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Hi all,
I need some help please I am really struggling against necro’s in a 1v1 situation I run a condition build, dire armour, rabid trinkets, P/S, bomb, Grenade, elixir gun 30 10 0 20 10 build the necro just transfer all my conditions and I can’t cleanse them, any tips on how to combat these as I’m really having a hard time, the only strategy I can think of is to run lols.
Any help is greatly appreciated
Cheers
My tactic is to dump everything you can on them from the get go then CC them with supply drop, shield stun and knock back along with a tool kit magnet pull. What that does is gives to conditions time to eat away at the necro. If you’re really good, you can time these interrupts whenever you see the necro raise his hand signaling that he’s going to pop his heal which cures all conditions.
If you make sure he’s blinded with grenade, static shot, or the bomb blind, his transfer conditions (plague signet if you spot him with it) should miss you.
If that fails. I gotta run like crazy because my only form of condition removal is from heal turret. Luckily most necros are slow and with my rocket boots chills, cripples, and swiftness I can kite until my CC is back.
Condi engineer vs. condi necro is a very tough fight.
Try comboing stealth (smoke bomb + magnetic inversion + acid leap) to get close to the necro for your opening. Necros are good at full range, engineers need melee to mid-range to be effective. I’d get right on top of him, then dump freeze nades on him so you’ll be able to stay in your range throughout the fight, instead of his. Alternatively, you could open with supply crate—1v1s vs. necros warrant using your elite skill every time.
A good fight is something like stealth, freeze nades, poison nades, supply crate, shrapnel nades, BoB, glue bomb, fire bomb, static shield stun+daze or just throw it if he’s trying to heal, static shot, poison dart volley. Basically, stay in control the entire time.
In between, you’ll need to stunbreak doom, dodge as many marks as you can (you don’t want to get hit by any of them), and use super elixir/healing turret.
My tactic is to dump everything you can on them from the get go then CC them with supply drop, shield stun and knock back along with a tool kit magnet pull. What that does is gives to conditions time to eat away at the necro. If you’re really good, you can time these interrupts whenever you see the necro raise his hand signaling that he’s going to pop his heal which cures all conditions.
If you make sure he’s blinded with grenade, static shot, or the bomb blind, his transfer conditions (plague signet if you spot him with it) should miss you.
If that fails. I gotta run like crazy because my only form of condition removal is from heal turret. Luckily most necros are slow and with my rocket boots chills, cripples, and swiftness I can kite until my CC is back.
Yup! I used to die to them ALL the time until I abused their main weakness. CC. Sometimes I go over to their sub-forum to look for a thread about how they lack stability despite being slow and tanky and feed on their tears.
Spam conditions and then chain CC is the only way you’ll win. You cannot trade hits with a necro.
Make sure you keep a quick interrupt handy/usable to interrupt consume conditions, and do everything you can to dodge putrid mark.
My tactic is to dump everything you can on them from the get go then CC them with supply drop, shield stun and knock back along with a tool kit magnet pull. What that does is gives to conditions time to eat away at the necro. If you’re really good, you can time these interrupts whenever you see the necro raise his hand signaling that he’s going to pop his heal which cures all conditions.
If you make sure he’s blinded with grenade, static shot, or the bomb blind, his transfer conditions (plague signet if you spot him with it) should miss you.
If that fails. I gotta run like crazy because my only form of condition removal is from heal turret. Luckily most necros are slow and with my rocket boots chills, cripples, and swiftness I can kite until my CC is back.
Yup! I used to die to them ALL the time until I abused their main weakness. CC. Sometimes I go over to their sub-forum to look for a thread about how they lack stability despite being slow and tanky and feed on their tears.
Its funny because necros can trait for the easiest access to stability (5 sec every 9 sec without boon duration).
As for how to kill necros, try to burst them down and force them to go in deathshroud. Do not waste your burst when they switch to DS, slowly damage them down (condi necros dont do any damage in DS other than #5) as soon as you see them leave start chaining your CCs and interrupt that heal.
Kiting helps a lot. They lack mobility, and we can kite exceptionally well with bombs and grenades.
Thanks for the advice guys. I’ll give it a go.
My tactic is to dump everything you can on them from the get go then CC them with supply drop, shield stun and knock back along with a tool kit magnet pull. What that does is gives to conditions time to eat away at the necro. If you’re really good, you can time these interrupts whenever you see the necro raise his hand signaling that he’s going to pop his heal which cures all conditions.
If you make sure he’s blinded with grenade, static shot, or the bomb blind, his transfer conditions (plague signet if you spot him with it) should miss you.
