(edited by Kitt.2567)
Here Top100 Necro's Build. Pros and Cons plz
Is this a troll post? Top 100 and Minion Master? Dueling Arena and Soldiers Amulet?
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The only tip I can give you is to stay away from this garbage.
The only tip I can give you is to stay away from this garbage.
you mean I just run away from fighting him or don’t use this build if i run necro? what do you mean?
If this isn’t a troll post. Attack from range kite the minions a little bit away from him and try using higher or lower ground depending on where you are fighting abusing z axis messes with minions. Once youve bugged out the minions it will take the necro a second to get them to do stuff again letting you own the necro who now has no utilities.
I think he means not to engage him. That build is actually a pretty good idea and it would be difficult to fight 1v1. But it also means that team has lower mobility and if that guy moves his minions will bug out, the melee ones at least. So let them have that point and 5v4 them on the other two, if you notice the MM move go steal the point he was on.
S P E E D Starr #0 Necro NA or
I Am NeXeD awful d/D ele NA
(edited by NeXeD.3042)
I think I know who you’re referring to and I’ve seen him numerous times. He has one tactic and that’s to bunker a side point – either home or far – which basically guarantees his team has one of the 2 required points it takes to win the match. No offense to him but he’s not some super duelist or anything, he just runs a build that typically requires an equivalent duelist or team coordination to deal with him in a timely manner, and you just don’t see a lot of coordination in solo q…. ever. That’s why “decap Engis” were considered viable in solo q a while back but total joke in team ques. For some reason getting your teammates to rotate to help you on a side point in solo q is akin to herding cats – it’s just not gonna happen. He’s using that to his advantage because his opponents have the tactical IQ/awareness of a spoon.
I’ve stayed at this party entirely too long
This looks like fairly standard MM. There are a few points I don’t like about his specific loadout, though;
1. Shadow Fiend instead of Flesh Wurm. Shadow Fiend is certainly nice, but running without a stunbreaker means he doesn’t have any versatility at all as he can’t make a 1200 leap off a point, and a decap engi will have their way with him.
2. Death’s Embrace instead of… Something else. I find this an odd choice, but it could work. Downed Necro 3 is pretty brutal, if you can get it off.
Weaknesses:
He has no stunbreakers, no stability, and no vigor. Outside of his normal dodge generation, he has no way to get out of stuns. If you can get a buddy with some CC to come along with you, he’ll be unable to do anything at all. Similarly, he doesn’t have any of the tools that other classes use to tank, like blocks, heavy evades, evade frames on skills, etc etc- if you can get a focus on him, he’s just a life sponge.
His minions are very vulnerable to AoE. MM necros are obviously pretty well neutered when you kill their minions.
He has next to no mobility. This is partially because he doesn’t have a Wurm, and partially because he’s a necro. The only button he can push to go faster is Warhorn 5.
Honestly this isn’t even the best MM build possible. Its a very mediocre version of an MM build.
Basically how you do MM is camp a side point, either home or far, and your aim is to guarantee your team 1 of 2 points needed to win the game. So as long as your team can keep 1 other point and sit on it with 4 people, or you have someone else that can camp a point, you win. Its especially strong in soloQ since people will either keep 1v1ing you (and if you are using the right build even one that can kill minions will take ages to kill you) or they will try to zerg you, and then your team will just take the other points.
But I wouldn’t run this build, its not actually very good of an MM build.
Pros: high damage since he has soldier + parrot and all damage minions. If you aren’t paying attention he’ll burst you pretty quickly
Cons:
Awful sustain, he’s only got regen, dagger 2, healing skill, and VM siphoning to stay alive
He hasn’t maxed his burst so many builds will still be alive
No minion healing except regen = dead minions = dead MM
Lack of Clerics amulet means he has no ability to 2v1, or to at least help a little in teamfights (cleric builds have decent AoE healing which keeps minions alive decently even in teamfights + heals teammates and can be an off-bunker for the point)
No flesh wurm means his rotations will be even worse, he can’t really do anything except run to a point and stay there, plus no stunbreak
Bad sigil choices
Death’s Embrace… why?
(edited by Bhawb.7408)
I think I know who you’re referring to and I’ve seen him numerous times. He has one tactic and that’s to bunker a side point – either home or far – which basically guarantees his team has one of the 2 required points it takes to win the match. No offense to him but he’s not some super duelist or anything, he just runs a build that typically requires an equivalent duelist or team coordination to deal with him in a timely manner, and you just don’t see a lot of coordination in solo q…. ever. That’s why “decap Engis” were considered viable in solo q a while back but total joke in team ques. For some reason getting your teammates to rotate to help you on a side point in solo q is akin to herding cats – it’s just not gonna happen. He’s using that to his advantage because his opponents have the tactical IQ/awareness of a spoon.
You made me laugh good sir, this man speaks the truth;).
Highest ranked reached 28 soloq
Isle of Janthir
Someone say top necro? i kid
…but seriously no comment on OP’s post…
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This looks like fairly standard MM. There are a few points I don’t like about his specific loadout, though;
1. Shadow Fiend instead of Flesh Wurm. Shadow Fiend is certainly nice, but running without a stunbreaker means he doesn’t have any versatility at all as he can’t make a 1200 leap off a point, and a decap engi will have their way with him.
