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Old Apr 11, 2007, 08:10 PM // 20:10   #101
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Originally Posted by Cathode_Reborn
You didn't really backup your use of Power Drain. An interrupt every 25 seconds without a decent rank in Inspiration is wasteful.
Backed it up better than you - so far you've only stated it and repeated it over and over. Your solution has the hench/hero cast all his energy away, you do not seem to disagree with this, but somehow think that is good? Mine takes a slot that is totally optional and for no energy interrupts a spell from time to time. I find that better than a minion master with no energy or a skill slot that Olias never uses because it will always too low a priority for him. With one of the other heroes as an interrupter (normally one of the rangers, sometimes Norgu) having the other two with one interrupt pretty much takes up the slack while the main one's skills are recharging. I still fail to see why this is "wasteful".

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Originally Posted by Cathode_Reborn
Read Utaku's post.....it's exacly why AtB sucks for making SS do more damage. You seem to not realize that AtB adds a mere 4+ damage to SS while Defile/Desecrate do 64 damage in a Nearby range, which is bigger than adjacent. The damage alone already beats AtB, but you can further increase it by using a 20/20 weapon set making it recharge in about 7 seconds. Think about it and you'll realize why AtB is no good.
I very well understand that - apparently you can not fathom that someone else may know something too. Never argued it was a bad skill.

It is easy to get melee mobs bunched up - especially now with the hero flags. for 80% of the time it the group I want is in adjacent range anyway - who cares if it is further (and if they are spread out they are usually too much for desecrate enchant to hit many also - the AI tends to do one or the other)? In small or spread out groups it looses, in medium breaks even, in large groups it wins.

Besides - there are skills in there that are MUCH better to replace. As you pointed out, unholy feast isn't that great, parasitic bond isn't a great heal in PvE (while it heals a lot it can not be timed to when I actually need it), and price of failure tends to only be useful for some bosses. Awaken the Blood increases defile enchant to 71/23 with is a pretty good boost there also - especially given that it isn't that hard to avoid combat. For quite a few areas it takes the place of one of the above, other places get Spinal Shivers, still others will take different heals. However, for a curse build "optional" slot it works quite well - at least in PvE.
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Old Apr 13, 2007, 02:59 PM // 14:59   #102
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Blood magic & death magic in my opinion work well with mesmer domination skills , but thats jsut me. and yes i do agree with the fact that necro skills drain a lot of energy but you should be in a party instead of taking on hordes of monsters on your own.
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Old Apr 20, 2007, 11:38 PM // 23:38   #103
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I think you oughta look at this in a comparison form to the other profession's specialty attribute. I only have prophecies, and there are NO skills for soul reaping. Whereas every other class has skills for their specialty attribute. On top of that, they also have a innate bonus to it.

Expertise - less energy cost, skills improved, recharge time and other things become more effective.
Strength - armor penetration from attacks, skills improved.
Energy storage - Massive boost in energy, skills improved.
Fast casting - chance of getting interrupted is lowered and spells take effect almost immediately. skills improved.
Divine favor - Extra healing when spells are cast on party members, skills improved.

Soul reaping - gain X energy when something dies, only once every 5 seconds.

So, with 12 hard-points allocated to soul-reaping, you'd only get 12 energy, on the condition of if something dies, and it's been spaced out in 5 seconds. On top of that, no skills are there for soul reaping to improve. And even in the expansions, there's only 5 skills, 3 of them being elite, the other 2 non elites are signets. Basically, you only get to use 1 skill in soul reaping which requires energy.

While every other profession has uses for their specialty attribute out-of-battle, this one is restricted to having something die, and only then, you'd gain a bit of energy, ONCE every 5 seconds. Up against strong single enemies (boss), this is near useless as when it dies, you're not in desperate need of energy as you no longer have anything to fight. While EVERY OTHER specialy attribute will benefit them, boss or just regular enemies.

Again, putting 12 points into soul reaping is a waste, and doesn't compare one bit with every other profession's specialty attribute. Wouldn't be so bad if soul reaping had as many skills as the monk's divine favor, or the warrior's strength. You'd think that maybe the lack of skills, and being restricted to having something die, is an indirect way of having the so-called "unlimited energy". Though I find it hard to believe you'd have unlimited energy when you're required to have something die.

If you're going to keep it this way, you might as well just turn soul reaping into energy storage like the elementalist, except there's no longer any skills in soul-reaping. Even THAT would be more useful than the current state right now.