If that fails. I gotta run like crazy because my only form of condition removal is from heal turret. Luckily most necros are slow and with my rocket boots chills, cripples, and swiftness I can kite until my CC is back.
Yup! I used to die to them ALL the time until I abused their main weakness. CC. Sometimes I go over to their sub-forum to look for a thread about how they lack stability despite being slow and tanky and feed on their tears.
Its funny because necros can trait for the easiest access to stability (5 sec every 9 sec without boon duration).
Actually, it’s 3 seconds of stability for every 10 seconds (7 if traited).
The reason why condi necros don’t run it is because it has no synergy with a condition build (tree = more death shroud + crit damage). Terrormancers often run it so if you take damage on fear, be prepared for stability as well.
My tactic is to dump everything you can on them from the get go then CC them with supply drop, shield stun and knock back along with a tool kit magnet pull. What that does is gives to conditions time to eat away at the necro. If you’re really good, you can time these interrupts whenever you see the necro raise his hand signaling that he’s going to pop his heal which cures all conditions.
If you make sure he’s blinded with grenade, static shot, or the bomb blind, his transfer conditions (plague signet if you spot him with it) should miss you.
If that fails. I gotta run like crazy because my only form of condition removal is from heal turret. Luckily most necros are slow and with my rocket boots chills, cripples, and swiftness I can kite until my CC is back.
Yup! I used to die to them ALL the time until I abused their main weakness. CC. Sometimes I go over to their sub-forum to look for a thread about how they lack stability despite being slow and tanky and feed on their tears.
Its funny because necros can trait for the easiest access to stability (5 sec every 9 sec without boon duration).
Actually, it’s 3 seconds of stability for every 10 seconds (7 if traited).
The reason why condi necros don’t run it is because it has no synergy with a condition build (tree = more death shroud + crit damage). Terrormancers often run it so if you take damage on fear, be prepared for stability as well.
On the other hand, if terrormancers are running it then they can’t really take dhuumfire. If you see a necro with stability you know you can be a little bit more offensive.
My tactic is to dump everything you can on them from the get go then CC them with supply drop, shield stun and knock back along with a tool kit magnet pull. What that does is gives to conditions time to eat away at the necro. If you’re really good, you can time these interrupts whenever you see the necro raise his hand signaling that he’s going to pop his heal which cures all conditions.
If you make sure he’s blinded with grenade, static shot, or the bomb blind, his transfer conditions (plague signet if you spot him with it) should miss you.
If that fails. I gotta run like crazy because my only form of condition removal is from heal turret. Luckily most necros are slow and with my rocket boots chills, cripples, and swiftness I can kite until my CC is back.
Yup! I used to die to them ALL the time until I abused their main weakness. CC. Sometimes I go over to their sub-forum to look for a thread about how they lack stability despite being slow and tanky and feed on their tears.
Its funny because necros can trait for the easiest access to stability (5 sec every 9 sec without boon duration).
Actually, it’s 3 seconds of stability for every 10 seconds (7 if traited).
The reason why condi necros don’t run it is because it has no synergy with a condition build (tree = more death shroud + crit damage). Terrormancers often run it so if you take damage on fear, be prepared for stability as well.
On the other hand, if terrormancers are running it then they can’t really take dhuumfire. If you see a necro with stability you know you can be a little bit more offensive.
This is true.
You can, however, run a 30/10/0/0/30 build that has dhuumfire and stability. It works very well, actually.
The truth is, most necros won’t run stability. Just won’t. In fact, one of the biggest complaints on the necro boards is the LACK OF ACCESS TO STABILITY.
Highest uptime to CD in the game and they complain ALL THE TIME.
I don’t get it myself. -_-
My tactic is to dump everything you can on them from the get go then CC them with supply drop, shield stun and knock back along with a tool kit magnet pull. What that does is gives to conditions time to eat away at the necro. If you’re really good, you can time these interrupts whenever you see the necro raise his hand signaling that he’s going to pop his heal which cures all conditions.
If you make sure he’s blinded with grenade, static shot, or the bomb blind, his transfer conditions (plague signet if you spot him with it) should miss you.
If that fails. I gotta run like crazy because my only form of condition removal is from heal turret. Luckily most necros are slow and with my rocket boots chills, cripples, and swiftness I can kite until my CC is back.
Yup! I used to die to them ALL the time until I abused their main weakness. CC. Sometimes I go over to their sub-forum to look for a thread about how they lack stability despite being slow and tanky and feed on their tears.
