Feb 06, 2008, 08:58 PM // 20:58
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#1
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Wilds Pathfinder
Join Date: Jul 2005
Guild: NA
Profession: N/Me
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Necro Buff
These are all the changes made. Necro didn't get nerfed at all and seem to reap most of the benefit from this latest patch. I'm personally really happy about the change to Hexer's Vigor. I'm surprise at all the low energy skills now avail. to Necro. What's the general consensus?
Hexer's Vigor: decreased casting time to .25 seconds.
Chilblains: increased number of enchantments removed to 1..2.
Plague Touch: increased number of conditions transferred to 1..3.
Blood is Power: decreased Energy cost to 1.
Wallow's Bite: decreased Energy cost to 1.
Touch of Agony: decreased Energy cost to 1.
Dark Pact: decreased Energy cost to 1.
Demonic Flesh: decreased Energy cost to 1.
Blood Renewal: decreased Energy cost to 1.
Blood Ritual: decreased Energy cost to 5.
Offering of Blood: decreased Energy cost to 1.
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Feb 06, 2008, 09:16 PM // 21:16
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#2
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Wilds Pathfinder
Join Date: Mar 2006
Profession: Mo/Me
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necro or ranger toucher ftw~XD
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Feb 06, 2008, 09:19 PM // 21:19
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#3
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Frost Gate Guardian
Join Date: Aug 2007
Guild: Writhe in Pain
Profession: Mo/
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omfg..... 1 energy for all the health Sac skills.... actually I think that might make more sense your loosing health instead right? BiP and OoB is now like giving/getting free energy now.
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Feb 06, 2008, 09:24 PM // 21:24
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#4
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Furnace Stoker
Join Date: Nov 2006
Profession: D/W
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BiP buff is cool. touchers got a pretty big buff. we might start seeing some of these skills like dark pact on a few bars.
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Feb 06, 2008, 09:29 PM // 21:29
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#5
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Forge Runner
Join Date: Apr 2007
Location: Reactive Hexing Sucks
Guild: [Thay]
Profession: N/
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Some of these changes are great, others are redundant to bad.
The buffs to Hexer's Vigor and Chilblains are welcome. However, the buff to Chilblains simply means if anyone's going to pack it it's STILL going to be a Me/N in PvP with a shitty 8 or more in Curses, and Auspicious Incantation. The spell is almost completely useless for PvE.
The changes to the costs of the DD spells are weird. Actually they're beyond weird. It's not the cost that's at fault, it's the effect. This is also, notably, the first time a spell has ever cost 1 energy, as far as I know.
Very puzzled no changes to any Curses skills (well, except Plague Touch).
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Feb 06, 2008, 09:46 PM // 21:46
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#6
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Forge Runner
Join Date: Apr 2007
Location: Reactive Hexing Sucks
Guild: [Thay]
Profession: N/
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I think I get the general idea now. Stuff with sac costs 1e, so Masochism + Dark Pact returns 2-3 energy gain.
It's interesting but I don't know if it will see play.
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Feb 06, 2008, 09:47 PM // 21:47
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#7
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Wilds Pathfinder
Join Date: Jul 2005
Guild: NA
Profession: N/Me
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Yea, it's wierd. I just mentioned in AB a few days ago that I thought their should be some 1 energy skills out there.
With Ranger Expertise, will this make touch skills req. no energy to use?
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Feb 06, 2008, 10:05 PM // 22:05
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#8
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Wilds Pathfinder
Join Date: Oct 2005
Location: England
Guild: Blood On The Worlds Hands
Profession: W/
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Quote:
Originally Posted by Flem
Yea, it's wierd. I just mentioned in AB a few days ago that I thought their should be some 1 energy skills out there.
With Ranger Expertise, will this make touch skills req. no energy to use?
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I think if it costs energy it HAS to cost energy, and experties only rounds up.
Thats a massive guess, but i don't think we'll be getting free skills on a ranger.
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Feb 06, 2008, 10:07 PM // 22:07
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#9
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Wilds Pathfinder
Join Date: Oct 2007
Location: USA
Guild: DMI
Profession: N/
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Quote:
Originally Posted by Flem
I'm personally really happy about the change to Hexer's Vigor
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So am I. I loved HV before and even more now.
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Feb 06, 2008, 10:21 PM // 22:21
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#10
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Lion's Arch Merchant
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I love my necro dearly, I really do. But because of this update my third illusion build has been killed by anet. They killed it to death...but hey, great, lots of good skills now for my blood spiker.
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Feb 06, 2008, 10:36 PM // 22:36
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#11
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Jungle Guide
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the skills are just... lol...
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Feb 06, 2008, 10:58 PM // 22:58
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#12
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Desert Nomad
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Quote:
Originally Posted by Flem
1: Hexer's Vigor: decreased casting time to .25 seconds.
2: Chilblains: increased number of enchantments removed to 1..2.
3: Plague Touch: increased number of conditions transferred to 1..3.
4: Blood is Power: decreased Energy cost to 1.
5: Wallow's Bite: decreased Energy cost to 1.
6: Touch of Agony: decreased Energy cost to 1.
