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Everything posted by Baphometh

  1. Lvl 32 here and didn't get it Edit: Got the Book of Oblivion after some time on Br Server. Ty
  2. I don't think comparing physical and magical damage like that makes sense. Most of the time magic damage is applied through abilities and very often they're AoE or defensive. On the other hand Physical damage is more of a auto attack/single target thing. So, you have to account for a bunch of other things, like attack speed, the stats that the weapons give and their auto attack cd, etc.
  3. I wonder if this will work like some relics do now, like if multiple enemies attack at the same time all of them get debuffed dont think it's far from reality
  4. I actually can't believe these changes will go through for the Necro. Are we playing the same game??? Even thought I dont think they listen to what I say, I'll try, because if this goes through I'll have to stop playing the only class I like... Increase cd to 14~ sec if you want but don't forget that Poison Spit has a cd of 9 and deals the least amount of damage out of all ranged base dmg skills because of the combo with this skill. I say remove the combo and compensate with reduced cd and higher dmg to Poison Spit. Yes, this skill can be too strong in some situations, like 1v1s, but in crowded fights it's useless, in world pvp enemies usually hit mobs and you no longer have a """stun""" as people say. I think they forgot to mention that it's now AoE like the Rog/Sk Sleep?? Beating a dead horse. Do they realize this is the only ability in the game that ONLY WORKS if there are 2 enemies or more??? So this is useless against one enemies, that's why 99% of Necros dont waste points in this. Also, where are the totem changes?
  5. At the moment of making the post I didn't want to include the shield because I thought it was just a number problem and I wanted to make a post about things that need changes beyond that. But honestly, maybe it needs a mechanical change too. I think they should make the shield withstand damage based on the target defenses or something like that. I'll edit and include it.
  6. I'm talking about both skills fundamentally, so it wont ever change with cdr or relics, unless we compare a necro with high cdr and relic to a priest with nothing. The problem is that Poison spit deals less damage and has a higher cd than Harad's tear and I get it, it's because Poison spit deals double damage with the combo, but my point is that the combo is hard to use in most situations, like in bosses the chance is too low (45%, more than likely to not happen) and in pvp it's only usable in 1v1 and maybe 2v2. In even more crowded fights we can't sit there and use deathly eye two times and poison, so in my opinion, better not to have any combo and a lower cd and higher damage base skill like the Priest has. Hope you get my point
  7. That's another skill that needs change. Weird how one of the most fragile class in the game has a melee range cc, lmao. I didn't add it to the post, because as it is now, at least, cucks BDs -without resist skill active- and seeker and I love that, but I agree it should be changed to some sort of AoE cc, on the selected area, not around the necro.
  8. Lasts 1.5 sec more than the druid's root both 5/5 when the druid's root has 1 more range and doesn't cancel with damage. Also druid's root has 13 cd and nightmares 15 sec. My main complaint about this skill is that it's useless in crowded fights leaving the necro, a fragile class, with nothing when all the other healers can still use their base control/defensive skills. Well, if it lasts too long, make it last for shorter, but make it still functional in crowded fights. It's too situational.
  9. Going 5v5 as necro is depressing. Every skill becomes useless or does too little, we're supposed to be an offensive support, but it's only for Pve apparently. We're just just annoying in 1v1's with Panic, Nightmares and Mental pit, being able to kill even stronger enemies if they have no resist, but I'd trade this for being useful in 5v5s any day.
  10. Amazing ideia. I think it'd be fun to use something like this
  11. Yeah, my complaint about the Poison Shield and Rain combo is more due to the fact that it's hard to use in pvp, since there's the global expert skill cooldown in between, I think that if the combo were with a base skill it would just be smoother, but for sure it isnt really a big problem rn. However I think that Poison shield alone should do more, feels like an outdated skill made for lab :/
  12. I am making this post hoping that the upcoming massive rebalance isn't just about buffing and nerfing skills with numbers. Some classes and abilities need bigger changes, more than just numbers and I think the Necromancer falls into that category. I think the main problem with the necromancer is having too many situational skills, so, I'm gonna try to shine some light on what specifically are the problems of all the skills I think needs changed. Poison Spit & Deathly Eye Problems: I've already made a post about this specifically Deathly Eye + Poison Spittle change, but to sum it up, I just think this is an outdated combo, currently you can't really use this in pvp fights mostly because you need to sit there and use 3 skills to deal damage of 2 and it's a DoT, the problem isn't even cooldown, it's more of casting time issue, so you only get the full value of this combo in pvp in 1v1s, maybe 2v2s. Pve wise, the chance is too low at all levels against bosses, annoyingly low. The only real value you get of this combo is killing strong monsters. Solution: Increase the cooldown of Deathly Eye and give it a stronger effect, lower the cooldown of Poison Spit, increase damage and give a chance of a poison effect to happen. Make it just like the Priest dmg and debuff base skills. Nightmares Problems: Not really usable in crowded fights and even pvp in the world, people will just hit mobs and you can't use it on them anymore, but I don't see this problem with the priest's Armistice, it's usable in 1v1 and crowded fights . This skill's use is basically 1v1s and coordinated 2v2s and such, where you put one enemy to sleep and focus their allied. Solution: Make it so only auto attacks can wake up the target and make mobs unable to attack sleeping targets in the world, or completely change the effect to something like a "Banishment" or "Petrification" so it's usable in crowded fights. Bone Shield Problems: Doesn't scale very well with ability points or power and takes pure damage. At least from the tests I've made, this shield withstands the same amount of damage being used on a lvl 1 target or lvl 32 and it's not very strong in numbers. Solution: Make it so the shield takes damage after the target's defenses. Acid Rain Problems: The most "sprinkly" way of dealing damage in the entire game 10 DoT ticks, only the first 6 tags enemies. Solution: Make the whole process faster, make the Poison apply on the first sec of the rain. Poisonous shield Problems: Another "sprinkly" way of dealing damage, when I look at this skill I think the devs thought only about the Labyrinth while making it. However, the main problem I see in this skill is the combo with Acid Rain, since the two of them are expert skills there's a global cooldown and the allied needs to stand in the rain, so you can't really use it in movement. Solution: Remove the combo with Acid Rain and instead make allies under the skills's effect receive extra healing and shielding so it's a combo with base skills and it would also benefit the party more defensively. Connection Problems: Outdated, the only use for this at the current state of the game is to spread infection. Also if you're facing one enemy it's useless. Solution: Idk, maybe make it do something when used against one enemy Dead Soldier Problems: It's a totem for the necro and an ugly one, requires corpses, if there's none the points you've spent on this are wasted, the pets are the dumbest in the game. Solution: Remove the totem, make it so the necro can revive any corpse to follow him like the Charmer's Bird or just follow him in the area and focus who the Necro attack or is being attacked by.
