Bobby_V_Rockit wrote: »*runs off to craft three harmony NMA jewels* nothing to see here!
If there wasn't counter play then yea it would be a lil over tuned but the fact they are giving up 3 arcane/infused spell damage etc for a single skill aoe skill that you can literally attack them from the outside of it because of the small radius. You have to stand inside the small aoe that causes breach/fracture usually get hit with it after the ult and stay in the boneyard aoe while the hit the synergy. Too many ways to avoid this skill for it to be nerfed and right now one of the only ways to kill zergs thru healing spam. Need more tools like this in the game.
If they were able to line all that up and lure you into the trap it's a good play on the necro's part esp outside of group play.
I simply disagree zergs need counter coming from 1 single player. It should and comes from multiple players that are coordinated. But never the less with this in game zerg play is ended for me, will grieve some did it with pleasure but move on.
phoenixkungfu wrote: »My whole battle is to get the dev's to see the agreement of gameplay balance over nerfs. Nerfs are all but forever. Gameplay balance may call for a nerfs but it's based on numbers and rules.and have a balance.
A example is to buff a aoe damage to do the same damage to the target as nearby. This is balance.
"This is the way"
Jabbs_Giggity wrote: »Jabbs_Giggity wrote: »This skill should not be able to be synergized by the caster. Period. If ZOS plans to keep it as such, other classes should be rolled into the same category and be able to synergize their skills themselves as well.
Just imagine a Harmony Templar that self-synerizes their own Novas Would that be too OP? Well, no different than Necros doing that with Grave Robber - A non-Ult skill that can synergize for more damage than Spectral Bow, Snipe and most Ultimates
It adds a sense of identity to the skill/class, opens up an entirely new option for building your character, requires a specific setup to really take full advantage of, is very telegraphed making it easy to evade, and is on the synergy cooldown meaning if it doesn't work, they can't do it again for another 12 or so seconds.
There needs to be more interesting mechanics like this, not less. Please stop asking for depth and diversity to be stripped from skills, builds and classes, it's actually ruining the game.
Okay, so you're saying that Templars should get their Blazeplars back? Nightblades should get their gank on back? Sorcs should have Cfrag stun back and one-shot Overload builds back? Pretty much all of those were "unique" staples among classes.
Also, it is not that telegraphed when there are massive amounts of lag and ball groups standing over said telegraph. Half the time you dont know if it's an Ult area, ror area, etc.
Going to add my last exposure to this synergy just got topped with a 31k hit.
Maybe they are a pve tank? Well then they would know to stay out of red... hmm