7: Dark Pact: decreased Energy cost to 1.
8: Demonic Flesh: decreased Energy cost to 1.
9: Blood Renewal: decreased Energy cost to 1.
10: Blood Ritual: decreased Energy cost to 5.
11: Offering of Blood: decreased Energy cost to 1.
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1: Nice buff. If it was 8+ regen at 12-13 soul reaping, I might use it. I'll probably just stick with Restful breeze though.
2: Decent I guess, still wont bother with it.
3: Good one for the melee.
4: BiP builds are kinda fun, this is a good buff. Sucks that BiP's arn't usually needed though.
5/6: Untill they turn into half range spells, they won't have much use outside silly touch builds.
7: Could use a slight sac decrease.
8: Still don't think I'll use it.
9: I used this in SV builds before - not a massive buff but a nice one.
10: I like this one alot, even though I don't use BR often. I think ill slap it on a D/N orders.
11: With all these energy buffs and the use of Masochism, OoB might seems a little out of place in the blood line. I'd definitely try it out if it was in Soul Reaping/Death magic.
Last edited by Cathode_Reborn; Feb 06, 2008 at 11:00 PM // 23:00..
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Feb 07, 2008, 12:49 AM // 00:49
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#13
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Frost Gate Guardian
Join Date: Aug 2005
Profession: N/
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Quote:
Originally Posted by Flem
I'm surprise at all the low energy skills now avail. to Necro. What's the general consensus?
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fail.
the energy cost was never the problem with those skills.
Jayce Of Underworld
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Feb 08, 2008, 08:07 AM // 08:07
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#14
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Lion's Arch Merchant
Join Date: Oct 2007
Guild: The Underground PvP Society (PVPS)
Profession: N/Mo
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Quote:
Originally Posted by jayce
fail.
the energy cost was never the problem with those skills.
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I agree. Out of that list, the only skill I would still use are the few that already had use.
The low cost Dark Pact might be interesting. But in my experience in the past, running out of health was more of a problem than running out of energy. I still don't think it will be of any use outside of a Ravenous Gaze gimmick build, or some other life stealing bar.
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Feb 11, 2008, 05:40 PM // 17:40
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#15
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Academy Page
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it's more of a logical update than anything...
why should you have to spend energy to sacrifice health, to get the desired effect?
It's almost like double taxation...
Big deal, now you only get taxed once to use a shitty skill, haha
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Feb 12, 2008, 05:04 AM // 05:04
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#16
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Wilds Pathfinder
Join Date: Jun 2007
Profession: N/
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Actually, I see another side of it.
I suspect that Soul Reaping is going to take a(nother) hit, now that they can say that Necro spells have lower energy cost. More spells might have health sacrifice in exchange for energy cost as a result.
Lets see how it pans out. Welcome back, Blood Attribute...
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Feb 12, 2008, 11:17 AM // 11:17
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#17
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I like yumy food!
Join Date: Jan 2006
Location: Where I can eat yumy food
Guild: Dead Alley [dR]
Profession: Mo/R
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Quote:
Originally Posted by arsie
I suspect that Soul Reaping is going to take a(nother) hit, now that they can say that Necro spells have lower energy cost.
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They never used that argument to nerf Soul Reaping. Conspiracy theory with no basis is stupid.
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Feb 12, 2008, 11:22 AM // 11:22
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#18
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Frost Gate Guardian
Join Date: Aug 2005
Profession: N/
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Quote:
Originally Posted by arsie
Actually, I see another side of it.
I suspect that Soul Reaping is going to take a(nother) hit, now that they can say that Necro spells have lower energy cost. More spells might have health sacrifice in exchange for energy cost as a result.
Lets see how it pans out. Welcome back, Blood Attribute...
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i do not mind if soul reaping takes another hit in exchange for a sacrifice cost system as long as they:
A) include some serious buffs to the necromancer's self healing skill
B) change the sacrifice cost from maximum health to current health
should be straight heals as oppose to regeneration and, if possible, a reduction of sacrifice cost across the board for each attribute point in soul reaping.
Jayce Of Underworld
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Feb 12, 2008, 03:43 PM // 15:43
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#19
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Lion's Arch Merchant
Join Date: Oct 2007
Guild: The Underground PvP Society (PVPS)
Profession: N/Mo
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Quote:
Originally Posted by jayce
B) change the sacrifice cost from maximum health to current health
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For the love of God, yes.
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Feb 13, 2008, 02:03 AM // 02:03
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#20
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Jungle Guide
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I would have preferred to see the energy cost kept the same as before, but have the health sacrifice reduced. At 13 blood, dark pact does, IIRC, 43 damage. It's not the energy cost that's a problem there, it's the 10% sac. Blood of the aggressor is only 5% and steals the health if the enemy is attacking. Dark pact should only have a 5% sac at most.
I don't think we'll ever see "free" spells; that is the domain of signets. You find a similar situation w/ blood renewal - unless you are going to use it preemptively, which is hard to do w/ only a 10 second duration, then it is pointless. Make the duration 15-20 secs, and the sac only 15%...
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