Say you've maxed 2 attributes, you can raise 1 last attribute to 3. What I would so, is take inspiration magic and the skill 'channeling'. That, for me, is more effective than 16 soul-reaping. People say like 10 energy every 5 seconds is like having an extra 6 pips of regen. There's a problem with that... YOU NEED SOMETHING TO DIE AT EXACTLY EVERY 5 SECONDS.

Necromancers and elementalists are similar in a sense that their skills tend to affect a group of enemies, rather than the opposite (mesmer), mostly affecting single targets. And the specialty attribute contributes to it too. Elementalists would have a much larger energy pool, with a decent regeneration, while the necromancer would have smaller energy pool, with higher "regeneration." And this "regeneration" is also conditional. You NEED something to die, whereas the energy pool increase is ALWAYS going to be there, regardless. But, that's been changed now.

People claim this was superior to other professions in the specialty attribute game. How does having NO skills for that attribute make it superior? The only benefit for increasing the attribute would be for the innate ability, which every other class also has. I wouldn't mind trading soul-reaping for strength if I got all those skills. Or divine favor even. Nor would I mind getting fast-casting, energy storage, or even the necro version of expertise to reduce all necro skill costs.

Then you look at it from the other classes point of view. What the hell would a warrior do with soul-reaping and no skills for it? You've given up the whole strength attribute and the skills with it. Monk would only have minimal use for it. As there are also plenty of skills in divine favor, and the healing bonus helps with their profession. Meh, you figure do the rest yourself.

Point is, before and after, I'd still give up soul-reaping for any of the other classes specialty attribute and skills. Whereas the other classes wouldn't give up theirs for soul-reaping. (I bet some people are thinking an elementalist might do well with the pre-nerf-version of soul-reaping. but using any exhaustion spells would be the end of you without a large pool to keep you intact.)


Anyway, with all this said, I don't see why the developers, or the community relations blahblah thingy doesn't respond with counter-arguments to the suggestions previously made. They already come and post here anyway. But I guess they come to bullshit the players like they did with the solo-nerf. "Oh wow, there's no reduced drops from re-entering the map constantly, but you get jack shit now, which is worse."

I really want to know what the reasoning was, when the soul-reaping nerf was decided and implemented. It surely wasn't looked at from a "would this attribute be worth investing in?" point of view. Take a moment, and imagine playing every other class. Then look at their specialty attribute, and ask that question. Then come back and do it for the necromancer.


And just for some of the monkeys around that are somewhat illiterate, I play prophecies-only, and have only been doing so for almost a month, maybe a bit more. I've believe I read somewhere that anet had made some nerfs, and then later reverted back or to similar. Meh, what's more important is that they won't tell you their (stupid) reasoning for making every major change. Nor would they respond to the suggestions made, and why they won't implement those. Instead, they want you to submit the builds affected by SR to them. Smart. Rely on the players to work for you huh?

In a sense, this is like diablo 2, that you pay only once. Other than that, that game is much older, you aren't limited to 4 characters, and more the importantly, the company is much better. Hell, paying money for extra character slots? (greedy anyone?)

Weird, I'm comparing this to a 2d game I spent more time on than this. That alone tells me how good GW is.
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Old Apr 25, 2007, 04:43 PM // 16:43   #104
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Originally Posted by 4321
Again, putting 12 points into soul reaping is a waste, and doesn't compare one bit with every other profession's specialty attribute.
.....
People claim this was superior to other professions in the specialty attribute game. How does having NO skills for that attribute make it superior?
.....
Then you look at it from the other classes point of view. .... Monk would only have minimal use for it.
....
And just for some of the monkeys around that are somewhat illiterate, I play prophecies-only, and have only been doing so for almost a month, maybe a bit more.
Well, where do I start?

Soul reaping is the best and/or worst special attribute. Worst if nothing dies, but (also post-nerf) it is an almost unbeatable energy management if you are in an area with loads of enemies (when they start to die).

The practical consequence after the nerf is mainly that necros, a bit more than before, have to look at their energy bar, instead of spamming 15e skills like mad. I can live with that.

For most non-adrenaline based builds energy management is important. That makes soul reaping so good in most PvE areas. It is also the reason why it was abused in PvP. Many monks would have given their FoW armour for changing divine favor to soul reaping.

This is true also for Prophecy-only play. But SR has gotten some nice skills in Nightfall as you know.