  13. Great news! I hope the devs have the courage to actually rework the classes that need it.
  14. I see, but just like Nightmares and Armistice have their good and bad situations these first two skills also have and the problem isn't it being different, the problem is that in most situations the Priest's comes out on top.
  15. I'm not talking about Nightmare/Armistice here, what I meant with this is that when both Necro/Priest go for a build where they leave the first two skills 1/5, the priest is gonna have a 6 seconds recharge damage skill that deals more damage than the necro's which has 9 seconds.
  16. That's exactly why I think it's not worth spending points on it, however I think you're missing my point which is when priest/necro go for a full supportive build, like Heal and Shield 5/5 and 3/5 Nightmares/Armistice the priest main damage skill has a 6 seconds cd and deals more damage than the necro's which has 9 seconds cd, so basically necro get punished for not spending points on Deathly Eye. True, but as I said above, it's not about this skill exactly, It's about Poison Spittle having a 9 seconds cd and dealing less dmg because this combo exists, so this change would be just to remove the combo and for necros to not get punished for not putting points on this skill specifically. I think this is more for when you need to use other skills and try to keep 2 stacks on a boss fight for example.
  17. The "Deathly Eye" + "Poison Spittle" combo needs to be changed, because it's both weak in the situation it's supposed to be strong and it is not something pleasant to use for some reasons; "Deathly Eye" has a very low cooldown, but the chance of affecting bosses is too low at all levels, so you're supposed to be spamming the skill at all times and it's just too much casting animation for a rare 15% max health decrease that most of the time doesn't matter, it's just an indicator that your party has low DPS. The biggest problem is "Poison Spittle" is balanced around the possibility of the combo, so it has a cooldown of 9 seconds and deal less damage than the Priest's "Harad's Tear" which has a 6 seconds cooldown and has the possibility of dealing damage to multiple targets. This is bad, because even if you aren't spending points on "Deathly Eye" - as you shouldn't - you still have to use it to get the full value of "Poison Spittle" this is why I think a quality of life change needs to be made. I suggest something like this: Poison Spittle Range: 5 yards Recharge: 6 seconds Effect: Deals increased magic damage to the target, if the enemy is affected by the skill "Deathly Eye" there's a chance of the enemy suffering poison damage based on their maximum amount of health Deathly Eye Range: 5 yards Recharge: 14 seconds Effect: reduce the enemies magical defense and critical chance for a duration, the effect and duration increases with skill level. Idk, something like this, I don't want it to be overpowered, I just think this combo needs to go. However if the devs dislike changing things too much as I know they do, I think that at least "Deathly Eye" should have increased chance of affecting bosses when you spend points on it, cause it really doesn't make sense.
  18. First off let me make it clear that I understand this skill isn't comparable to other skills that summon servants in the game, it's a bunch of skeletons spawning off corpses and attacking enemies randomly apparently and that's why I think this is a bad skill and not very well thought-out. I don't know if other necromancers like this skill, but I dislike it for some reasons that I'm gonna list next. It's a totem Requires corpses In duration of the servants it stay in the middle of a swarm and a long lasting one The skeletons don't focus on the necromancer's targets being hit by or hitting him So to fix this problem I think it would be necessary a complete revamp of the skill, but this would never happen so what I think would be close to good is Make the first skeleton spawn without need of a corpse At least one skeleton at a time should focus the necromancer's target (I understand that making every skeleton attack one target would be too strong, even thought it can happen already) And that's it. I think the skill deals good damage at least in PvE, don't get me wrong, but the way it works ruins it, like when there's no possibility of a corpse, the skill is absolutely useless and the Necromancer already has too many extremely situational skills compared to other classes in my honest opinion.
  19. Even if you put it on a 6 hours cooldown or something, having a expert skill that is absolutely USELESS outside of one very specfic situation just feels really bad.
  20. Yeah, maybe an unique class, like a magical rogue, that's able to convert physical damage into magical damage since it's a Forsaken class, but I think that'd be maybe to complicated for the game
  21. I see the Chieftain as a Area-of-effect Seeker, I think this class will be able to deal insane never before seen AoE Damage, but I don't think that's really what the Legion needs. You are right about Sentinels having way more DPS and don't forget that the Priest has a Attack speed buff as well Thank you
  22. I know the Blade Dancer is a strange class, because it's like a mixture of the Rogue and Barbarian, it has a little bit of both, not only in basic skills, but expert skills as well. Maybe it's a failed concept from the past, like when the Elves didn't have a real tank - Wardens - they were there to fulfill this role and now It's just a messed up class But I just love the idea of a tank that can use weapons in both hands - not 2h weapons - .
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