Changes in the Sept 2014 Feature Pack (WOOT!)

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Posted by: Mexamese.5163

Mexamese.5163

Necromancer

Our focus for necromancers in this balance update has been on improving their survivability through utilities and traits as well as improving the overall effectiveness of their melee and skirmishing weapons. You’ll see that the dagger auto-attack will now hit two targets, while the axe’s animations have been tuned to be more fluid. Along with weapon skill updates, your utility skills have been updated to provide more survivability over time.

(Quoted from the GW2 site https://www.guildwars2.com/en/news/balance-changes-in-the-september-2014-feature-pack/?utm_source=client)

Im excited for these changes, and hopefully everyone else is! Can not wait to see what else is in store!! I wanna see what everyone else has to say about this!

YAY!!

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Posted by: Roe.3679

Roe.3679

I’m a little disappointed that axe isn’t getting more changes, but this sounds like a good direction. We’ll see if it actually has an impact or not depending on what really changed. Either way, dagger cleave is a good buff.

Edit: it seems promising but ill save judgement until after the skill bar and we see what they really did. I just get worried that it’ll be such small changes that it won’t be a huge help. But either way it sounds like buffs. I just hope that it brings us up to a more competitive spot overall.

(edited by Roe.3679)

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Posted by: Kain Francois.4328

Kain Francois.4328

So they’re giving more survivability… to a class which didn’t need any more survivability in PvE…

I understand this might be cool for PvP, but it really sounds like they are ignoring all the problems in PvE. Cleave on Dagger autoattack wont do anything, Necros need some form of team support to justify their existence in dungeons.

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Cleave of Dagger auto will help us in PvE, just not likely enough to justify a necro instead of, say , another ele. It still makes us more attractive because it doubles the rate we can take down trash mobs with dagger.

Dragonbrand |Drarnor Kunoram: Charr Necro
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Posted by: Tommyknocker.6089

Tommyknocker.6089

Looks like they “might” have finally gotten it in their heads that we CANNOT get away, so we may as well be able to tank!!

I still hold my enthusiasms until I can actually play the new skills/utilities, but I have a glimmer of hope now.

Edit: I am referring to WvW here, PvE can still use more of a group support role than a 2 target cleave.

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Posted by: Gnat.9405

Gnat.9405

They have made it clear on several occasions that PvE is not really considered in balances, not sure what you were expecting.

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Posted by: Afya.5842

Afya.5842

They have made it clear on several occasions that PvE is not really considered in balances, not sure what you were expecting.

They have also said several times that they care about pve balance. Whether that is lie is up to question.

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Posted by: nekretaal.6485

nekretaal.6485

Wonder what these alleged buffs to survivability over time might be?
Very few of necromancer utility skills have anything to do with survivability over time, so I am curious as to what they might mean?

1. Meaningless (still too small) buff to siphon for the running signet?
2. LF generation tweak on spectral walk?

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Posted by: Roe.3679

Roe.3679

Wonder what these alleged buffs to survivability over time might be?
Very few of necromancer utility skills have anything to do with survivability over time, so I am curious as to what they might mean?

1. Meaningless (still too small) buff to siphon for the running signet?
2. LF generation tweak on spectral walk?

I kind of doubt they buff spectral skills, I think it may be more like, adding life force gains to utilities on use. But who knows.

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Signet of the Locust needs a shorter cooldown more than a stronger effect.

Dragonbrand |Drarnor Kunoram: Charr Necro
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Posted by: NovaanVerdiano.6174

NovaanVerdiano.6174

So they’re giving more survivability… to a class which didn’t need any more survivability in PvE…

I understand this might be cool for PvP, but it really sounds like they are ignoring all the problems in PvE. Cleave on Dagger autoattack wont do anything, Necros need some form of team support to justify their existence in dungeons.

Well, a block or an additional evade would be useful for some encounters in PvE, especially since a certain someone in fractals has an undodgeable attack.

I’m curious to say the least, but I’m not getting my hopes up as of now.