Regards,
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Old Apr 25, 2007, 05:31 PM // 17:31   #105
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Originally Posted by Cathode_Reborn
Read Utaku's post.....it's exacly why AtB sucks for making SS do more damage. You seem to not realize that AtB adds a mere 4+ damage to SS while Defile/Desecrate do 64 damage in a Nearby range, which is bigger than adjacent. The damage alone already beats AtB, but you can further increase it by using a 20/20 weapon set making it recharge in about 7 seconds. Think about it and you'll realize why AtB is no good.
Uhmm when i cast SS i always use AtB cause you will cast SS more then once in a mob. I don't know if you guys can add up but here we go: if i cast it twice in a mob thats +8 dmg (4+4) thats why you have arcane echo you know. And in HM your first target will not die so quick so its mostly +8 dmg because you will have cast it for a third time when SS wears of from first target or if target dies. Even a +12 dmg is possible if you have some luck with the skill recharge.'Nuff said

Last edited by ponk; Apr 25, 2007 at 05:33 PM // 17:33..
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Old Apr 25, 2007, 09:56 PM // 21:56   #106
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soul reaping : every 5 seconds u gain a large slab of energy if something dies

glyph of lesser energy, save 30e~, net saving is 25e (5e cost)

average soul reaping is what? 10-12

so a necro would need 2 things and maybe a spirit to die to equal glyph, or at 10 soul reaping, u could achive 6 stabs of soul reaping, greatly owning gole
(a piddling 60+energy)

signet of lost souls, 7-8 energy potionaly every 8 seconds (no energy investment, very short casttime, 3 casts and abit in 30secs nets you a potenial 21e+, with no real penalty if you miscast

now say compair with... energy tap
5e investment, 3 second! cast time (even with high fast casting, 1.5sec+)
realistic return? 7e from a successful cast, every 25seconds (misscast? wow a 2e net gain!)

sols is only 3times better if u meet the conndition, and im not including energy invest etc into that...
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Old Apr 26, 2007, 04:24 PM // 16:24   #107
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Quote:
Originally Posted by joukou
Tried MM and SS.

MM worked fine for me, lowering energy cost for vampire horror's helped. Can't spam new minions all the time anymore, but can easily get 10 and keep them alive.

SS.. Yeah, had some energy problems. Reckless Haste costs 15 energy now, which really didn't help at all. Since SS recharge is only 10 secs anyway, I figured I'd remove arcane echo and take some energy management instead. So I took glyph of lesser energy, and while the build is a bit slower than with arcane echo, I have no energy problems anymore.
I have dropped Reckless haste. For my SS build I bring:
SS, Arcane Echo, Parasitic Bond, Insidious Parasite, Enfeeble blood, Shivers of Dread, Mark of Pain (if Minions are present), Rez sig

This wroks well with spikes as I can pile the hexes...also with reckless haste gone, I can usually 3 or four copies of SS out as the first enemy dies.
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Old Apr 28, 2007, 06:17 AM // 06:17   #108
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Just for the fun of it. I thought I'd post my 2 cents.

SR = Exploit [or Reap] a corpse [as it dies] to gain x energy, this skill leaves an exploitable corpse. Cost = 0, cast time = 0, cooldown = 5 ... as a side bonus it doesn't take up a skill slot.

I like this skill, especially when it casts for me automatically and doesn't require me to stop what I was already doing.

Necros now that they are looking at energy management are already finding how effective SoLS is ... do you realize you get two skills essentially for the price of one there? SoLS = SR at 50% (kinda)

SR is a pretty amazing "skill", and btw 5 second cooldown skills are usually considered "spammable"

So what would I like to see? Well ...

- I'd like to see corpses get "reaped" ... reap a corpse, get the nrg boost, can't reap that corpse again, but another one thats been long dead can be. (essentially remove my original SR skill descriptions clause "as it dies")
- of course, spirits and minions dont leave corpses to reap, flesh golems do though.
- The 5 second thing was excellent ... it made sense to me ... keep it.
- Exploited corpses get hard and crusty, I can't imagine a soul would stick around in a corpse like that to get reaped. exploited corpse = invalid SR target

