(edited by Psaro.6178)
Necromancer PvP talk
Thieves: Thieves simply kite you out with their superior mobility. Given an unknown amount of time and good skill/patience, a thief can win every single 1v1 in the game, especially against Necromancers. That said, not every thief is patient enough and may overstep their bounds at some point. Major methods of assisting your fight against them is to run Warhorn and any combination of Weakening Shroud and Spiteful Spirit. Having on demand multi-hit and instant-hit abilities severely helps cleanse blind, which is the major shortcoming of the duel, given our slower attacks.
Rangers: 1500 range is painful, and the slower movement of our abilities, plus lack of mobility, make it extremely painful at times to try to close the distance. Celestial Form cleanse is also rather brutal, given base Necromancer’s slow application speed. Putrid Mark is a pretty heavy breaker in this matchup, as the size of the mark effectively allows you to range the mark to roughly 1440 range. Another thing to realize is sometimes you need to think outside of the box; Plague Signetting or Putrid Marking the pets is a very valid path to take when in a difficult position. If you find you run into a larger number of Rangers than other classes in a given day, I highly recommend running Corrosive Poison Cloud, it helps to greatly shore up our weakness to the longbow as well as provide decent Weakness uptime. Also plays exceptionally well against Bristleback.
Warrior: The same way thieves beat the kitten out of us, we can beat the kitten out of Warriors. The name of the game is kiting here. You need to be capable of maintaining distance between you and them, and find ways to regularly reopen gaps. The matchup is much easier with abilities like Foot in the Grave, Corrupt Boon, and Summon Flesh Wurm, since they give you easy ways to protect from getting locked down, ways of dealing with Resistance and Stability, and ways of reopening the gap. Another strong way to kite warriors is to jump-dodge into their abilities; since the pathing of abilities like Rush cause them to move to where you are, jump dodging through them before they hit you allows you to gain distance through them when they’re locked into the attack animation. You can also dodge towards the origin of their Whirling Blades for a similar effect. The duel isn’t an auto-win, but it’s a perfectly fair fight if you know your way around it.
Hope some of these tips helped!
~Bhawb.7409
I don’t think I can kill a good thief 1v1… If they catch me in the open, I can ward them off, but they always have an escape and they will be back. Really frustrating… Especially if they’re specifically patrolling around trying to stop people from rotating to points and joining teamfights.
Druids’ constant immobilize is complete BS vs Necros, but I’ve been having a little better luck vs. them with a Signetchill condition spec that I’ve been messing with instead of the standard Corruptionmancer. With a lot of using a quick Reaper-2-Unreaper to get in range, followed by a boon corruption bomb to force them to play defensively until I can land a cc-chain to finish them.
Warriors, ugh… One thing I’ve been doing is only dodging their primal bursts if they’re less than 50% health and I’m trying to finish them to prevent the heal. Otherwise, I don’t wanna say lean into it, but you can really use their condition bombs against them with a well placed transfer and quick change of pace from chill kiting into a reaper cc chain/burst. (obviously this is macebow warrior specific)
But yeah, these are all very mismatched uphill fights for us… I feel like we have to do so much more to come out on top. =(
I look forward to seeing this thread grow and see how everyone else deals with these three professions in particular.
(edited by narcx.3570)