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Posted by: nearlight.3064

nearlight.3064

Oooh I might play power necro more often in pvp now. Still it’ll be interesting to see everything they plan to give us.

Necromancer Main
Taking a break from GW2 to play various
Nintendo games..

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Posted by: Kiriakulos.1690

Kiriakulos.1690

Kind of worried that no mention to useless GM traits and Sigil of Vamp.
But if we can actually survive with updated utilities does issues do become less meaningful.
Hope for more out of Axe besides animations, unless those entail decreased cast times.

Attrition – A pretty name for taking longer than anyone else to kill something.

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Posted by: Roe.3679

Roe.3679

Kind of worried that no mention to useless GM traits and Sigil of Vamp.
But if we can actually survive with updated utilities does issues do become less meaningful.
Hope for more out of Axe besides animations, unless those entail decreased cast times.

It did say weapon updates, so I’m inclined to believe that means more than cleave on dagger. I’m hoping that means axe buffs and buffs to condi in pvp.

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Posted by: nekretaal.6485

nekretaal.6485

The following are the necromancer skills that have some resemblance to survivability:

Plague signet
signet of the locust
Signet of undeath
Spectral armor
Spectral walk
spectral wall
Well of power

That’s it. Which is getting buffed?

After review, my guess is signet of undeaths passive will get buffed from nothing to nothing. It’s also possible death shroud gets neerfed like adrenaline, so all skills now generate life force. These are my bets.

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Posted by: Fungalfoot.7213

Fungalfoot.7213

I certainly hope that axe is getting more than a more fluid animation.

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Posted by: KOPPER.1458

KOPPER.1458

Sounds like a fun start but I am overly concerned necro’s still won’t be overly viable in most dungeon comps.

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Posted by: Rym.1469

Rym.1469

In b4 another SoV “slightly” improved tooltip.

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Posted by: Goldenrevolver.4371

Goldenrevolver.4371

it was rly clever from them to not say that they will butcher lich

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

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Posted by: Flumek.9043

Flumek.9043

Hmm… im honestly a bit dissapointed since no mention of traits, especialy since 3 of the new GM are PvP survival based. Theyre weak and wrongly placed (could even merge them) and a lot of minors are plain terrible.

Weapons:

  • dagger cleave confirmed , nothing about #2 chanel or pin donw minus range,cast and 6x bleeds
  • axe animations confirmed , #2 chanel like ranger and thief, probably auto too
  • No love for staff power hybrid , speed increase of #1 ??

Currently viable utilities:

  • condi: corupt boon, flesh wurm , a choice of S.Armor,Walk,Wall, Spite signet
  • power: CB , flesh wurm , stunbreak#2 or 2x wells + again armor or wurm

Basicaly necro is already heavily rellying on certain utilities, and sadly about 2/3 of them are damage based, cz you wont kill anyone otherwise.
And survival depending on utilities can be small buff to another spectral or just buff to weaker not used utilty.

No DS stomp , 0% Zero LF at start , -20% LF on death , Min/Max LF unbalanced … no improvemts here as it looks

Also hope nightmare roons go away as they should be mentioned.

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Posted by: Erzian.5218

Erzian.5218

I imagine something like this:

Spectral Armor: Increased protection duration by 15%.
Last Gasp: The recharge is now affected by the Spectral Mastery trait.
Well of Power: Removed stability. This is now an instant cast.
Summon Flesh Wurm: Increased the Flesh Wurm’s health by 20%.

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Posted by: Muchacho.2390

Muchacho.2390

Hmm… im honestly a bit dissapointed since no mention of traits, especialy since 3 of the new GM are PvP survival based. Theyre weak and wrongly placed (could even merge them) and a lot of minors are plain terrible.

Mhh but they did mention that they want to buff the survivablity traits and utilities. Not sure how much though.

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Posted by: spoj.9672

spoj.9672

Im hoping for a block or projectile block of some kind. If not then it will be a disappointing patch.