My 2 cents,
tea
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Old Apr 28, 2007, 02:17 PM // 14:17   #109
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SoLs is not effective energy managment and is, in my opinion, a waste of a slot. Gimped SR still works for most purposes. I'm able to run my SS just fine but SoLS is just not the bees knees when it comes to e managment for necros. Hopefully GWEN will fix that.
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Old Apr 28, 2007, 08:08 PM // 20:08   #110
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are you joking? signet of lost souls is amazing e-management. If you are playing any type of degen hexer bar or pretty much anything at all, you will, at points, have people under 50%. There, a free 8 energy every 8 seconds. That is basically equal to an additional 3 pips of energy regen. How the hell is that NOT GOOD EMANAGEMENT? Granted its conditional, but free 8-9 energy + the health boost, which is actually pretty significant, is absolutley amazing. Next, if you want beefier emanagement, use offering of blood. It's there for a reason, and no, not to make touch rangers better. Back in the day, necro hexers actually used this skill. You can use it too!

Seriously, if you learn to play, you'd find that your once leet "omg, i summon 302984 minions and have 75/75 energy even with -2 regen all the time" class is actually better now because it now requires some level of actual skill and maybe idiots like you aren't meant to play such a class?
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Old May 01, 2007, 12:59 AM // 00:59   #111
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This nerf is, in my opinion, a good decision for the sake of balancing the different professions... but if they wanted everybody to be happy stay away from Soul Reaping. Soul Reaping is the bones in the minions we cast. The constant energy serge just sets the limit to how quickly we can get our minions off. I have played a blood spike necro (PvE style), my SS necro, and my minion master necro and found few obsticles in my path. Yes, this hurt. Energy is now not as simple to manage. But what is the basis behind all support skills for minions? Sacrifice your health for the greater doom. I substituted my elite (switched constantly between Jagged and Fleshy depending on what I'm doing) to a simple Offering of Blood. Of course I compensated this loss in other areas like replacing my bone fiends (too much energy to cast) with a less expensive vampire horror. This brought me constant health which helped me stay alive with the Offering of Blood. A pro gamer overcomes all obsticles in his (or her) way. This is just one more obsticle needed to be taken care of. Also, if you think about it, with all the time you spend recharging your minion spells you can live with that 5 second limit.

I believe this is an over-reaction to a simple problem. Exploit the resources given to you. That handy secondary profession thing guildwars gives us may be one of these fine resources. I'm sure most of you forgot about this little tool but it is actually quite simple to use. One, you had one of these things since the beginning of the game. Two, you can change them... that's right, guildwars put in this option so you can easily access different exploits to create a build that works, and with the recent updates you don't even have to go back to a secondary profession changer to switch to something easy to use.

Here is my message to all of you stubborn fools who believe everything is lost with necromancers. Get through it. You used your brain and bought the dang game now use the brain again and play it. Every other profession has to compensate for their losses now compensate for the only Necromancer one around.
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Old May 01, 2007, 03:13 PM // 15:13   #112
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Soul Reaping as an attribute is balanced, soul reaping as a skill attribute is not. How many skills are there for Expertise, Divine Favor, Strength, Critical Strike, Mysticism, Leadership, Spawning?

Energy Storage has some skills, Fast Casting has a few skills too. When the Necromancer first came out, it had to have an edge, why? Because there were no skills associated with Soul Reaping.

When Factions came out, every class received additional skills, normal and elites. Necromancers received 2 elites and 0 normal skills. With Night Fall, Soul Reaping received one more elite and 2 normal skills. A total of 5 skills, of which 3 are elites. Where is the balance in this?

Did Spawning get nerfed? Did Strength? How about Expertise? Divine Favor? Nope, they maintain their "energy maintanence" and they have way more skills. Soul Reaping, yes without a doubt, the most energy maintaining attribute in the game, but since it has been the only one "adjusted" to make the game more balanced, it seems even more unbalanced now.

1) Soul Reaping relies on the death of other things in the area to gain any benefit.
2) Soul Reaping has 5 skills in total to it, the least in the game.
3) Reduced energy regain when spirits die (I think that is a good idea to do).

To make it more balanced, I think Soul Reaping should have like 15 more skills to it (maybe 3 of them elites) when Eyes To The North comes out. At least, then it may be better off as an attribute for balancing purposes.
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Old May 01, 2007, 04:43 PM // 16:43   #113
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Quote:
Originally Posted by samcobra
are you joking? signet of lost souls is amazing e-management. If you are playing any type of degen hexer bar or pretty much anything at all, you will, at points, have people under 50%. There, a free 8 energy every 8 seconds. That is basically equal to an additional 3 pips of energy regen. How the hell is that NOT GOOD EMANAGEMENT? Granted its conditional, but free 8-9 energy + the health boost, which is actually pretty significant, is absolutley amazing. Next, if you want beefier emanagement, use offering of blood. It's there for a reason, and no, not to make touch rangers better. Back in the day, necro hexers actually used this skill. You can use it too!

