Officer of [DEX] Deus Ex Machina Eu and [Fus] Fus Ro Dâh
Ruins of Surmia
I was just thinking that rather than corruption being our most highly theorized reason for bringing a necro to raids (boon stripping seems to be readily available for other classes) and reaper’s tanking going out the window because of the blighters boon nerfed I reckon we could have a place because of the unblockable stuff.
Combination of the shout giving unblockable to allies for the boss using skills that let him block and dagger warhorn for if he’s rapidly pulsing aegis, and less dependably soloing the breakbar with the help of staff marks during the boss using long block skills but I guess it scales too high for that. Finally there’s also the wells for a little unblockable burst damage.
I hate how irrelevant boon strips are in PvE. It makes no sense. I was hoping with the difficulty increase with HoT I would see boons everywhere, but nope, useless boon corruption is completely useless.
As far as going solo and taking on an army of mobs Necro are gods, so if fights have some insane add spam that HAVE to be dealt with, Necro’s would be really good. Not even kidding, I could solo the blademaster boss in dragon’s stand AND the 100’s of mobs at the same time while the zerg does their preserver dance.
Here’s to hoping.
I’ve found that well of corruption works wonders against mordrem menders, but maybe that’s a discussion for another day (I also expected more boons going around, honestly).
With raids in mind, it will really depend on the encounters, if your group is lacking a sword mesmer or a mallyx revy you can more than suffitiently take the roll of boon corrupter, but I think we can do better than that. Transfusion and Last Rites seems to have been designed for the first boss encounter, when the floor becomes deadly and you need to save a bunch of dead bodies from dying altogether. Add some sustain from vampiric aura and the fact that doing it right you become an unkillable machine with Blood magic. Sounds fun.
AI is still bad in HoT but I almost danced in joy at seeing one of the Mordrem Guard dodge.
The AI really should mimic team PvP. Right now, HoT is only tougher because mobs have more health and stronger attacks. It is just scaling and that is boring by itself. Event boss battles are also too highly scripted: do this for this phase and that for that phase, etc. Bosses should have better counters so players are forced to group up and coordinate combat skills, not group for loot or to not get lost.
For example, I save DS 4 Transfusion for when the team needs an AoE heal or to shift-res a downed player to safety. If Transfusion could move players more effectively, it would be truly awesome but the movement fails often practice. Every pull fails more than I like but that is for another thread.
I have seen lots of other players also build for team support and use skills to help each other. Players want that but the AI and events focus more on following a script, gating one phase after another against a timer, than meeting an objective or countering a raid’s objective.
Coordinating special skills and utilities with big group benefit is what I want form PvE, not an uncooperative zerg of max dps-ers. Only really good AI can force players to cooperate more effectively.
That’s how mobs were in GW1 pve.
They used the same abilities and it felt like playing against good players in a sense, scripted in their ways but still.
Where are all the stability using mobs??? I want more access to fear lol.
That’s how mobs were in GW1 pve.
They used the same abilities and it felt like playing against good players in a sense, scripted in their ways but still.
Where are all the stability using mobs??? I want more access to fear lol.
I will say, it was really, really cool seeing all the mobs you fought using all the same abilities you could use. It’s like it made the world more cohesive and immersive.
Sorry, that’s a bit OT, but Knote’s post hit me with some nostalgia. I’m sure Necros will find a place in raids over time. Maybe not the speedrunning raids, but then again, we’ll have to see.
That’s how mobs were in GW1 pve.
They used the same abilities and it felt like playing against good players in a sense, scripted in their ways but still.
Where are all the stability using mobs??? I want more access to fear lol.
I will say, it was really, really cool seeing all the mobs you fought using all the same abilities you could use. It’s like it made the world more cohesive and immersive.
Sorry, that’s a bit OT, but Knote’s post hit me with some nostalgia. I’m sure Necros will find a place in raids over time. Maybe not the speedrunning raids, but then again, we’ll have to see.
I remember trying to slug through the Cantha story and it was kittening HARD.
So much fun. Had so many abilities to choose from and experiment with and it felt like a puzzle trying to get through stuff.
Necros have a lot of non-damaging conditions that affect the entire group (up to map cap) in a positive manner. Sharing might or other boons while everyone is running around nilly-willy might be tough and they have a 5 man max affect. Conditions, however, can indirectly affect the entire raid group to boost outgoing damage or reduce incoming damage in a consistent manner. Claiming lack of group support because the icons are red instead of gold is just stupid.
Well, there is general boss immunity to conditions and the condition caps to take the fun out of condi. Bleed, poison, and break bar wreckers are the only viable choices for Necro conditions.
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