No lol, that's the point of it. It's not as bad as old doppie warp, but worth the comparison. @Iuneos high end soulspear damage from dragon corpses is comparable to kai choke. Between the 30-40% ballpark. It doesn't "also" break shield or lyre. If it does that, it ONLY does that. see: Breathstream.
The biggest problem with Soulspear is the complete abundance of soulspears. They don't have any of the limiters of the only similarly powered skill (Truename), so it's very hard to create a situation where you're not constantly at risk of multiple chained soulspears + LoS in an even-manned fight.
Cascades of quicksilver light streak across the firmament as the celestial voice of Ourania intones, "Oh Jarrod..."
No lol, that's the point of it. It's not as bad as old doppie warp, but worth the comparison. @Iuneos high end soulspear damage from dragon corpses is comparable to kai choke. Between the 30-40% ballpark. It doesn't "also" break shield or lyre. If it does that, it ONLY does that. see: Breathstream.
Correct me if I'm wrong but I thought Soulspear breaks through shield, reflections, and lyre - doing damage and impale. There is absolutely no counter for it except triggering yourself getting hit to "pt Soulspeared AGAIN! Empress plzzzzz." And hope your teammates have that triggered. Otherwise you're dead. M-train automated lupine snipes follow .000004 seconds later every time.
Edit: So it really just comes down to who has the best ping.
The 30-40% damage is a pretty huge reason why soulspear is so strong... it's not only the impale. It's also the fact that snipers can hold down snipe on somoene who's shielded, and instantly hit once the spear breaks the shield. You can emulate that with breathstream, but breathstream doesn't impale if they aren't shielded. It's a damned if you do, damned if you don't situation that's so powerful you can make that your exclusive strategy in raids; which also means you may see soulcage, vengeance, hands that only go away with dirge or after a certain amount of time, numb on your manakill user, vivisect, etc. as less powerful than they really are. Compared to soulspear, none of that is amazing other than the hands, but compared to everyone else's factional abilities, you guys are pretty well off. I'd trade in a heartbeat.
negates hold breath defense for kai chokes(have to writhe)
prone and impale allows for follow up Bite/BBT
keeps target in place(2-4(?) seconds) for LoS attacks
corpses aren't that hard to come by
random impale tick damage on top of 30-40+% damage
I can see why giving the name of the necromancer that threw the spear sort of evens things, if the opposing team can switch targets fast enough and has enough LoS but that's not often the case. Soulspears are pretty effective at teaming in small group scenarios too and when you factor in gravehands in LoS, is pretty op.
Which is why I have a hard time supporting huge soulspear nerfs - in doing that, you take away the one completely unique thing to Mhaldor.
Perform hands, angel aura, bedevil (not so useful in groups), dopplegangers/truename/tentacles/chaos rays/ents, groves, etc. are all very, very, very powerful things. It's hard to keep all of them in balance, though.
Since you guys seem to care so much about the damage of soulspear how about we make it do no damage, double the impale length, make it area-wide and go through shield
I imagine we will do something to them this round (no guarantees, we're still discussing). My initial inclination would be to remove the impale since ranged writhes are a bit unfun to be on the receiving end, but that may be too drastic. Whatever the case I suspect we'd tweak a few other necromancy abilities to accommodate the loss, depending on how drastic it was.
I imagine we will do something to them this round (no guarantees, we're still discussing). My initial inclination would be to remove the impale since ranged writhes are a bit unfun to be on the receiving end, but that may be too drastic. Whatever the case I suspect we'd tweak a few other necromancy abilities to accommodate the loss, depending on how drastic it was.
Just remember that this is the only group/raid ability that Mhaldor has that no one else has. It's their factional advantage. Truename, doppie, all of Devotion, groves, etc. are all EXTREMELY powerful. Without soulspear Mhaldor has nothing unique that is useful in raids.
Transverse is absolutely terrible right now. Not even worth mentioning given its windup time, essence cost, and requirements. I don't remember anymore, but I think you might even need to be in the same area (would have to double check that), which if that's the case, it's not even usable for infiltration. I would much rather fly in, or track in than use Transverse, and save Apostates the essence cost of having to Blackwind, ghands and Transverse. Blackwind is -ok-, but also easily stoppable given its windup time (seriously, just prone them as they blackwind and they have to unblackwind, or stay blackwinded the whole fight). Soulcage is nice, but it's nothing game changing. Leprosy... what. You realise it also hits allies in the room, does 0 damage, it only hits two limbs and it's eq time is on the order of 3 seconds? In a sense, I suppose you can compare it to Trample... but Trample is probably better and it's a skill that everyone has access to. Deathaura does maybe about 3% every 8 ~ 10 seconds at low intelligence, maybe up to 8% at outlier intelligence with 19. Ghands is good, yes. Vengeance has a decently long eq time, and is also likely to get your team killed as well if you fight in a large melee. Not to mention people popping it when dying to LoS, requiring people to actually make use of it intelligently, or not at all. Vbombs are much harder to do - not necessarily impossible, but it's not on the level where you can say it's worth the death of a Apostate who has spears, can Cath, use ghands, or Beckon. In the case of Infernal, I'd much rather have stronger ranged utility with bows, and melee dsl Frenzy damage coupled with Engage, or Lunges with ghands rather than sacrifice them for Vengeance.
