
Spura
Originally Posted by Gaile Gray
Paragon:
This small adjustment to the Paragon was made primarily to deal with Spirit/Chant issues. Since all Spirit attacks count as attack skills, these Chants were making offensive Spirits more powerful than they were intended. |
ensoriki
Originally Posted by seut
Ritualist is a poor rip-off of the WoW shaman class with their totem poles with two poor versions of air-spike & heal added to their repertoire. Bad design like many things of the Factions campaign.
Is SR a powerful primary attribute? YES, as are Expertise and Energy Storage. But it is a conditional energy gain and the condition takes 5secs timeouts now. Is it overpowered? NO! Overpowered would mean that every skill of a profession would be best used with the profession. Guess what blood line touch skills see more use on ranger... If there is a need to change primary attributes, it should be a buff to Fast Casting & Spawning Power. Strength is fine since warriors are still the highest dps machines. PvP is too imbalanced to cope with a basic game mechanic... |
VinnyRidira
Originally Posted by Theus
The only reason you MM's are bitching now is the fact that you have to worry about E-Management.
It's an attribute that gives you up 13 energy every 5 seconds per kill.Theres positively no downside.If you run out of energy because of this right here...You're pretty terrible.Especially with skills like Signet of Lost Souls which is also linked to the same attribute. |
The Ernada
Originally Posted by free_fall
And if anet put the 5 sec timer on every prof's primary attribute benefit, the rest of you would turn into "crying babies" just as quickly.
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Rakeman
Originally Posted by Spura
Lies. A small change??
This isn't a small change, you guys are just lazy as all hell. If you have problems with sprits then make them not affect sprits. But no, you rather just issue a blanket nerf. You know that this affects amount of energy gained back from shouts, you know that now I can't possibly get more than 4 energy from leadership in AB for these chants. You changed ToF from 20 sec to 10 sec, then also nerfed % now this nerf so I can't possibly use it in AB. Yeah I know you don't give a crap about AB, but there is no need to go break it for AB if just making it affect non-spirit allies would fix it. But no...you had to nerf it all to hell. You know what's also an awesome side-effect of all these changes from ally to party member? now when I use Watch yourself or Stand Your Ground, Master Togo and Mehnlo become the only allies in the mission with 60 AL, which means they get ganged by all the mobs. And they just happen to be mission critical NPCs. Secondly where are any serious buffs? You are buffing Anthem of Fury which is just ripe for abuse, by stacking several paragons with it, instead of buffing single target shouts which are way harder to abuse by stacking 5 paragons in a team. Why the hell is Can't Touch This self-targetted? it is completely useless that way. Make it target ally."Make your time" should cost 5. Make Angelic Protection target ally or something and so on. Lame balance changes. Seems like every time there is a problematic skill, you just "ether renewal" the crap out of it. No wait...I have to retract that statement. Not even ether renewal got nerfed as many times as "Incoming!" and "Stand Your Ground!" did. Just look at the whole motivation. It is pure shit. And lastly, why the hell doesn';t this patch include fix for Focused Anger? That skill has been broken from day 1 of nightfall, and you don't care it seems. |
blackbird71
Originally Posted by Viet Spirit
let's make all professions only different in look and have exact same set of skills. The game would be top balanced and the PVP will never complain.
Seriously each primary attribute makes the profession unique whether it gives extra healing per cast, more energy pool or faster energy recharge (necro). Therefore, there always be some imbalanced be it PVE or PVP as long as each profession has its unique ability. There always will be some dominant builds and if the nerfing is the only solution to the imbalance of the game, there will be no different playing a Monk or a Warrior. |
Originally Posted by Owari_Muteki
Yes, these skills were nerfed to shift the meta and open up viable options for other skill slots, but why nerf dmg mitigation and e-management when raw dmg has been steadily increasing? The cummaltive effects of these nerfs have yet to be seen. Skills like those were holding back alot of melee based "gimmick" builds.
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Rakeman
Originally Posted by blackbird71
Exactly my point. Some people will not be satisfied or consider the game "balanced" until all classes are identical. I'll say it again: any time an online game alters their PvE game in search of the mythical PvP "balance," they end up destroying themselves.
I'm not going to argue any more as to whether the changes to SR, mesmer skills, or any other "nerfs" or "buffs" were good or bad. Honestly, I seriously doubt that any single change could break an entire game. What breaks games is the overall direction of the changes and the motivation behind them. (boldface added for emphasis) I cite this trend as evidence that the prediction I made about the future of GW is indeed happening. As the devs pay more attention to the PvP environment, mechanics shift towards the more easily measureable, and therefore more easily balanced, aspect of raw damage. Indirect abilities, such as damage mitigation, energy management, and more, which are harder to quantify, take a back seat and are weakened until they are no longer a factor. Eventually, all characters become copies of each other, dealing the same damage, at the same rate, in the same way, with the same skills. Balance has then been achieved. The game is now a perfect reflection of the players' skill and only the players' skill, which while it sounds desirable, has the effect of removing all diversity and making the game intensely boring when played for any extended period of time. Welcome to the perfectly balanced PvP, a game with all the excitement and imagination of Pong. I hope you all enjoy it. Do I sound a little over the top? Maybe, but I've seen this exact process happen before, and I see the beginnings of it now. As long as the PvP "balance" is the driving force behind the evolution of the game, this will be the direction of all future changes, and the eventual conclusion they will lead to. The devs (and for that matter, the players) need to seriously ask themselves if this is what they really want, and if it is truly best for the game. For now, GW is still a great game, it's enjoyable to play in both PvE and PvP, for novice and veteran players alike. I just hope people wake up soon enough that it will stay that way. My previous post on this topic for reference: Lessons from gaming history |
Miral
Originally Posted by olly123
lots of jumbled stuff
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brian78wa
Originally Posted by Raxxman
Hardly any? Blood is power, offering of blood, signet of lost souls, blood rit spring to mind.
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brian78wa
Originally Posted by olly123
so his first and second where lame resions but sig is every 8 seconds u gain 8 enrgy, +4 pips what ever that equals out to. u cant tell me u wast all ur energy b5 there below 50% hp can u???
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blackbird71
Originally Posted by Rakeman
Trust me, you're not the only person who realized this.
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