Is necro for me?

Is necro for me?

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Posted by: urieldhynne.2743

urieldhynne.2743

I am thinking about start a necro, only for wvw, leveling it in wvw only.

I have a guardian, warrior and thief.

I am concern about the mobility and survivability of the necro without a good staiblity of mobility skills. I used to play high survivability class, my war is very tanky with great mobility, my thief has a lot of stealth and mobility, even my guardian heal a lot and i use a lot of mobility skills with him.

When i see a necro in wvw they will kill or die, he cannot scape. I see a lot of solo roaming necro die because a small group spot him form the distant and chase him down easily even far away.

Is really that bad thats points in wvw, mainly for roaming or you can cover it with the strengths of the class? What is the worst part of being a necro? your most weak points? And how good is compared with others heavy condition bunkers with high mobility.

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Posted by: knbBlackTemplar.3059

knbBlackTemplar.3059

I think engi fit better for you. Strong in duels, massive aoe damage, great survivability and mobility.

80’s: Sylvari Necromancer (Main). Human: Thief, Warrior (PvP Main), Engineer. Charr Guardian

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Posted by: Mooncheesebaby.2853

Mooncheesebaby.2853

Are engineers able to escape if spotted by a small group?

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Posted by: knbBlackTemplar.3059

knbBlackTemplar.3059

Are engineers able to escape if spotted by a small group?

Engi have perma-swiftness, engi have rocket jump

80’s: Sylvari Necromancer (Main). Human: Thief, Warrior (PvP Main), Engineer. Charr Guardian

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Posted by: Heartlust.6140

Heartlust.6140

Mobility, durability, team utility and survivability is what we lack. Currently we’re a very selfish class but we dish out a lot of damage on top of maintaining control. Especially in WvWvW.

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Posted by: Kajin.5301

Kajin.5301

I think you got the gist of it.
I play my dire condi necro as a solo roamer for about 3/5th of time, 1/5 hang with zerg until it bores me to death, last 1/5 with small pug roaming.

I rolled human for the T3 aesthetics but I know I should’ve rolled a norn, cuz we really lack an escape option and snow leopard form is the ideal skill to get the hell out of the path of a zerg or any group that just wants to gangrape. I don’t mind being in 1v2-3, I will even sometimes jump such packs just to experience any outcome possible.

Another disadvantage is that I don’t slot 25% move signet most of time because I want to be prepared for when a nasty opponent pops, I rather have Plague Signet and move slower and feel ready than just move faster and regret not having a good tool utility which causes my death.

A gimmick I do sometimes if such switch to Spectral walk for like 8s of swiftness and switch it to Signet of Locust (25%move speed) before it goes on cd.
But yea SoL won’t save you, as most ppl have 33% swift so they will catch up as we don’t have reliable teleports.

If you got an OCD about keeping your corruption/guard killer – defense/bloodlust stacks, man I hope you got good nerves, cuz if you aren’t a norn (snow leop form escape), you’re bound to lose them. And if you wp back to base at first sight of danger well it’s gonna kill your fun factor quickly.

About the fights vs other condi bunkers, well as a dire/scavenge necro you’re pretty much bound to win. You got 3 ways to transfer your conditions back to them, so a perplex mesm/engie won’t have the fun they thought they were in for. Bow rangers aren’t a threat. If you encounter another condimancer, work at your hot potato tossing management skills.

If I were to reroll and keep my gear though, I still dunno if I would make a norn or an asura. I loved perplexity for necro as it’s quite viable and spreading confusion stacks around is nuts. If they make it so that fear causes ‘interrupts’ I would definately pick asura over norn, just cuz of instacast technobabble to add to the kitten nal.

TL;DR: if serious about roaming in www, roll norn.

Skysap & Qaju & Juqa -VILE- Desolation

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Posted by: Pendragon.8735

Pendragon.8735

Necro’s mobility is not limited outside combat, at least not if you run spectral walk, your signet or carry a warhorn. It’s only once you engage a fight that you are pretty much locked into a do or die.

I rarely ever get run down from a distance, but the absolute key is being able to identify long odds quickly and from range, and not engage those battles. You don’t have the mulligan ability to be reckless like a Thief, Ele, even Mesmer and just jump into random battles then bail if they go bad.

If you run a tanky necro then you can actually out escape bad situations pretty easily in group or zerg combat. You just leave, lol, and as long as there are still bad/stupid friendly players around in a clearly lost battle trying to fight to the death, enemies will be too busy focusing on them to worry about the spongy Necro living to fight another day. One or two might chase, but they usually give up once they are loaded up with marks and fears as they try to follow. If they follow too far, away from their zerg, just turn and kill them as they are weakened greatly usually.

(edited by Pendragon.8735)

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Posted by: urieldhynne.2743

urieldhynne.2743

Thanks for the feedback about necro mobility, i think i will try the Engi first. I really like necro mechanics, but i want some mobility in the combat, not only for travel.