I would say a Vbomb has less potential than a Dbomb, which additionally doesn't require as much risk, as much skill, and the Monk has a much higher chance of making it out alive (well, I suppose anything is better than a 100% rate of death for the skill to work).
There certainly are a few niche situations where Vengeance can be used, but do note that Vengeance doesn't proc other necromancer Vengeances, and certain other abilities don't either, making an entire attempt to kill an enemy group revolve around a well-executed Vengeance strategy, which probably has a smaller % chance of working out than another one if you have the numbers/people to pull it off.
Deathaura is ok. It's fairly strong in retardation, for sure - I've laughed at tons of deathaura kills gotten in retardation before. I wouldn't say it's too strong, but I wouldn't say it's weak either.
Ultimately, the problem with the majority of those abilities that even in the niche, optimal situations where you want to use those abilities... there's probably a better alternative that doesn't involve using them, making them useless for the most part. If they could be redesigned to actually be the best option, situationally used, then sure, that'd be great. Smarter usage of class abilities for maximum effect in raids or single combat would be great.
That said, soulspear stronk, just spam soulspear to win. Who cares about the other abilities
I imagine we will do something to them this round (no guarantees, we're still discussing). My initial inclination would be to remove the impale since ranged writhes are a bit unfun to be on the receiving end, but that may be too drastic. Whatever the case I suspect we'd tweak a few other necromancy abilities to accommodate the loss, depending on how drastic it was.
Just remember that this is the only group/raid ability that Mhaldor has that no one else has. It's their factional advantage. Truename, doppie, all of Devotion, groves, etc. are all EXTREMELY powerful. Without soulspear Mhaldor has nothing unique that is useful in raids.
Uh.
Transverse (continent wide quick transport to other necromancers) Blackwind (gtfo card) Soulcage (situationally) Leprosy (unprepped trample) Deathaura (passive aoe) Gravehands VENGEANCE
I don't mean to suggest that you're being disingenuous, but necro has a lot more going for it than just soulspear. Transverse is not used nearly often enough since you guys are so heavy on serpent infiltrators. You've got some cool shit to play with still - soulspear isn't your everything. Could easily see the strength on vengeance/leprosy/deathaura going up quite dramatically if soulspear loses ranged writhe.
That being said, we've helped Mithridates tank 6+ soulspears in under 30s before without reflections. They're strong, don't get me wrong, but they're not the loldead card that people traditionally associate them with if you have your team with you and they're paying proper attention.
I sincerely hope you're trolling. Someone in your position should know better. In case you're not...
Transverse:
Quick? Are you serious? Have to have two people use gravehands (at a large essence cost and long eq), and then not do anything for a channel time that also costs a lot of essence. The cost on this is enormous, and it is a much slower and more costly version of pilgrimage that only part of Mhaldor can use.
Soulcage:
Free starburst, anyone can ink those. Also a weaker version of transmog.
Leprosy:
What? Seriously? I don't even want to respond to this obvious troll, but I will. It hits your allies. And it is not trample. It is 50% trample, on a much slower EQ/balance, with a high cost. (P.s. it hits everyone)
Deathaura:
Again, not sure if this is trolling. An ability that is inferior to Magi and doesn't stack with other necros.
Gravehands:
Very short timer (10-20% the time of piety with a fork) and banishable without balance by bards. Doesn't follow the user like tentacle and doesn't last forever like piety. Also you can't target who it does or doesn't hit like piety and tentacles, making it less powerful.
Vengeance:
You have to die to use this. You shouldn't ever plan to die in group fights. It also damages allies just as much as enemies, making it pretty much worthless after the starburst change.
Edit: forgot blackwind
Blackwind:
Shared with Ashtan. Not very useful in escaping groups at all now that it has a windup cost. Also has a large essence cost (5% of your total). If you let someone BW away it's 100% your fault for being poor at group fighting.