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Posted by: Bhawb.7408

Bhawb.7408

They can only do so much in a single change. Reality is that Necromancer becoming viable in dungeons will take a lot more work than they can realistically do in one patch, while also doing absolutely nothing for PvP, which lets be honest is a much more focused on area of balance.

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Posted by: biggs.4702

biggs.4702

Necromancer

Our focus for necromancers in this balance update has been on improving their survivability through utilities and traits as well as improving the overall effectiveness of their melee and skirmishing weapons. You’ll see that the dagger auto-attack will now hit two targets, while the axe’s animations have been tuned to be more fluid. Along with weapon skill updates, your utility skills have been updated to provide more survivability over time.

(Quoted from the GW2 site https://www.guildwars2.com/en/news/balance-changes-in-the-september-2014-feature-pack/?utm_source=client)

Im excited for these changes, and hopefully everyone else is! Can not wait to see what else is in store!! I wanna see what everyone else has to say about this!

YAY!!

I don’t see what’s so exciting about this. Necros are already highly survivable. What they lacked was a cleave, and two targets isn’t a cleave. What they lacked was some kind of group utility that would make them desirable in a PvE party, and there isn’t ONE SINGLE WORD about such a change. The only way this news could be worse is if they were announcing a nerf.

The obstacle is the path.

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Posted by: spoj.9672

spoj.9672

They can only do so much in a single change. Reality is that Necromancer becoming viable in dungeons will take a lot more work than they can realistically do in one patch, while also doing absolutely nothing for PvP, which lets be honest is a much more focused on area of balance.

I dont believe in giving them an excuse this late into the game. Necro has been awful in PvE since release and they still havent done anything to help. They had the chance to do so with the new grandmasters but they decided to go down the healing route.

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Posted by: Roe.3679

Roe.3679

Necromancer

Our focus for necromancers in this balance update has been on improving their survivability through utilities and traits as well as improving the overall effectiveness of their melee and skirmishing weapons. You’ll see that the dagger auto-attack will now hit two targets, while the axe’s animations have been tuned to be more fluid. Along with weapon skill updates, your utility skills have been updated to provide more survivability over time.

(Quoted from the GW2 site https://www.guildwars2.com/en/news/balance-changes-in-the-september-2014-feature-pack/?utm_source=client)

Im excited for these changes, and hopefully everyone else is! Can not wait to see what else is in store!! I wanna see what everyone else has to say about this!

YAY!!

I don’t see what’s so exciting about this. Necros are already highly survivable. What they lacked was a cleave, and two targets isn’t a cleave. What they lacked was some kind of group utility that would make them desirable in a PvE party, and there isn’t ONE SINGLE WORD about such a change. The only way this news could be worse is if they were announcing a nerf.

From a pvp perspective, this is all good news, and necromancers aren’t super survivable there.

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Posted by: Bhawb.7408

Bhawb.7408

Because PvE doesn’t remotely fit with their idea of Necromancer. How do you have a slow, attrition, condi based profession fit into a game mode that is literally the opposite in every way.

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Posted by: Zefrost.3425

Zefrost.3425

Can’t wait to see what they mean with axe animations… I rather liked ghastly claws and unholy feast.

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Posted by: Kain Francois.4328

Kain Francois.4328

My worry, is that this will be underwhelming for something we’ve waited a year for, and wont really change anything for PvE.

Come on, Necros were masters of PvE during GW1, so much so they were the most loved profession for hero builds. What the kitten happened since then?

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Posted by: Blackmoa.3186

Blackmoa.3186

axe animation change: asuras can now walk while autoattacking without completely bugging out the animation
likely change: lich doesnt give bonus power anymore but has higher power scaling(so dmg stays ~the same)

German Caster,
never blinking “specialist”,

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Posted by: Amethyst Lure.5624

Amethyst Lure.5624

By the sounds of things they will change FGS so that it is less outrageous in dungeons, which seems like the greatest buff for PvE dungeons for every other class. :P

I really didn’t think they’d give a cleave in addition to wells, but I’m glad for it! I love daggerslashing so I’m stoked for it for sure.