2. Death’s Embrace instead of… Something else. I find this an odd choice, but it could work. Downed Necro 3 is pretty brutal, if you can get it off.Weaknesses:
He has no stunbreakers, no stability, and no vigor. Outside of his normal dodge generation, he has no way to get out of stuns. If you can get a buddy with some CC to come along with you, he’ll be unable to do anything at all. Similarly, he doesn’t have any of the tools that other classes use to tank, like blocks, heavy evades, evade frames on skills, etc etc- if you can get a focus on him, he’s just a life sponge.
His minions are very vulnerable to AoE. MM necros are obviously pretty well neutered when you kill their minions.
He has next to no mobility. This is partially because he doesn’t have a Wurm, and partially because he’s a necro. The only button he can push to go faster is Warhorn 5.
- Every necro has a stun defense: Doom. It isn’t really a stunbreak but it is a skill that can be used to stop enemies from spiking the MM while stunned.
- Necros don’t have stability or vigor. So it isn’t a MM weakness.
- Necro don’t have any tools like blocks, heavy evades, evade frames on skills.
- Necros in general don’t have mobility. So everything you say about MM that is a weakness is redundant.
- Necro escapes come from its CC. Instead of running fast like a rabbit, necro slow the enemy down like a turtle to escape. Every weapon set except offhand dagger has a slow.
What the build needs is a staff and Rune of Melandru.
- Staff can chill and transfer condi + AoE fear. The AoE fear is similar to a 2 second block/evade/etc.
- Rune of Melandru gives extra toughness/vit/stun and condi reduction.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Someone say top necro? i kid
…but seriously no comment on OP’s post…
Zombi go home, you’re drunk
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- Every necro has a stun defense: Doom. It isn’t really a stunbreak but it is a skill that can be used to stop enemies from spiking the MM while stunned.
This isn’t an excuse for not bringing a stunbreak, especially when Flesh Wurm is already a minion. Doom only works against one target that doesn’t have condition or CC immunity up, that’s frankly far too unreliable.
- Necros don’t have stability or vigor. So it isn’t a MM weakness.
- Necro don’t have any tools like blocks, heavy evades, evade frames on skills.
It is a weakness of his build, just because it is a weakness of the profession doesn’t mean his build in specific is any different. The point is he not only has no stability or vigor, but he’s gone even further and made his weakness even larger by not including a stunbreak. The first time a CC hits he’s eating the full combo that they have. Why would you purposely take something you are weak to, and then go out of your way to make your build even weaker to it?
- Necros in general don’t have mobility. So everything you say about MM that is a weakness is redundant.
- Necro escapes come from its CC. Instead of running fast like a rabbit, necro slow the enemy down like a turtle to escape. Every weapon set except offhand dagger has a slow.
Again, he’s taken a weakness of his build and made it even more so because of his choices. If you have Wurm up you can safely rotate off home node without leaving it totally open, it also allows you to escape bad situations and fights that you can’t win.
What the build needs is a staff and Rune of Melandru.
- Staff can chill and transfer condi + AoE fear. The AoE fear is similar to a 2 second block/evade/etc.
- Rune of Melandru gives extra toughness/vit/stun and condi reduction.
No, to both counts. Staff isn’t worth it on a soloQ MM build, everything it does you can easily get somewhere else, but better. Regen? Focus or Mark of Evasion. Poison/blast finishers? Death Nova + Bone Minions. Chill? Focus. Transfer? Dagger OH. Staff just simply isn’t good for an MM looking to duel, you’re better off with axe and dagger, and whatever assortment of OHs you desire.
Rune of Melandru isn’t worth it if you have a stun break. Pack gives best DPS increase, various healing runes, pirate, even some chill runes are all better options depending on your specific niche choice.
- Every necro has a stun defense: Doom. It isn’t really a stunbreak but it is a skill that can be used to stop enemies from spiking the MM while stunned.
- Necros don’t have stability or vigor. So it isn’t a MM weakness.
- Necro don’t have any tools like blocks, heavy evades, evade frames on skills.
- Necros in general don’t have mobility. So everything you say about MM that is a weakness is redundant.
- Necro escapes come from its CC. Instead of running fast like a rabbit, necro slow the enemy down like a turtle to escape. Every weapon set except offhand dagger has a slow.
What the build needs is a staff and Rune of Melandru.
- Staff can chill and transfer condi + AoE fear. The AoE fear is similar to a 2 second block/evade/etc.
- Rune of Melandru gives extra toughness/vit/stun and condi reduction.
I’m assuming he asked what this build’s weaknesses were so that he knew which weak points to target. I’m not talking about it from a balance perspective. I’m just saying that if you counter these points, you’re going to ruin his day.
Also, a good MM necro can escape slower targets like hambow warriors. They aren’t thief/mesmer tier but if you use your tools correctly you can disengage very easily, and 99% of that ability is tied up in the Flesh Wurm.
Is this NA Leaderboard?
Cause in EU there are also normal Condinecs and 2-3 Powernecs in the top100.
But MM i dont know one… :/
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Fear signet of spite, fear is truly deadly combo if u catch sb without breaker.