Its funny because necros can trait for the easiest access to stability (5 sec every 9 sec without boon duration).
Actually, it’s 3 seconds of stability for every 10 seconds (7 if traited).
The reason why condi necros don’t run it is because it has no synergy with a condition build (tree = more death shroud + crit damage). Terrormancers often run it so if you take damage on fear, be prepared for stability as well.
On the other hand, if terrormancers are running it then they can’t really take dhuumfire. If you see a necro with stability you know you can be a little bit more offensive.
This is true.
You can, however, run a 30/10/0/0/30 build that has dhuumfire and stability. It works very well, actually.
The truth is, most necros won’t run stability. Just won’t. In fact, one of the biggest complaints on the necro boards is the LACK OF ACCESS TO STABILITY.
Highest uptime to CD in the game and they complain ALL THE TIME.
I don’t get it myself. -_-
They can’t run a faceroll build and have stability.
oh no
You get to think it’s higher stability uptime on paper than any other classes, then you try it and realize that you have 2 pretty huge factors that come into play: Lifeforce and DS cooldown.
If a Condi necro use it to get stability, if he stays in DS, he loses all pressure. If he just swap in and out, you now know that he can’t prevent any damage for the next 10 second.
If he stays in DS, you can spam conditions on him/immobilize him to death, he can’t access any stunbreakers/transfer conditions while transformed. Just spam condi, wait for him to come out to either: heal or transfer condi, spam CC to prevent him doing so and collect your lootbag. He also lose all his lifeforce by staying in DS under pressure.
A condition necro doesn’t generate a lot of lifeforce, and to go into DS, you need 10% minimum, it is never accessible every 10 seconds except under scenarios where you have no pressure, so no real need for stability in the first place.
So yeah, a condi class vs condi necro is something hard to win because of transfer, but if done right, you can win and feel kitten. But don’t worry about stability. Those 30/10/0/0/30 build are power build, a condi build without Terror lose a big burst potential.
You get to think it’s higher stability uptime on paper than any other classes, then you try it and realize that you have 2 pretty huge factors that come into play: Lifeforce and DS cooldown.
If a Condi necro use it to get stability, if he stays in DS, he loses all pressure. If he just swap in and out, you now know that he can’t prevent any damage for the next 10 second.
If he stays in DS, you can spam conditions on him/immobilize him to death, he can’t access any stunbreakers/transfer conditions while transformed. Just spam condi, wait for him to come out to either: heal or transfer condi, spam CC to prevent him doing so and collect your lootbag. He also lose all his lifeforce by staying in DS under pressure.
A condition necro doesn’t generate a lot of lifeforce, and to go into DS, you need 10% minimum, it is never accessible every 10 seconds except under scenarios where you have no pressure, so no real need for stability in the first place.
So yeah, a condi class vs condi necro is something hard to win because of transfer, but if done right, you can win and feel kitten. But don’t worry about stability. Those 30/10/0/0/30 build are power build, a condi build without Terror lose a big burst potential.
Why is it either swap out immediately or stay in DS until it runs out? That’s a bit extreme in either case. If you need to pop stability, then why not quickly DS 5, 2, 3 then back out to continue pressure? That only takes a few seconds and applies torment, chill and fear along with whatever else you’ve traited for that is applied on DS.
And, traited, DS’s CD is actually 6 seconds.
It’s a tough fight, but what I do is charge in with gear shield (which you should do with every fight imo) because natural reaction is to blow your load in the beginning. Blocking a lot of his inital attacks (like plague signet) will leave him on some long cooldowns. After this you unload, drop your elite to stun then magnet when the stun is over so he’d have some time for the conditions to do their work. By this time he will use his heal an depending on your set up you will likely have your skills up as well as gear shield.
You just dance around him since a necro has bad mobility and keep poison/burning up. Chain your cc’s and hope for the best!
The decreased cooldown of DS is always 7 cooldown (30% of 10) even if shown otherwise on the tooltip. (Who trust tooltip anyway )
You can dip in, throw in DS 5, 2, 3, then when you get out, stability is gone and you’re still under pressure with a (normally) 10 sec cooldown on your only Defense skill. Again, the popular 30/20/0/0/20 build doesn’t have stability, and will not grab DS reduced cooldown as a Master trait.
A trick that makes us last longer is to bypass DS cooldown by letting Lifeforce deplete completely, then hit Spectral Armor and any other lifeforce gaining skill and re-enter DS immediately. For a reason DS is not on cooldown when fully depleted, regardless of the time you spent in it.
