Condition Necromancer and objects.

Condition Necromancer and objects.

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Posted by: Zogyark.4597

Zogyark.4597

Can you do something about it, it’s embarrassing when the time comes in a dungeon to destroy objects and I’m left using every skill in my arsenal to get halfway done with mine while everyone else has destroyed 4 objects each.

Necromancer Lupicus Solo – https://www.youtube.com/watch?v=RWkSkhmWiDU

Retired Until Expansion or Meaningful Content is Released.

Condition Necromancer and objects.

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Posted by: fauXnetiX.6459

fauXnetiX.6459

This is a huge problem with all heavy condition builds and something that needed to be addressed before launch. Came back to level a Necromancer after not playing for over a month and I find myself avoiding logging in because I don’t want to slap at an object for 5 minutes because I enjoy condition builds.

I spent about 10 minutes last night doing the skill challenge where you have to attack the siege weapon. I logged off shortly after completing it.

Condition Necromancer and objects.

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Posted by: Halo.8976

Halo.8976

Dagger.
15char

Condition Necromancer and objects.

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Posted by: fauXnetiX.6459

fauXnetiX.6459

^Non answer

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Posted by: cerulean moth.2743

cerulean moth.2743

Switch to a dagger is a good idea to help you out in these circumstances. Also, I find the DS Life Siphon skill to be pretty good for object damage as well.

Condition Necromancer and objects.

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Posted by: fauXnetiX.6459

fauXnetiX.6459

Makes sense for heavy condition builds to switch out to a weapon that they gain no benefit from due to a lack of power.

A better solution would be to actually fix the issue instead of trying to slap a band-aid on it.

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Posted by: Zogyark.4597

Zogyark.4597

I am aware that you can switch weapons thank you but this is not viable as you might get stuck in battle for a few minutes before you can switch back to scepter contributing not contributing much to your team.

Necromancer Lupicus Solo – https://www.youtube.com/watch?v=RWkSkhmWiDU

Retired Until Expansion or Meaningful Content is Released.

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Posted by: Halo.8976

Halo.8976

< Condition necro. I prefer dagger/dagger (2k damage from dagger #1 combo) & staff in dungeons and sometimes in WvW. Condition builds can’t escape power anyway, simply because all condition damage armor comes with secondary power stats.

A better solution would be to actually fix the issue instead of trying to slap a band-aid on it.

Last time I asked, Anet refused to give us an access to the code so we can fix our bug and balance the class.

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Posted by: Zakar.4518

Zakar.4518

“Condition builds can’t escape power anyway, simply because all condition damage armor comes with secondary power stats.”

100% not true. Condition builds typically use Cond/Prec/Tough gear which is ideal for condition necros due to multiple sources of “bleed on crit” procs. Continuity issues aside (doors don’t bleed), there are zero real reasons for destructables not to take condition damage. Just hide the status effect icons but leave the damage intact so condition classes aren’t completely useless against doors/siege/quest objects.

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Posted by: Pendragon.8735

Pendragon.8735

I cannot stand that our marks do not hit downed players or siege equipment.

If this is intended, I wish they would first say that, and then second, realize what a poor position in puts us in, and change it.

I can’t tell how many fights I’ve won (or should have) only to have an opponent make a comeback from downed, since one of my two weapons (staff) is pretty much worthless against downed players, putting a big hit on our DPS.

(edited by Pendragon.8735)

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Posted by: Pendragon.8735

Pendragon.8735

Continuity issues aside (doors don’t bleed), there are zero real reasons for destructables not to take condition damage. Just hide the status effect icons but leave the damage intact so condition classes aren’t completely useless against doors/siege/quest objects.

Yes, undead take bleeding damage, as well as plants, elementals, and other things that don’t make sense to be bleeding, so why not objects.

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Posted by: Halo.8976

Halo.8976

100% not true. Condition builds typically use Cond/Prec/Tough gear which is ideal for condition necros due to multiple sources of “bleed on crit” procs.

1% not true.
I like pure stats (vit/power) more than just a chance to add some ticks.

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Posted by: fauXnetiX.6459

fauXnetiX.6459

100% not true. Condition builds typically use Cond/Prec/Tough gear which is ideal for condition necros due to multiple sources of “bleed on crit” procs.

1% not true.
I like pure stats (vit/power) more than just a chance to add some ticks.

So you don’t play a heavy condition build? Seems like you’re more concerned with trolling than actually having a productive discussion.

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Posted by: fauXnetiX.6459

fauXnetiX.6459

Says a dude, who doesn’t play his necro.
I’m a troll indeed.

That’s the point of your “heavy condition build”, when you rage quitting because of it anyway?

Rage quit? Doesn’t that usually imply quitting due to being unsuccessful at something? I haven’t felt like logging on because of the tedium associated with heavy condition builds and environmental objects not because I was unable to complete an event.

Indeed, you are a troll or a sour fanboi. =)

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Posted by: Dorian Dawes.8769

Dorian Dawes.8769

This is a big issue I have with many dungeons. While it is true that you can switch to dagger for objects, this is actually punishing when it comes to dungeons like Twilight Arbor. The dagger’s range is so relatively weak that you have to be kissing the Deadly Blossoms to do any damage. The point of taking out the blossoms instead of just running through them and then using Consume Conditions is to avoid being poisoned in the first place. This makes us very slow which is quite unfortunate. Even other spellcaster classes have an easier time with objects than we do. I understand the philosophy of the necro is that we are an attrition class, and thus have a lower DPS, when so many dungeon mechanics revolve around having a high DPS it feels like we are getting shafted.

What I would like to see is an object-specific condition given exclusively to the Necro. This would allow us to make up for our low DPS on objects while still remaining useful and preserving the balance.

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Posted by: Yumad.7341

Yumad.7341

Bleed/poison/burning turns into “Decay” against objects. Though in fairness burning could really affect objects anyway but a blanket special condition for objects seems less complicated to change.

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Posted by: Yumad.7341

Yumad.7341

Oh and “Decay” wouldn’t be able to applied via aoe abilities or the tears from epidemic would be worthy of song, because necromancers aren’t allowed to have anything nice.

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Posted by: brickforlife.1364

brickforlife.1364

Wells and Flesh Golem Charge

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Posted by: Yumad.7341

Yumad.7341

Wells and Flesh Golem Charge

I think the point of the topic is to try to get the damage output equal to or at least very close to power based builds, not from absolutely pathetic to slightly less pathetic. Well cooldowns are too long to be anything sustainable and the flesh golem is an idiot.

Not to mention wells are for power builds, condition builds would probably choose blood is power and epidemic as two utilities leaving one free for a well that I would probably take signet of undeath for the rez or a condition→boon or boon→ condition well over a straight damage well, making it even less effective on top of the lack of power in a condition build.