Seriously, if you learn to play, you'd find that your once leet "omg, i summon 302984 minions and have 75/75 energy even with -2 regen all the time" class is actually better now because it now requires some level of actual skill and maybe idiots like you aren't meant to play such a class?
I'm going to pretend you didn't type that last paragraph because you were doing so well and I was respecting your opinion until you had to go and type that. That being said here is my thing. SoLS is conditional. Conditional e management is not efficient e management and it's not even a core skill. Most other e management skills, the Inspiration line in particular, are target and shoot skills. You target an enemy you hit the button and you gain energy without having to make sure certain conditions are met. Gimped SR is still better than SoLS. Offering of Blood is an elite skill and if you have to use an elite skill for e management then you're gimping yourself. I don't remember anyone, at least not anyone effective, ever using this skill for a hex build "back in the day" and I had this game from day one. I'd rather use my elite slot for something that will cause damage or support someone besides myself.

What I basically get from your post is that I should show my "skill" by using an ineffective conditional e management skill or by using a gimped build with no elite damage or support hexes. I didn't know gross inefficiency and general build incompetence was a sign of skill. I don't think your suggestions will work for me or my play style,which ,I reiterate, is apparently not affected by the SR nerf and so I must be doing something right as far as my energy is concerned. I'd still like to see more active e managment skills added to the SR line and I still hope GW:EN will fix this.
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Old May 01, 2007, 04:50 PM // 16:50   #114
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Quote:
Originally Posted by Pick Me
Soul Reaping as an attribute is balanced, soul reaping as a skill attribute is not. How many skills are there for Expertise, Divine Favor, Strength, Critical Strike, Mysticism, Leadership, Spawning?

Energy Storage has some skills, Fast Casting has a few skills too. When the Necromancer first came out, it had to have an edge, why? Because there were no skills associated with Soul Reaping.

When Factions came out, every class received additional skills, normal and elites. Necromancers received 2 elites and 0 normal skills. With Night Fall, Soul Reaping received one more elite and 2 normal skills. A total of 5 skills, of which 3 are elites. Where is the balance in this?

Did Spawning get nerfed? Did Strength? How about Expertise? Divine Favor? Nope, they maintain their "energy maintanence" and they have way more skills. Soul Reaping, yes without a doubt, the most energy maintaining attribute in the game, but since it has been the only one "adjusted" to make the game more balanced, it seems even more unbalanced now.

1) Soul Reaping relies on the death of other things in the area to gain any benefit.
2) Soul Reaping has 5 skills in total to it, the least in the game.
3) Reduced energy regain when spirits die (I think that is a good idea to do).

To make it more balanced, I think Soul Reaping should have like 15 more skills to it (maybe 3 of them elites) when Eyes To The North comes out. At least, then it may be better off as an attribute for balancing purposes.
A number of skills linked to an attribute does not determine the balance of the attribute.

[skill]Icy Veins[/skill] and [skill]Reaper's Mark[/skill] were two of the most powerful necro (reaper's mark still being very useful) skills in the game.

The problem was that a necro was able to have near infinite energy with the soul reaping inherent ability - no other primary attribute did that.

It was passive energy management working far better than any available active energy management.

Adding more skills would only cause a further imbalance (unless you're trying to say more SR skills would bring necros up to date with every other profession, but that is stupid because necromancers are one of the strongest professions).

Last edited by ZenRgy; May 01, 2007 at 05:05 PM // 17:05..
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Old May 01, 2007, 04:54 PM // 16:54   #115
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You have to admit though adding a few reasonable core active e management skills to SR wouldn't hurt and would encourage people to play necromancers with active e managment instead of whining about the SR nerf.
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Old May 01, 2007, 05:04 PM // 17:04   #116
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Originally Posted by Str0b0
Conditional e management is not efficient e management and it's not even a core skill. Most other e management skills, the Inspiration line in particular, are target and shoot skills. You target an enemy you hit the button and you gain energy without having to make sure certain conditions are met.
The non conditional inspiration e-management skills pretty much blow.

