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Old 10-24-2012, 08:14 AM   #1
inzewood

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screen with 334 pot/4k7 int

http://imageshack.us/photo/my-image...02/necro1p.png/

http://imageshack.us/photo/my-image...513/necro2.png/

http://imageshack.us/photo/my-image...824/necro3.png/

http://imageshack.us/photo/my-image.../11/necro4.png/

the damages from proc are really low, guess it's the same on conjuror.

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Old 10-24-2012, 09:37 AM   #2
shadowscale

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had hoped death grip was the necro version of conj elemental blast, but seems isent the case after checking conj... bleh

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Old 10-26-2012, 03:24 AM   #3
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death grip and it's conjuror counterpart suck both dont worry too much :p

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Old 10-30-2012, 11:00 AM   #4
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They took the HP from Necrotic Lifeforce and lowered it to .5

What are they afraid of that they keep nerfing what was already mediocre in the first place?

The placement of some of these abilities are also questionable..take Necrotic Compression for example.  This should be a swash or brig ability, not a necromancer ability.

Also some of these abilities like death grip should be passive abilities as it is an addition to graverot in the first place and not their own separate abilities.

Tomb burst being an AE ability when we're not a heavy AE class is just being a waste...

Anyhow, this is just the tip of things that should be adjusted to balance nec vs conj...I have more and hope Xelgad looks at everything

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Old 10-31-2012, 10:53 AM   #5
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Everyday i log into beta hoping necros have been fixed. I see beastlords with new prestige abilities parsing 2nd behind auto attack. Necro prestige is doing 4-5% of our parse...spells we dont even cast anymore (vampire bats) are doing more dps. Our pet is missing a huge nuke and the new tier pet is barely doing any more damage compared to previous tiers. This is just sad.
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Old 10-31-2012, 07:58 PM   #6
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would be nice if accelerated decay had a 3-5% base damage amout to it along with current effect.

and rotting flesh prestige needs to be fixed to allow the aditional damage over time take advantage of potency.

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Old 11-02-2012, 07:53 PM   #7
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ty for the changes to graverot....looks better. waiting on server update to test.
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Old 11-02-2012, 11:13 PM   #8
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ok. nice change to right side of tree. graverot and deathgrip doing about 11% of my parse. does upbeat tempo and harmonization affect graverot? im assuming harmonization does but tempo doesnt. the prestige change is a nice boost but i think it needs just a tad more...maybe one more tick to graverot. as it stands, the initial proc happens so often that you rarely get a tick in before it procs again. im still confused as to the wording of the spell. what does 5 increments mean exactly? the dot increments in damage or you can have 5 different procs rolling at the same time or something different?
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Old 11-03-2012, 10:46 AM   #9
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I am concerned right now that our new pet does not do more damage.

I also was hoping they would give an additional couple of upgrade oprotunities to to burning life ( lifeburn reset maxed at 5% which i would like to see 10% reachable)

personally i like that they gave tomb burst for some AE damage but i dont see much from it.

Im still seriously considering starting a beast

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Old 11-03-2012, 11:20 AM   #10
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oh here is an idea. a 1 point ability to make all dumb fire pets immune to all damage making them usefull again..

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Old 11-03-2012, 02:24 PM   #11
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Here is what I think changes should be before this goes live...

Prestiges:Instead of every 6 points in priestige to unlock 1 point in Prestige Expertise, just 6 points in prestige unlocks it period.  By this line, you take away the ability to further think and customize our effectiveness within a raid, group, or PvP environment.  Obviously, we have limited points so by this, if we have points in both trees, it would be difficult to get end abilities such as death grip or deathlord...you can make this change across all classes.

Prestige Expertise, enhancement, conversion:Make choosing them like choosing Prestiges, not in a line...  I really hate having to get 1 point of crit bonus for every 12 potency...but that's just me.  This can be for everyone.  Make it so that you have to chose so much in order to get the next like you do now, but give us the freedom to choose either or, or part of each as long as we get the required points needed to get to the next ability.

Prestige Access:Same as above...

Prestige Mastery:No changes on how to choose these

Myabe have a layout like this that would be a little more flexible and allow us to make better choices within the first 2 lines...and yes, I went into photoshop and did this

ok so thoughts on ability specifics...

Blood Pulse:  Each level should also improve the amount of power it gives when casting it to another individual.

Burning Life:Improve the reuse change from 5% to 10%.  Burning Life should also passively improve the damage of lifeburn to help put us more in line with conjuror's EB.  Now this is just a whacky idea and may be overpowered, but I'm going to put it out there just because its an idea and who knows what may come of it.  But...maybe add on this ability that for every time we recieve a heal whether it be from a healer or whether we healourselves, increase the damage of lifeburn starting on the next tick.  maybe like .5% for each heal that actually does a heal.  If a heal doesn't heal anything, no additional damage applied.Gravecaller's Expertise and Death's Master:  Switch the placement of these two assuming the tree's appearance stays the same.  It just doesn't make sense to me if I want more dps to have to go to the defensive side of the tree to get more pot, not to say crit bonus can't give more dps...but you get what I'm saying

Rot Flesh:This nice offensive spell shouldn't be on the non offensive side.  If the tree remains as it is, Rot Flesh should add on to Revivication the ability to temporarily increase the target's offensive spells, CAs and abilities by a certain %

Death Magic:This would support Rot Flesh obviously:   when target is rezzed, add a noxious component to hostile spells temporarily and add a disease strike only on the target's next casted hostile spell.  So if the wizard that gets rezzed casts his nifty fire spell, then this nice disease strike would go off and his fire spells now become fire and disease for a small amount of time.

Extra Decay:This would support Rot Flesh obviously:  Leave this to increase the durection of Rot Flesh...

Entropic Perception:Add Necrotic Compression's effect to this.  Makes no sense to have a defensive type ability on a side clearly meant for being on the offensive.  The rest of this ability can be left as is.

Deathlord:You're killing us...  Why in the world would you put the ability to reset ET on this side?  Change this to:  Halves the base cast speed of Revivication and removes the resurrrection sickness.  Also, increase the % of health and power returned when resurrecting the target by 100%.  So now the 48% becomes 96%.

Graverot:Increase the initial hit to match that of Rot Flesh

Necrotic Compression:This is on the wrong side of the tree.  I know for myself, I want to dps, i will never take this ability.  Instead, completely change this to:  20% chance per rank to clear the reuse of Elemental Toxicity.  Additionally, Elemental Toxicity will also increase potency, cast speed, and reuse speed by 2% per rank OR take from Rot Flesh the increase to elemental noxious and arcane damage effects and add them here and still have 20% chance per rank to clear the reuse of Elemental Toxicity

Death Grip:Please, oh please make this a passive ability like you did with Tomb Burst....I hate having extra buttons.

Necrotic Lifeforce:Please put this back to 1% health instead of .5

yes people, I have far fetched ideas, if it doesn't make sense to you...oh well, sorry

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Old 11-04-2012, 09:00 PM   #12
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I see utility doing 15%+ with their new prestige ability. Im not asking for a nerf to to their new ability, just a boost to ours considering we are a dps class. thks)

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Old 11-05-2012, 10:45 AM   #13
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A couple ideas might be upping the increments and/or increasing the number of ticks to graverot. This would allow more ticks before increments get reset or written over...lowering the proc rate without modification would just lower the overall dps.
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Old 11-05-2012, 02:48 PM   #14
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doubling the base tick damage for each tick would be better than more ticks.

in case spells cant completely tick out do to ae/ recast/other

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Old 11-07-2012, 12:33 PM   #15
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Thks for the great changes. Now just fix pet damage and were looking goodSMILEY
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