The Necromancer - vazut de Akemi din prisma experientei hands on de la Gamescon:
Akemi scrie:
Appologies for the delay, but at least we can ensure quality and correctness! Here is the low down on our next profession! The Necromancer!
The Necromancer (in my opinion) is one of the most fun professions to play. Like many of the other professions, the Necromancer is just as stable at sustainable damage and also survivability. Setting the Necromancer apart is the ability to fear one or multiple foes. Guild Wars 2 is obviously still in development and so things are bound to change but here is a write up from both gamescom and PAX play.
Guild Wars 2 sees an improved Necromancer play in that you no longer have to babysit your minions in that you can no longer heal them – although it isn’t needed anymore. The cool down on the minions isn’t extensive and it is easier to ‘blow them up’ and cause damage at the right moment than it would be to bother to heal. You are able to see the life bars in-game but not on your own UI. Keeping a brief eye on their HP so that the foe doesn’t destroy them before you have had chance to utilise their final ability is vital if you want to make use of the Necromancer pets. The simple fact that you no longer have to watch your army of minions (if you choose to use them on your utility skills) means that you can concentrate more on combos, and killing.
Life Force & Death Shroud:
A brilliant innovative skill added new to Guild Wars 2. You build this bar by using skills that increase your Life force gradually to use Death Shroud. The bar does not have to be full before you can use it. F1 is the key to activate Death Shroud. Skill 1 is a nice damage skill with nice range, Skill 2 is a teleport – not large range but brilliant for porting behind a foe, Skill 3 is a single target fear and skill 4 is an AoE small damage skill which also gives you more Life force – therefore increasing the time you can stay in Death Shroud. One more little point about Death Shroud is that you do not lose health whilst in it so if you are low HP it is a nice way to get away from a fight.
Pets:
You do not need to summon them from corpses anymore, they are ready from the get go.
Necromancer pets – whilst ArenaNet are still playing with AI, are pretty neat so far. They are able to follow you from top of the Clocktower, through windows and such and therefore very similar to player movement. They are also fantastic for killing foe turrets, trebuchets etc as you do not need to be completely in range. Set them on a target and you can run a little away and cause havoc elsewhere.
Blood Fiend – Mentioned later in HEAL Skills.
Bone Minions & Putrid Explosion - Summoning 2 Bone Minions which damage a foe (melee) and deal even more damage when you explode them with Putrid Explosion.
Summon Flesh Wurm – Summons a flesh wurn that attacks from range. Usefully for the ‘destroy’ command which teleports you to the wurm or towards the wurm incase you are too far away.
Bone Fiend is another ranged summon with low damage but with a chance to cripple and a short immobilize
HEAL Skills:
Blood fiend is one of the heal skills. Summoning this pet and destroying it at the right time (even whilst running) will give your health a nice boost if you are dying. 2 Other heals depend on your own conditions – where you can get healed per condition, or allow for group heals – provided you stay in the AoE of the spell.
Consume Conditions – Consumes your conditions and heals you per condition
Well of Blood – nice AoE heal for those team battles
Utility Skills
Blood is Power – puts a bleed on you to put 2 bleeds on your foe for some really nice damage. – The description says it bleeds you maybe but it shouldn’t do that anymore. It just bleeds enemies and gives you a bunch of life force.
Well of Power – Transforms conditions on allies into boons.
Poison Cloud – AoE poison with a large range.
Ghost Armour – Shield decreasing damage (especially when in Death Shroud) – Personally, I cannot play without this, and upon speaking with Chaplan he agreed, stating that he felt it was a necessity right now for the Necromancer. This also breaks stuns and comes in nicely when you don’t want to be interrupted.
Well of Darkness – pulsing blind quite handy for those big punch ups.
Plague Signet – Good skill for group, transferring their conditions to yourself / pushing them on a foe.
Ultimate Skills
Plague – A very overlooked skill at the moment – at both gamescom and PAX. This ultimate is fantastic if you are moderately low HP and want to do some serious damage in a short period of time and to multiple foes. 5 skills available on the Plague inflict multiple conditions on foes and cause a lot of hassle – including blinds, bleeds and more.
Lich Form – Totally awesome skill and one of the best looking skills in the game. One of the most memorable moments for me at GC was hearing ArenaNet call out LICH! The Lich form allows you to gain health – although you do take more damage (so it is scaled it seems) providing you are not in combat being hit when you transform. If you are in combat when you transform, your health will not increase to full and you will die much faster. This aside. The Lich form (useable every 3 minutes (at gc/pax))deals a lot of damage, has a life saving AoE fear(skill 5), a plague (skill 4) which is an AoE skill around yourself – you can chase foes without hitting them with your weapons and let them die to the plague on you. Skills 1 and 3 deal a lot of damage and skill 2 is another summon. Another summon you say? Yes, but this one was pretty nifty at gamescom. As a Lich you can summon Jagged Horrors which, if your foe is tab targeting, they will tab target these minions too. Not only this, but they deal damage and can pick up poison that you place on the ground to inflict poison damage on foes at the same time. When you lose Lich form, at the moment, you keep the remaining alive Jagged Horrors too. Necro army anyone?
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I feel the problem at the moment, is that as with some other professions, there is no competition between picking an Ultimate. Right now, the Lich is such a fantastic Ultimate that the Plague is being overlooked, in my opinion, a little too much, due to the power that you hold as a Lich – which also lasts longer. Lich vs Plague? No competition right now. The best thing about ArenaNet is they are aware of these things and are doing their best to balance professions and skill alike.