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Posted by: Bhawb.7408

Bhawb.7408

Can’t wait to see what they mean with axe animations… I rather liked ghastly claws and unholy feast.

Most likely speeding up the animation.

Edit: Also while they didn’t directly say grandmasters, they mentioned improving traits to up survivability, which 2 (I guess arguably 3) of the new traits were aimed at. I’d wait to see the changes themselves before you go burning something down in protest.

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(edited by Bhawb.7408)

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Posted by: ArchonWing.9480

ArchonWing.9480

Two targets? That’s so stingy lol, but whatever.

I’d imagine a boost to spectral armor since that thing has such a hilariously long cooldown. I bet they’re gonna like buff signet of locust leech or something silly though. =p

I’m also going to guess they’re going to put 1s of stability on a random utility and deem it adequate.

For once you have tasted flight you will walk the earth with your eyes turned skywards,
for there you have been and there you will long to return.

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Posted by: zapv.8051

zapv.8051

They will probably buff signets, maybe increase the uptime on wells. Spectral armor and walk are both really good, so I can’t see them changing those. Hopefully, blood magic gets a buff. All 3 grandmasters are bad, and ritual mastery should be adept. Maybe they will buff unholy sanctuary to double what it is now like thieves have.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

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Posted by: Rym.1469

Rym.1469

Will the Life Force gain on #1 Dagger stay the same? On hit?

Because that would be an interesting buff.

Regarding utilities – not much they can do about them to really shift Necro without overbuffing it 1v1.

If they don’t adress dealing with Death Shroud or expanding it, then this patch won’t affect us too much .

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Posted by: Narkodx.1472

Narkodx.1472

Will the Life Force gain on #1 Dagger stay the same? On hit?

Because that would be an interesting buff.

Regarding utilities – not much they can do about them to really shift Necro without overbuffing it 1v1.

If they don’t adress dealing with Death Shroud or expanding it, then this patch won’t affect us too much .

I believe it will remain the same simply because the endurance gain on Wild Strike (Thief dagger auto-attack) was done that way – only the damage will cleave not the benefits of the damage – endurance gain/life force gain

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Posted by: Mayama.1854

Mayama.1854

Necro needs as much def as a guardian, warrior or thief if you spec for melee. Something you are basicaly forced too if you use a power build.

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Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

Honestly, I don’t have any hope for this patch. The dagger hitting an extra target is nice, but at this point I feel it is just too little. My list of grievances with the necromancer is magnanimous on traits alone, let alone the general ineffectiveness of utilities and weapons. I imagine what we’ll get with this patch is Signet of Undeath boosting LF generation to 1.2% every 3 seconds, and then a several month wait before another change.

I don’t have opinions. I only have facts I can’t adequately prove.

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Posted by: Usagi.4835

Usagi.4835

Whenever there’s a balance patch coming up, I’m afraid. Touch wood… I am hoping that ANet will stop their love affair with the heavy nerfs and look towards improving lesser used skills/traits, rather than trying to browbeat people towards them.

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Posted by: spoj.9672

spoj.9672

Yeah Im not holding my breath over this. We shall see what we actually get, hopefully, this friday.

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Posted by: Jayce.5632

Jayce.5632

If they really wanted to help the necro in pve, they could always enable the necro to extend their DS to nearby allies at perhaps double the decay rate or something of that nature.

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Posted by: Lightsbane.9012

Lightsbane.9012

So they’re giving more survivability… to a class which didn’t need any more survivability in PvE…

I understand this might be cool for PvP, but it really sounds like they are ignoring all the problems in PvE. Cleave on Dagger autoattack wont do anything, Necros need some form of team support to justify their existence in dungeons.

you can think whatever you want, but you have no idea how much of a pingpong ball you are until you go into wvw or pvp. i’d like to think that is why they’re giving necromancers more survivability. though i’m expecting next to nothing being changed, to be honest. there are specific things we need(mobility) without it, we don’t see an increase in survivability. maybe they’ll surprise me, but they probably won’t.
/cynicism.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

