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Old Dec 12, 2007, 10:13 AM // 10:13   #301
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Quote:
Originally Posted by Sab
Re: Moloch Vein

Still, I can't see how removing the timer is a solution for anything. In PvE, SR is strong enough already, and in PvP, the whole Necro profession needs to be reworked.
Well, removing the timer will solve something for a number of PvE players like myself.
I agree however that there is a basic design flaw. Not just for necro's mind you. To me the basic flaw is that some primary's can be used of course only by having the primary but grants you advantages for skill use of your secondary. The fact that there is a big difference between primary attributes as in some carry over their effects on the secondary and some do to various different extents is wron in my view.
I still think it's strange that expertise works on vampiric bite for example, making rangers excellent and being touchers.
The necro/rit builds prove the same points.
The primary attributes are too different from each other to talk of comparable strengths and some can too easily be abused. I think that when we talk about redesigning primary's it's all of them that need to be looked at and not just the necro redesign.
It stands to logic that if you can only get a primary attribute by being the primary that it would have it's best advantage and use for skill use of the primary. This is in some cases not the situation and that to me is the main issue.
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Old Dec 12, 2007, 10:40 AM // 10:40   #302
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Never going to happen. They certainly won't undo all the hard work they did by picking necro apart in the first place.
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Old Dec 12, 2007, 01:34 PM // 13:34   #303
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I notice now that my attempt to revive the discussion, to which I was pointed by Sab, resulted in a very quick lockdown of the thread.

Nice going.
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Old Dec 12, 2007, 01:43 PM // 13:43   #304
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its open again moloch.
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Old Dec 13, 2007, 01:18 AM // 01:18   #305
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Quote:
Originally Posted by Sab
In PvE, SR is strong enough already, and in PvP, the whole Necro profession needs to be reworked.
It's still a bit too tight on higher end MM builds, especially in HM, where energy is extremely sensitive to miscasts, interrupts, energy steals and such. Losing even a single cast of Fiends can be devastating. I find myself having to pull things out of the fire on too many occassions, and while I expect that to happen from time to time, especially in HM, I don't enjoy living on the brink of doom all the time.

Part of the problem is that some of the key spells for MMs actually interfere with SR, which is of course not only bad, but probably not an intended result on Anet's part.

The biggest offender here is Shambling Horrors, and to a lesser extent: Jagged Bones and OoU, although the last two at least offset the SR issue with additional damage. But Shamblings can absolutely screw your SR returns into the ground, due to the combined way they interact with the minion cap and the SR timer. At some point, you'll raise one minion and have several SHs rollover, firing all your SR trigger at once, and also overflowing much of that return. This leaves you in a bad place if you need to animate more corpses.

I proposed two solutions earlier on this thread that solve this problem, while still not screwing up PvP.

Last edited by Carinae; Dec 13, 2007 at 01:20 AM // 01:20..
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