Necro's role in dungeons?
Sustained damage is all I can really say with small cc in the form of chill+cripple… The fear isn’t reliable but we have multiple long chills that can be used to help kite or extent the gap between skills the boss uses.
Output lower dps than other classes, occasional boon strip that’s situational and done better and more consistently by mesmers, use minions so you’re dps isn’t AS terrible and also take hits for your team (mesmer clones do this too), use plague signet and act as a sacrificial lamb, other classes will just aoe purge instead. Use well of power to convert burn into aegis, which is the only significant condition conversion.
Otherwise you’ll be doing your extremely boring Necro dps rotation.
Every class has cripple and almost every class can chill (and those who can’t can do more useful stuff anyway).
I’m asking about something special, that only necro can do.
Just like:
Mesmers – confusion, portals, feedback, time warp.
Elementalist – AoE, reasonable heals.
Thief – damage, stealth.
Guardian – protection, heals, boons.
Warrior – melee damage, survivability.
Engineer – boons, aoe, mid-range damage.
Ranger – range damage.
My example is rather vague, but still.
Best way to be useful would be to make a power/healing hybrid build that focuses on all wells.
Do a bit of aoe healing, and convert conditions into boons every 50 seconds lol, or and an aoe blind on a 50 second cooldown, pales in comparison to thief blinds.
Also chills are hardly better than cripples, AFAIK chill cooldown increase doesn’t do a thing to pve mobs.
surviving, keeping thigns going, condition control, chill/cripple/blidning, healing and constant dps bit everything.
:3 im MM any my role is call to all kittening mobs to kill to my team =P hahaha a joke.
Depend of you base dps example:
Im a MM with staff/scepter-dagger my rol is of AOEdot(damage over time) and healing to allies(and pets) with transfution.
I’m playing a full condition build (0/30/10/30/0 trait allocation), using a scepter+dagger/staff as the weapon choices. The condition damage isn’t half that bad, especially when you’re fighting a bunch of monsters (most of your skills are AoE, and Epidemic practically doubles all of the stacks on everything except on the selected target). Also the Well of Darkness is a nice thing to provide some breathing room for the party or yourself since its a 5s blind.
Another really good thing is the Plague elite skill, with the #2 attack (Blind plague) since it is essentially a 20 second blind in a relatively large AoE that moves with you, and boosts survivability, since you get your vitality multiplied by 3, and your toughness multiplied by 4)
The necromancer’s impact on the teamplay might be a bit more subtle than what your team might realise, but it is there regardless. Also, you will usually be the last to go down since youre a ranged class with 22-25k HP and ~2200-2500 armor which makes you very durable.
Anyway, never make the mistake of using only the one set of skills that you have preset, since this is a class that requires a lot of skill swapping depending on situation (chill grasp for pulling, spectral walk for running/skipping mobs, do not undeestimate spectrall wall either, ….)
Necro role in Dungeons is to do 3 times the work of any other class only to underwhelm.
1. Kill things.
2. Not die.
3. Help allies not die.
Same as any other profession. I find my Necromancer to be very good at 1 & 2.
Necro has a high health pool so not dying would be one of them. I usually kite/tank hits from the boss.
Have you looked at the AoE that we have? Marks and wells, that’s 8 already. Staff auto is also piercing. That’s 9. Death Shroud 4, that’s 10. 10 easily accessable AoE skills.
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I’m not fully experienced with all the classes but I wouldn’t be suprised if necro is the best combat initiator in the game.
For example the ascalonian fractal, once you’re through the gates. +- 6 mobs stacked somewhat together. Necro initiates with (all at 1200 range) staff 2, 3, epidemic, staff 4, 5 and 2 again (get the staff traits). AoE chill, poison and 9 stacks of bleed. After a blow like that the rest of the party can easily roflstomp any remaining health pools.
In contrast, using the same example, it’s not unlikely to see the ascalonian warriors rush up to the party and just spike one guy hard. Staff 3 just prevents that completely.
Weakness is a very underrated stat. Necros have lots of ways to apply it, esp with the grandmaster trait with a 25% chance per crit. Poison corruption cloud is also nice if kitten stays in it.
Wells are also marginally helpful if things stay in them, but pretty long CDs.
Also they can transfer conditions with signet and warhorn4, staff 4, under water DS 4. A little more niche though. More mobs need to built with more boon and condition applications so most of our abilities feel less niche.
Conditions provide high DPS, given that you’re the only condition build in a party.
Wells are amazing utility. Well of Blood, Well of Darkness, and Well of Power in particular are invaluable in a lot of encounters.
Not to just self-promote, but I think my guide will give you a lot of information on necromancer in dungeons. The thread for it is here: https://forum-en.gw2archive.eu/forum/professions/necromancer/Massive-PvE-guide-for-condition-necromancer/first#post1069953