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Old Apr 06, 2007, 02:37 PM // 14:37   #81
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Quote:
Originally Posted by Bowstring Badass
On a side note how does everyone like the skill changes? lol
there ok, happy that crippling slash got a much needed buff though
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Old Apr 06, 2007, 02:37 PM // 14:37   #82
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/notsigned

the necro needed to be changed, they were becoming a pool of energy especially in ab. I think Anet have done a good thing in changing what they did so: "Thank You Anet"
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Old Apr 06, 2007, 02:40 PM // 14:40   #83
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Quote:
Originally Posted by Macktar Wang
How many of you would be complaining if this adjustment were to state "Soul Reaping no longer applies to spirits and minions." ?
I believe that would have been the correct way to handle this issue.
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Old Apr 06, 2007, 02:40 PM // 14:40   #84
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Quote:
Originally Posted by Mike_version2
there ok, happy that crippling slash got a much needed buff though
No longer need Sever :P.
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Old Apr 06, 2007, 02:45 PM // 14:45   #85
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Quote:
Originally Posted by Mercy's Mirror
I believe that would have been the correct way to handle this issue.
Last I heard, this was a trial skill update, and subject to final adjustment. I guess we can wait and see. Maybe this can still happen.
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Old Apr 06, 2007, 02:50 PM // 14:50   #86
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Which is why I came out of Lurk mode to voice my unhappiness at this change.
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Old Apr 06, 2007, 03:34 PM // 15:34   #87
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Quote:
Originally Posted by elsalamandra
gods gift to pvp Lord Mendes who is full of himself he could fill the whole universe.
I'm pretty sure he is better at the game than you are.
Necro's have been able to spam 15-25 energy skills on recharge for almost two years. Does that mean it's either balanced or fair? No. Necromancers just got spoiled with infinite energy and got used to it. being used to something has nothing to do with if it's balanced or not.
I'll say it again, Soul Reaping let necro's use skills from their secondary that otherwise would've been balanced by their energy cost. If spamming Conjure Nightmare and Conjure Phantasm on recharge is not overpowered, please tell me what is.
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Old Apr 06, 2007, 03:39 PM // 15:39   #88
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Quote:
Originally Posted by puhhehehee
they never nerfed soul reaping since the release of first gw and now this?
Your knowledge of the history of skill balances is lacking, as they have balanced Soul Reaping on at least one other occasion, when they changed the way it benefited from the "death" of spirits and summoned creatures (half of Attribute level received in energy rather than full attribute level). A little while after this, Jagged Bones, combined with Soul Reaping and Spirits / summoned creatures was a problem, so the skill Jagged Bones was balanced. And now, because of continued abuse of Soul Reaping in conjunction with the spamming of spirits and summoned creatures, ArenaNet has taken a more affirmative action sort of step in the direction of stopping it. It hasn't really effected the Necromancers of PvE on a scale of usefulness, as they have been far outclassed by Searing Flames Elementalists for a good while now. This just makes players of PvE Necromancers realize that they are outclassed (or, that is, they might realize that, if they weren't too busy being stubborn and arguing like children on various forums instead of actually calming down and being reasonable).

As always people, remember, it's just a game. You paid for the access, not the upgrades. If the free upgrades are sending you into a fit of rage, try taking a break, and doing something less stressful.

Now, honestly, this thread is a already pile of borderline flame-bait, and I am going to be watching it very closely to see how far it degrades. If it gets to the "point of no return", so to speak, it's gone. Consider this a formal warning.
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Old Apr 06, 2007, 03:43 PM // 15:43   #89
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Originally Posted by erfweiss

Heck, even GoLE works, even for 10 e for two spells.
GoLE is now Energy Storage attrib
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Old Apr 06, 2007, 03:47 PM // 15:47   #90
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it scales 10-19energy.

and you can equip other classes primary skills.
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Old Apr 06, 2007, 03:49 PM // 15:49   #91
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This was a much needed nerf. Also, the OP is apparently clueless judging by the fact that he posted something about nerfing all the other primary atts. Compared to soulreaping, the other primary atts were insanely underpowered. While I think the nerf may have hit PvE a bit hard, it needed to happen regardless. Maybe they will tweak it a bit later, lower it to 3 seconds but no summoned creatures or something.

/notsigned
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Old Apr 06, 2007, 03:50 PM // 15:50   #92
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I can understand the method they chose being chose over the no SR off spirits. With the way it now is Soul Reaping is also less of a insanely good tool come VoD (NPCs dropping left right and center giving infinited energy at stand).
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Old Apr 06, 2007, 03:53 PM // 15:53   #93
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Quote:
Originally Posted by Trakata
Well, Master of Whispers never seemed to have a problem with energy. I'm not going to say either way, since I haven't actually played my Necro yet, but if a Hero can manage energy almost exactly the same as he did before, casting the same spells (Minions, even Heal Area which he spams too much), then maybe people need to rethink their strategy of casting?
I saw that as well...