I think Soulspear should be powerful, it's just too powerful right now in a world where the majority of fights are begun with LoS or have an LoS group involved.
Impale/prone would be fine if it wasn't almost guaranteed that every Necro had 10+ of them available all the time. Their ease of attainability combined with their ease of use make the effect too powerful at that frequency. If you could use any Truename on any person, it would be a horrendously OP skill. This is a similar effect that does that.
Cascades of quicksilver light streak across the firmament as the celestial voice of Ourania intones, "Oh Jarrod..."
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Edit: So it really just comes down to who has the best ping.
i'm a rebel
- negates earrings from range(have to writhe)
- negates hold breath defense for kai chokes(have to writhe)
- prone and impale allows for follow up Bite/BBT
- keeps target in place(2-4(?) seconds) for LoS attacks
- corpses aren't that hard to come by
- random impale tick damage on top of 30-40+% damage
I can see why giving the name of the necromancer that threw the spear sort of evens things, if the opposing team can switch targets fast enough and has enough LoS but that's not often the case. Soulspears are pretty effective at teaming in small group scenarios too and when you factor in gravehands in LoS, is pretty op.[ SnB PvP Guide | Link ]
Which is why I have a hard time supporting huge soulspear nerfs - in doing that, you take away the one completely unique thing to Mhaldor.
Perform hands, angel aura, bedevil (not so useful in groups), dopplegangers/truename/tentacles/chaos rays/ents, groves, etc. are all very, very, very powerful things. It's hard to keep all of them in balance, though.
You are now wearing a pair of eagle's wings.
fuck me. And @Hasar
[ SnB PvP Guide | Link ]
Just remember that this is the only group/raid ability that Mhaldor has that no one else has. It's their factional advantage. Truename, doppie, all of Devotion, groves, etc. are all EXTREMELY powerful. Without soulspear Mhaldor has nothing unique that is useful in raids.
[ SnB PvP Guide | Link ]
i'm a rebel
There certainly are a few niche situations where Vengeance can be used, but do note that Vengeance doesn't proc other necromancer Vengeances, and certain other abilities don't either, making an entire attempt to kill an enemy group revolve around a well-executed Vengeance strategy, which probably has a smaller % chance of working out than another one if you have the numbers/people to pull it off.
Deathaura is ok. It's fairly strong in retardation, for sure - I've laughed at tons of deathaura kills gotten in retardation before. I wouldn't say it's too strong, but I wouldn't say it's weak either.
Ultimately, the problem with the majority of those abilities that even in the niche, optimal situations where you want to use those abilities... there's probably a better alternative that doesn't involve using them, making them useless for the most part. If they could be redesigned to actually be the best option, situationally used, then sure, that'd be great. Smarter usage of class abilities for maximum effect in raids or single combat would be great.
That said, soulspear stronk, just spam soulspear to win. Who cares about the other abilities
I sincerely hope you're trolling. Someone in your position should know better. In case you're not...
Transverse:
Quick? Are you serious? Have to have two people use gravehands (at a large essence cost and long eq), and then not do anything for a channel time that also costs a lot of essence. The cost on this is enormous, and it is a much slower and more costly version of pilgrimage that only part of Mhaldor can use.
Soulcage:
Free starburst, anyone can ink those. Also a weaker version of transmog.
Leprosy:
What? Seriously? I don't even want to respond to this obvious troll, but I will. It hits your allies. And it is not trample. It is 50% trample, on a much slower EQ/balance, with a high cost. (P.s. it hits everyone)
Deathaura:
Again, not sure if this is trolling. An ability that is inferior to Magi and doesn't stack with other necros.
Gravehands:
Very short timer (10-20% the time of piety with a fork) and banishable without balance by bards. Doesn't follow the user like tentacle and doesn't last forever like piety. Also you can't target who it does or doesn't hit like piety and tentacles, making it less powerful.
Vengeance:
You have to die to use this. You shouldn't ever plan to die in group fights. It also damages allies just as much as enemies, making it pretty much worthless after the starburst change.
Edit: forgot blackwind
Blackwind:
Shared with Ashtan. Not very useful in escaping groups at all now that it has a windup cost. Also has a large essence cost (5% of your total). If you let someone BW away it's 100% your fault for being poor at group fighting.
Impale/prone would be fine if it wasn't almost guaranteed that every Necro had 10+ of them available all the time. Their ease of attainability combined with their ease of use make the effect too powerful at that frequency. If you could use any Truename on any person, it would be a horrendously OP skill. This is a similar effect that does that.
Cascades of quicksilver light streak across the firmament as the celestial voice of Ourania intones, "Oh Jarrod..."