The main deal with the Necromancer that I found is that the skill sets are extremely varied. In PvE I had a play around with Dagger-Dagger because of the life sucking heals and immobilisation whilst dealing nice damage. Whilst in PvP I made sure I could swap in and out the staff if it was needed whilst being able to change to my second weapon set no problem.
PvP as a Necromancer is fun. In Battle of Kyhlo, a Necromancer (with cd’s) can hold a point or even take a point against 3 foes (providing you are faster than them and that they don’t all use their cd’s). It’s very relative but what I am trying to say is a Necromancer is just as strong as the other professions. Each profession has ways to defend against multiple foes and attack multiple foes. Knowing how to chain skills is very important in all professions and Necromancer is no different. Feel free to button bash, but you would lose quickly to someone doing a chain.
Offensive play:
The Necromancer can deal a very large of damage when needed either with Death Shroud, Lich Form, or a good weapon set.
Defensive play:
The Necromancer can have good DPS and heals at the same time – obviously not as much as an offensive build but enough to kill a foe nicely. Defensively, a Necromancer has many ways to survive even with a tiny amount of HP and therefore makes a worthy foe. Knowing how to force a Necromancer to use cooldowns is vital. As a Necromancer, the player must keep a cool head and save cooldowns for when they are really needed.
Other professions have many ways to remove conditions – this is not the case for the Necromancer at the moment – at least in a high DPS build, and not to the standard that other professions can, but there are a couple of skills that help but when playing in a team, team mates can help out here.
Two handed- Staff
The Staff is a brilliant weapon, and no matter how hard I try, I couldn’t play without it. Staff has nice AoEs (Skills 2,4 and 5) inflicting conditions but also speed buff for yourself and not to mention nice damage. As a 2nd or 3rd weapon (if you have your inventory up and switch manually) it’s a really nice weapon. Skill 1 also increases your Life Force which is vital if you want to use Death shroud and has no cool down so you can (unskilfully) spam this on an foe (there are ways to avoid it and the damage isn’t amazing) to increase your Life force 5% at each successful hit.. Skill 1 on a Dagger mainhand does similar but 3% and has a slight CD.
Skill 1 Necrotic Grasp is a good main attack with the life force gain being the main reason for using it whilst the slight cast time as a balanced downside to this skill.
Skill 2 Reapers Mark is a fairly nice skill with good condition duration and it’s really handy that it acts like a trap so you can put it down before encounters.
Skill 3 Reapers Touch is really nice to keep swiftness on yourself for nearly 100% uptime of swiftness while also applying cripple on your target and swiftness to any allies close to the hit target. This is the skill that made me sure I wanted the staff in one of my weapon slots due to how it helps me getting around.
Skill 4 Chillblains is by no means the best skill but it is a practical filler in the staff skill set. The deliverable damage is not a great deal and the condition duration is small. I like this skill if there are a couple of foes in the same place.
Skill 5 Putrid Mark has decent damage and the AoE trap has a decent lasting time and is nice for preparing combat, the transfer of conditions from allies to foes make it really nice to use in a ball of opponents and allies to clean the off conditions.
Mainhand- Dagger
Skill 1 Necrotic Bite is a fast attack with low cd and moderately low damage. This skill is virtually instant and boost life force – all be it not as much as Necrotic Grasp on the staff but the fact this skill has next to no cast time, it’s a nice skill for breaking windows and quick hits.
Skill 2 – Life Siphon – A stationary cast which drains life from foe and increases your own life until the cast is finished.
Skill 3 Dark Pact is an immobilise skill with quite a high recharge rate and a low duration of immobilisation. This skill whilst doing low damage to the opponent inflicts a bleed condition.
Mainhand – Scepter
Skill 1 Curse - works really effectively as an auto attack. Curse also doesn’t hinder the combat, and yet still set for dealing a fair bit of damage.
Skill 2 Feast of Corruption - feels like a good detonation conditional skill due to the importance of boons especially as a Necromancer. It is also handy for Life force gain but you need to make sure you use it or you get be malnourished on life force income.
Skill 3 Grasping Hands – AoE cripple and bleed.
Mainhand – Axe
Skill 1 Rending Claws - seemingly low damage and quite slow. This stacks bleeding on a target.
Skill 2 Ghostly Claws - static nice damage dealer.
Skill 3 Unholy Feast - one of the best skills for the Axe. The damage is nice and couple this with the fact it inflicts cripple while also being one of the Necromancers potentially big hitter skills. As for the life force gain, we found it similar to the sceptre if you keep this skill in continuous use.
Off-hand – Dagger
Skill 4 Mark of Blood – nice damage and heals you if you are close to the foe when it detonates
Skill 5 Enfeebling Blood – one of my outright favourite skills. This AoE skill causes damage, blind, weakness and has a nice range.
Off-hand – Focus
Skill 4 Deathly Swarm – nice for removing conditions
Skill 5 Spinal Shivers – adds condition for chill and a brief vulnerability, damage is noticeable but general the skill was used for the cc ability.
Off-hand – Warhorn
Skill 4 Wail of Doom causes weakness and some damage. This skill also dazes which is like the equivalent of interrupting and putting the enemies skills into a brief cooldown.
Skill 5 Locust Swarm, Speed, heals and deals some damage – impressive looking skill too as you shroud yourself in green, yellow and brown locusts. Doesn’t just damage, it actually life steals.
Bare in mind, these skills and info are all correct from the demo and undoubtedly will be subject to change!
Sursa:
http://gamers1up.wordpress.com/2011/09/ ... th-review/