Signet of lost souls is much better than... any mesmer inspiration skill that is on a necro for energy management.

Most inspiration skills

A) Require to interrupt in order to gain energy (a much harder condition to meet than < 50% hp)
B) Have a high cast time (due to balance fast casting)
C) Have other conditions which are more difficult than < 50% hp
D) Have a high recharge

Signet of lost souls is a signet (no energy cost) has an 8 second recharge, a 1/4 cast, an easy to meet condition (provided your group / you have damage) and runs in the soul reaping attribute which you should already have a health investment in.
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Old May 01, 2007, 05:15 PM // 17:15   #117
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It has it's merits but it just doesn't work for me and in my opinion is worthless. I do not want to play the game like a monk watching little red bars, which is effectively what you have to do with SoLS to gain the energy benefit. You're watching the enemies little red bars and hoping that a monk doesn't heal your target and screw you. I would infinitely prefer a non conditional skill that I could fire off on the rare occasions that energy gets tight for me. As I said in my earlier post though SoLS still pales in comparison to even the now gimped version of SR we have. I find that if I delay my hex casting by about a 2 count as I spread my hex around the mob I can achieve an optimum energy gain through SR without having to worry about condition of the enemy. So why would I want to use SoLS for its piddly conditional gain when I can just modify my casting routine slightly and get SR's nice fat gain on almost every death?
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Old May 01, 2007, 05:22 PM // 17:22   #118
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For extra energy in situations where you NEED the energy or where mobs are usually dying together.

Signet of Lost Souls is still a lot better than most inspiration skills and I will never consider it useless unless they nerfed (but it's not imba)
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Old May 01, 2007, 05:31 PM // 17:31   #119
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Agreed in those instances it could prove useful, but to me it's like jumping into a pit of broken glass and being glad you have a band aid. You could have simply not jumped in the pit in the first place. A little alteration to your casting routine can net you a higher energy gain than SoLS rather than keeping the same routine and then relying on the band aid of SoLS to help your energy. Our difference of opinion on this sounds more like a difference in play styles to be honest.
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Old May 01, 2007, 06:01 PM // 18:01   #120
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Quote:
Originally Posted by ZenRgy
A number of skills linked to an attribute does not determine the balance of the attribute.

[skill]Icy Veins[/skill] and [skill]Reaper's Mark[/skill] were two of the most powerful necro (reaper's mark still being very useful) skills in the game.

The problem was that a necro was able to have near infinite energy with the soul reaping inherent ability - no other primary attribute did that.

It was passive energy management working far better than any available active energy management.

Adding more skills would only cause a further imbalance (unless you're trying to say more SR skills would bring necros up to date with every other profession, but that is stupid because necromancers are one of the strongest professions).
Yes, we had infinite amount of energy, but I think that was for compensation for a lack of skills available.

The nerf came about because of Reaper's Mark and Signet of Lost Souls, since both are linked to Soul Reaping, and both give energy back. So getting obscene amounts of energy from SR + RM + SoLS, that it just too much (you hit your max and then sum for energy).

But where is the balance for skills then? Balance the attribute only, I can see. Yes, Necromancers have great skills and a passive way to regain energy. Warriors have passive penetration damage so they don't need as much energy to use, not only that, they have 2 pips of regen, but have adrenaline to compensate. Monks have Divine Favor so they don't have to use as much energy to heal. Ritualists have nothing for any non-spirit skills where Spawning is concerned.

I get your point about Soul Reaping, the best attribute in the game. So, let's look, Death Magic minion limit, mainly for MMing, but inadvertantly, reduces the amount of energy regained from SR, because of the limits of things dying (less minions = less things dying). Reducing SR's ability to regain energy from the demise from spirits. Now the 5 second recharge time on an attribute.

I think they should have just said, you gain 1 energy for every 2 or 3 points into Soul Reaping instead. At least that would make things a bit more managable for energy maintanence, and if enough things die, then necros can still get energy each time things die (not waiting around for 5 seconds).

I don't think it is stupid to make things balanced. Skill selection is still down to 8 slots. Look at how many skills that are unused because people can't see the validity of them. Reducing the use of an attribute, that also has few skills (yes, the few skills that exist are very good), it still seems that Necros are give the back hand from time to time.

I'm not crying about the nerf, I deal with it just like everyone else, I just find it hard to see how "balancing" means, reducing the abilities of somethings and saying, now things are balanced.
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