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Posted by: Mayama.1854

Mayama.1854

So they’re giving more survivability… to a class which didn’t need any more survivability in PvE…

I understand this might be cool for PvP, but it really sounds like they are ignoring all the problems in PvE. Cleave on Dagger autoattack wont do anything, Necros need some form of team support to justify their existence in dungeons.

you can think whatever you want, but you have no idea how much of a pingpong ball you are until you go into wvw or pvp. i’d like to think that is why they’re giving necromancers more survivability. though i’m expecting next to nothing being changed, to be honest. there are specific things we need(mobility) without it, we don’t see an increase in survivability. maybe they’ll surprise me, but they probably won’t.
/cynicism.

Allow healing in death shroud and make the healing/siphon skills usefull. Might be a balance nightmare cause you could create immortal necros that fill one lifebar while exhausting the other one endlesly but right now a whole traitline is useless.

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Posted by: Bhawb.7408

Bhawb.7408

You don’t need mobility to have survivability, see: guardians, who are our slow-as-molasses-in-the arctic-winter brothers and sisters. Literally all we need are slight improvements to our already existing mechanics, and more mechanics that scale into multiple player focus.

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Posted by: Lightsbane.9012

Lightsbane.9012

You don’t need mobility to have survivability, see: guardians, who are our slow-as-molasses-in-the arctic-winter brothers and sisters. Literally all we need are slight improvements to our already existing mechanics, and more mechanics that scale into multiple player focus.

they’re slow as molasses, but have a leap, and gap closers. the leap on greatsword has gotten me out of lots of bad scenarios.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

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Posted by: Bhawb.7408

Bhawb.7408

And we have Flesh Wurm, SWalk, and gap closers ourselves. Not to mention bunker builds for Guardians which are good enough to tank aggro in a 5v5 teamfight have absolutely 0 mobility past some swiftness on staff. Mobility isn’t key to living through damage, and it makes no sense with our profession design.

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Posted by: greenphox.6875

greenphox.6875

I would be happy with a buff to the blood trait line. I mainly pve and find wells extremely useful. Siphoning is also a fun mechanic but even the smallest buff would be greatly appreciated.

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Posted by: Mexamese.5163

Mexamese.5163

Necromancer

Our focus for necromancers in this balance update has been on improving their survivability through utilities and traits as well as improving the overall effectiveness of their melee and skirmishing weapons. You’ll see that the dagger auto-attack will now hit two targets, while the axe’s animations have been tuned to be more fluid. Along with weapon skill updates, your utility skills have been updated to provide more survivability over time.

(Quoted from the GW2 site https://www.guildwars2.com/en/news/balance-changes-in-the-september-2014-feature-pack/?utm_source=client)

Im excited for these changes, and hopefully everyone else is! Can not wait to see what else is in store!! I wanna see what everyone else has to say about this!

YAY!!

I don’t see what’s so exciting about this. Necros are already highly survivable. What they lacked was a cleave, and two targets isn’t a cleave. What they lacked was some kind of group utility that would make them desirable in a PvE party, and there isn’t ONE SINGLE WORD about such a change. The only way this news could be worse is if they were announcing a nerf.

From a pvp perspective, this is all good news, and necromancers aren’t super survivable there.

I’m excited because so far no talk of NERF. As long as we don’t get nerfs I’m a happy Necro!

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Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

I find that Necromancer is one of those professions that was designed more with PvP in mind. I’m sure all of the professions were made to have viability in both PvE and PvP, but I feel like certain ones were made to be stronger in one or the other. The changes don’t sound that exciting as of yet, but as someone who spends most of their time in WvW, I like what I’m seeing thus far.
It’s unfortunate we’re so horrible in PvE but I’m thankful that we’re at least very devastating in WvW/PvP. And if the changes are anything like I imagine, we’re only going to get meaner. So while I’m not exactly thrilled it appears we still won’t be very viable in dungeons, I am still happy we could potentially become even stronger in WvW/PvP.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma