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Originally Posted by WildmouseX
playing a necro as a mm you generaly don't start throwing spells untill things start dyeing, the series of event i discribed could happen 15-20-30 seconds into the fight, as long as you haven't had a chance to cast a minnion spell it's still valid.
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Ok, I would be interested in seeing how this "15-20-30 seconds into the fight" scenario would play out, as the one you initially proposed, and the one I commented on was a battle in which 75% of the enemies drop in the first 5 seconds. Until then, I can't comment against anecdotal evidence.
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where the hell you finding 61 energy for a necro? my radiant set net's me 50. with half of the necro's curse's costing 15 energy, and have 1 second cast times, burning though 60 energy in 5 seconds is not only posible, it happens.
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Base Energy (20), Inherent Armor Bonus (10), Radiant Insignias (8), 5^50 Wand (5), Off-hand (12), 2-3 Runes of Attunement (4-6)
Total: 59-61 Energy.
Blood Magic:
(16) 5-Energy Skills
(16) 10-Energy Skills
(5) 15-Energy Skills
Curse Magic:
(2) No Energy Skills
(10) 5-Energy Skills
(23) 10-Energy Skills
(7) 15-Energy Skills
(3) 25-Energy Skills (2/3 of that being Elites)
(Thus your "Half of Necro's Curses cost 15 Energy" statement in actually applies to less than 23%)
Death Magic:
(15) 5-Energy Skills
(17) 10-Energy Skills
(6) 15-Energy Skills
(2) 25-Energy Skills
Soul Reaping:
(1) 5-Energy
(1) 10-Energy
(1) 15-Energy
No Attribute
(1) 5-Energy
(2) 10-Energy
Overall
(6) No Energy
(43) 5-Energy
(59) 10-Energy
(19) 15-Energy
(5) 25-Energy
Out of 132 skills, ~82% of them cost 10 energy or less. 4 Energy gain skills, 2 of which are elite.
Monk
(9) No Energy
(59) 5-Energy (many of which give -1 Energy Regeneration)
(46) 10-Energy
(11) 15-Energy
(2) 25-Energy
Out of 127 skills, 90% cost 10 Energy or less. 8 Energy Gain Skills, 5 of which are elites.
Elementalist:
(0) No Energy
(48) 5-Energy
(52) 10-Energy
(25) 15-Energy
(8) 25-Energy
Of 133 skills, 76% of them cost 10 Energy or less. 13 skills for energy gain, 7 of which are elite.
Mesmer
(12) No Energy
(33) 5-Energy
(60) 10-Energy
(19) 15-Energy
(2) 25-Energy
Out of 126 skills, 83% are 10 Energy or less. 28 skills give energy, 5 of which are elite.
Ritualist
(5) No Energy
(43) 5-Energy
(31) 10-Energy
(13) 15-Energy
(7) 25-Energy
Out of 99 Skills, 80% are 10 energy or less. 10 skills give energy, 6 of which are elite.
Summary (% of skills greater than 10 energy)
Ritualist 20%
Necromancer 18%
Mesmer 17%
Elementalist 14%
Monk 10%
Necro's aren't as taxed on energy-heavy skills as one might lead others to believe.
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just because you believe something, doesn't make it reality.
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Either you missed my sarcasm, or you're arguing that Soul-Reaping does not yield energy? (Which by definition it does.)
Below is where the above statistics start to come into play.
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again you are ignoreing the fact that many, in fact most of the necros usefull skills are 15-25e
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There are 24 Skills in the necromancer line costing more than 10 Energy. With the except of 2 touch/bite skills, and Order of Apocasty the shortest "cast to cast" time (read: spammable) is six seconds. Followed by a couple at 8 and then many above 12.
If you are depleted your entire energy within 2-3 skills in 5 seconds, you are casting nothing but 25 energy spells (and you don't see a problem with free spamming of 25 energy skills?)
It will take you roughly 4-5 seconds to cast said pair of 25 energy spells. Then another 6-45 seconds (unless you are using the aforementioned skills, though you are likely a toucher ranger if you have 2/3 of them and thus not worrying about energy costs.). I'm pretty sure in that time you can regain your energy, since you are able to gain around 59 energy in a 15 second span.
Now if you have 4 or more 25 energy spells (25%+ of those available to the entire line) on your skill bar, then no, you will probably not have the energy to continue to use them frequently.
This IS that balance you talk about next.
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- a balance mechnism that's been in place since the start of the game. - so wooptie do we gain enough energy to throw 2 more skills., when an el, mes, or monk can throw an e-management skill and get the same ammount of E, but useing 5e skills.
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Elementalists deal with exhaustion, and have nine
more 15+ energy skills than Necros.
Mesmers have three less 15+ energy skills compared to Necros. Then, of course, the mesmer deals with the gain and loss of energy (in either the self or enemy) and the ability to shutdown other players in trade for the raw damage that other Professions hold. (Very useful in PvP, but petition-bait for PvE, it seems.)
Monks have eleven less 15+ energy skills than Necros. They only have 3 energy management skills (one of which is very situational) if they don't wish to sacrifice their elite.
Ritualists (keeping in mine they have less total skills as a non-core class) have more 15+ energy skills, by percentage, than Necromancers and four options for energy-gain if they don't wish to dedicate their elite for it.
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not only do we have high energy costs and extreamly long recharge rates that were intended to balance the massive ammounts of energy, we now have to deal with those without the energy.
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You only lack the energy if you lack the planning, OR have occasional bad luck (If an e-denial targets you, in PvE or PvP, it will be a bad day.)
You don't NEED to fill your bar with High Energy, Long Recharge (HELR) skills. One or two, sure, but then we have so many lower energy and quicker recharging skills at our arsenal as well. Mix them up.
If you know your group is going to be killing 75% of the monsters in the mob in the first 5 seconds and this interferes with your energy level... wait 5 seconds, and then use it against the remaining 25%. If you were the one responsible for killing 75% of the mob, dance a jig, because your energy was well used. Now it's time for the other members of the group to do something... unless you want to be able to kill 100% of mobs quickly by yourself.
As to your vague 15-20-30 seconds into battle scenario... You've either already cast your HELR spells and are waiting for them to recharge (so cast the lower, quicker ones...) and gaining 12-16-24 energy respectfully from just your 4 Pips (not even counting SR) or you haven't done anything yet, in which case you have up to 61 energy at your disposal.
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What many people fail to understand is the days of the Mega Minion Master are over. Minion caps limited that, the Verata's Sacrafice change limited that, the BotM change limited that... and to a degree SR changes limited that. My heroes have absolutely no problem maintaining 10 minions despite the fact that I don't have any minion-healing skills for them.
Did I enjoy the days of having 30+ minions during the Stoneskin quest, and ~20 in general? Hell yes! Would I be thrilled if they reverted back to those days? Yep! Do I think it would be balanced? Nope.
Did I love being able to spam High Energy spells like there was no tomorrow, so long as bodies were hitting the floor? You bet, it just wasn't balanced.
Don't try to compare yourself to a Fire Nuker... they are just going to win. That is what they do. The Necromancer does not, by construction, fit into the Holy Trinity of RPGs (Tank, Nuker, Healer.) They are a roundabout profession, requiring a little imagination and careful attention.
There is a HUGE difference between not having to focus on energy management, and not having to have any concerns about it. One is balanced, the other (while fun) isn't.