New dungeon is necromancer friendly

New dungeon is necromancer friendly

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Posted by: knbBlackTemplar.3059

knbBlackTemplar.3059

Horaah, lot of mobs every 2 steps – EPIDMIEC THEM ALL
lot of conditions – HEAL WITH THEM, transfer them, woohoo

But last boss require fast and huge dps before he become too hard to down (if kill him slow – lot of electric fields spawn and gears with devastating damage – nowhere to run when he is in shield) =_=

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

New dungeon is necromancer friendly

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Posted by: Nay of the Ether.8913

Nay of the Ether.8913

except the clockwork tree
maybe it’s cause I didnt have the Magic 3 in my group…idk. But that boss seemed to be nothing more than a dodge fest.

http://almunns.wix.com/elitedeathsociety
~Surrender fiend and you will get an easy death
~I could promise you the same…but it would be a lie…

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Posted by: jakalofnaar.1702

jakalofnaar.1702

Haven’t run the new dungeon on my necro yet, but from what I saw, the mobs aren’t as tanky as the are in other dungeons, which means a condi build shouldn’t be a huge loss in DPS theoretically

I still think people are underestimating the effectiveness of the necro condi builds. I ran a 36 fractal in 30 mins (granted it was ascalon, swamp and svanir), with my full condi build and wasn’t in a standard meta group makeup. Afterwards everyone was asking me for my build, saying I was doing insane DPS – kinda made me smile, I love it when my favourite class gets some love.

I think I’m going to try the dungeon tonight on my necro, wanna see how it goes

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Posted by: spoj.9672

spoj.9672

I tried it with my necro first time round. Beserker necro wasnt that great because of all the trash, so I switched to rampager and was a lot more useful. However I still feel I would of been much more useful on my warrior/thief. The thing necro is good for is the ooze puzzle but thats easy as hell with people who arent stupid so its not worth taking a specific class for.

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Posted by: DownPour.5903

DownPour.5903

except the clockwork tree
maybe it’s cause I didnt have the Magic 3 in my group…idk. But that boss seemed to be nothing more than a dodge fest.

Appappapp! Necro is very important there. You use spectral grasp and pull mobs to the boss. Along with Thief no one needs to kite it around, instead stand and melee/dodge. As long as you don’t accidentally fear mobs away, it will be perfect.

Desolation

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Posted by: unleashed.8679

unleashed.8679

Necro is also good at clockheart


because he can pull (spectral grap) or fear the projection/ghost to the clock heart.
killing it next to him resets the electric fields and stops his stacks
There is no massive damage needed

New dungeon is necromancer friendly

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Posted by: knbBlackTemplar.3059

knbBlackTemplar.3059

Necro is also good at clockheart


because he can pull (spectral grap) or fear the projection/ghost to the clock heart.
killing it next to him resets the electric fields and stops his stacks
There is no massive damage needed

Only if grasp work.. Most of time mobs didn’t pull on completely flat floors

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

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Posted by: unleashed.8679

unleashed.8679

It works most of the time, there is only a problem with those lifting ramps. The rest is flat ground.

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Posted by: Nay of the Ether.8913

Nay of the Ether.8913

There were several times where it didn’t pull on completely flat ground, or the boss would mysteriously step in front of my pull or knock me back into a broken generator which would result in me spazzing out for about 15 seconds while I tried to regain control.

http://almunns.wix.com/elitedeathsociety
~Surrender fiend and you will get an easy death
~I could promise you the same…but it would be a lie…

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Posted by: Andele.1306

Andele.1306

There were several times where it didn’t pull on completely flat ground, or the boss would mysteriously step in front of my pull or knock me back into a broken generator which would result in me spazzing out for about 15 seconds while I tried to regain control.

Game engine being broken =/= necro unfriendly from design up, just as MF and kinda with AR (it was ok since we could eat kitten with DS absorb) all new dungeons seem to be very much skill instead of profession based.

When life gives you lemon, ask if its from a anime or manga.

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Posted by: Fungalfoot.7213

Fungalfoot.7213

Grasp really ought to lift the target up before pulling. Enemies getting stuck on flat ground is just silly.

New dungeon is necromancer friendly

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Posted by: Nay of the Ether.8913

Nay of the Ether.8913

There were several times where it didn’t pull on completely flat ground, or the boss would mysteriously step in front of my pull or knock me back into a broken generator which would result in me spazzing out for about 15 seconds while I tried to regain control.

Game engine being broken =/= necro unfriendly from design up, just as MF and kinda with AR (it was ok since we could eat kitten with DS absorb) all new dungeons seem to be very much skill instead of profession based.

Didn’t say that made it necro un-friendly :P Just that those were the issues I ran into on that boss, and prob the most frustrating part of the whole dungeon (which says alot on how well it was designed)

http://almunns.wix.com/elitedeathsociety
~Surrender fiend and you will get an easy death
~I could promise you the same…but it would be a lie…