He was doing pretty good, so i think really we need to rethink certain builds. Thing is though i made some "custom" builds that were all about 16 in soul reaping. While the update makes it a little harder for me to run em, I just have to tinker with them to get the bugs out.

But one reason I hate this update is this. Soul Reaping is the only attribute with a recharge time. -_-

But even with this "balance" its still the best form of energy managment in the game.
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Old Apr 06, 2007, 03:55 PM // 15:55   #94
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Quote:
Originally Posted by Lord Mendes
This can mean going /E just to take Glyph of Lesser energy (aswell as signet of lost souls), or /Mes to take some inspiration energy management.
I did invest in energy management, you fool. I invested -75 hitpoints and 97 attribute points in it. Now you're telling me that this just "isn't enough" and that I need to get a secondary to help manage energy.

This nerf isn't just on necromancers. Every time a minion saved you from taking the force of a warrior, thank a necromancer for doing his job. Necromancers are fragile, yet they continue to come up to the task.

We already have:

No instant interupts
The ability to be easily countered by hex removal
A very large weakness to AOE with minions
To sacrifice health on a large minority of our spells
To stay away from the frontline


Necromancers ALREADY ARE support casters. Weakening them further isn't going to just hurt us—it's going to hurt you when there's no minion to take your damage or no hex to disable the enemy.

Quote:
Originally Posted by Mercy's Mirror
Perhaps what angers me most about this whole issue is that Necromancers are expected to be nothing more than *cough* 'support' characters. With this nerf, it appears we've been relegated to the back of the classroom. I find that incredibly insulting.
As do I. I'm sick of having my necromancer nerfed simply because I'm smart enough to create a multifaceted build. Make this update apply to PvP ONLY. Many missions are already hard enough, even with a fully loaded minion master. Don't believe me? See you in Vizunah Square...
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Old Apr 06, 2007, 03:58 PM // 15:58   #95
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I don't play necro but jeez give them their soul reaping back never had a problem with it
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Old Apr 06, 2007, 04:15 PM // 16:15   #96
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Quote:
Originally Posted by yesitsrob
I can understand the method they chose being chose over the no SR off spirits. With the way it now is Soul Reaping is also less of a insanely good tool come VoD (NPCs dropping left right and center giving infinited energy at stand).
Umm... exactly how many NPCs do you think usually makes it to VoD? Also, do you realise that those NPCs don't always die altogether within a 5-second time frame?

/signed - too drastic a change
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Old Apr 06, 2007, 04:26 PM // 16:26   #97
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Quote:
Originally Posted by Soul of the Scythe
That would make it realistically useless in PvP....
good update Anet
That's the idea!!! Then the ABUSE of SR will stop.
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Old Apr 06, 2007, 04:30 PM // 16:30   #98
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Necros were overpowered and in all the past skill balances, they've always seemed to be the least nerfed class.
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Old Apr 06, 2007, 04:34 PM // 16:34   #99
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Quote:
Originally Posted by Thomas.knbk
I'll say it again, Soul Reaping let necro's use skills from their secondary that otherwise would've been balanced by their energy cost.
That's not entirely true. Many Necromancers stick to their primary so they can be more effective by not scattering their attributes too thin by utilizing them in other secondary professions.

Granted, you're probably more likely to find secondary professions being utilized for energy in a PvP situation, but ANet needs to realize that a big part of their meal ticket is being paid for by PvErs.

It's good to know that when I'm playing my Necro that I'm really nothing more than support for my Heroes and Henchmen, since, of course, I "never play alone" anymore. :\
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Old Apr 06, 2007, 04:46 PM // 16:46   #100
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Quote:
Originally Posted by Lord Glathil
I did invest in energy management, you fool. I invested -75 hitpoints and 97 attribute points in it. Now you're telling me that this just "isn't enough" and that I need to get a secondary to help manage energy.
Can any other mechanic in the game give you these amounts of energy in exchange for 97 attribute points, -75 HP and ZERO skill slots? No? Rite, then it's imbalanced with the rest of the game.
Quote:
Originally Posted by Mercy's Mirror
Granted, you're probably more likely to find secondary professions being utilized for energy in a PvP situation, but ANet needs to realize that a big part of their meal ticket is being paid for by PvErs.
The PvE'ers need to realize that PvP balance is more important than PvE 'balance' (which doesn't even exist because the game is built to make you stronger than the mobs)
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