You can actually try an almost 100% stability uptime build with necro, 30 point in Death magic for 30% boon duration + any rune combo that boost it and the reduced DS cooldown. You will still be thrown around like a ping-pong ball because of the 2 limiting factors I’ve stated before. On paper it sounds crazy good, but in reality lifeforce generation of condi build is too low. (Which is good, it need to have weakness )
Anyway I disgress! Any condi build vs a prepared Condi necro is hard, but Stability is no staple of necro so use those CC the best you can.
The decreased cooldown of DS is always 7 cooldown (30% of 10) even if shown otherwise on the tooltip. (Who trust tooltip anyway
)
You can dip in, throw in DS 5, 2, 3, then when you get out, stability is gone and you’re still under pressure with a (normally) 10 sec cooldown on your only Defense skill. Again, the popular 30/20/0/0/20 build doesn’t have stability, and will not grab DS reduced cooldown as a Master trait.
A trick that makes us last longer is to bypass DS cooldown by letting Lifeforce deplete completely, then hit Spectral Armor and any other lifeforce gaining skill and re-enter DS immediately. For a reason DS is not on cooldown when fully depleted, regardless of the time you spent in it.
You can actually try an almost 100% stability uptime build with necro, 30 point in Death magic for 30% boon duration + any rune combo that boost it and the reduced DS cooldown. You will still be thrown around like a ping-pong ball because of the 2 limiting factors I’ve stated before. On paper it sounds crazy good, but in reality lifeforce generation of condi build is too low. (Which is good, it need to have weakness
)
Anyway I disgress! Any condi build vs a prepared Condi necro is hard, but Stability is no staple of necro so use those CC the best you can.
lol @ tooltip — you’re absolutely correct. NEVER trust it.
In any case, I know most people won’t choose the CD reduction in DS (or FitG for that matter) but it doesn’t mean that they shouldn’t — especially if they complain about the lack of the class’s stability.
I actually don’t understand the technique of letting DS run out just to reenter it again. Staying in DS is good for power builds but stops heavy condi spam. IMO, DS should only be used as needed (stability, DS skill rotations, to proc Weakening Shroud or Chill of Death, burst damage mitigation, etc) during a fight. Sure, there are times you’re going to be low on HP and need to stay in DS to stay alive but I think you should always look to come out of DS as soon as the situation permits. DS mode does not substantially regen itself nor does it heal. Because of this, it decays long-term survivability. Power builds are forced to trade survivability for the increased damage but condis do not have to make this tradeoff.
As for getting ping-ponged around, I’m not really sure what you mean. I get knocked down, I pop back up and go on about my business. This is true even in zerg situations where there are massive amounts of CC spam. Stability works fine for me. I guess it might come down to playstyle?
Necro’s utilities and heals have long cooldown. When you’re under focus fire, your only defense besides DS is 2 dodges. There are time were you need to stay in DS just to survive, and if the pain train can’t be slowed down by teammates, it’s better to let DS run out and use the Spectral armor trick to get back as quickly as possible in DS to wait for your heal/utilities cooldowns to pop back up. As for ping-pong, I was talking about Near Perma-Stability (on paper) that doesn’t work at all once on the battlefield because of resource management that can be out of your control.
The best trick to kill a necro is to make him pop his cooldowns/use most of his lifeforce, use any/every skills you can to run away and regen, then come back at him and burst him down.
All the Signets have 48/60 sec cooldown, same for Spectral Walk/Armor. Once they’re down/dodged, we’re pretty much defenseless with only damage as our defense.
I’ve played a lot on my engi lately instead of my necro, and I sure can run away from any necro every time, and I can come back full health in no time while they’re not ready to eat the same burst.
As someone who plays both Engi and Necro rather extensively I might be able to offer a few tips:
Don’t use condis agaisnt a Necro. Swap to rifle and power/control, and you can have your way with them.
Necros are best played aggressively. If they sit back and wait for you, you have the advantage from range. If they push into you, use your CC and make life hell for them.
Hold onto your burst until they’re out of LF (i.e. you forced them out of Death Shroud). Don’t try to burst them right away, just chip at them a bit. Use immobs, and knockbacks to drive them nuts. They have little to no stability in the best of circumstances.
Interrupting their heal is a death sentence most of the time. The CD for Consume Conditions (largely the only used Necro healing skill) is 25s making it just a bit too long to use liberally, so they’ll hold onto it until they absolutely need it. Which means if they get interrupted their now close to death and panicking waiting for it to come off the interrupt CD.
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