PvP random talk
You can’t get CB as a well necro. also i think a power necro with 2 or more defensive utility is bad team fighter. As you said “if we stack defensive stats we don’t do anything” it goes for defensive utilities too. You die anyway if they want you dead so no point to waste 2 or 3 utilities to go defensive, because every proff have better mobility.
Necros definitely do not all use the same utilities. Power Necro almost always runs double wells + stun break (usually Wurm or Armor), Condi has a whole bunch of utility variety now, really all that they definitely need is CB and two stun breaks (SWalk, FW, SA, and WoP are all viable here), one stun break if FitG, which opens up a whole bunch of stuff for the extra spot.
We actually have a lot of utility variety right now. We even reasonably have two builds to play at basically every level of play (condi might fall off at the highest of coordinated). The problems we have now are smaller ones related to QoL/bug fixes, and buffing things that don’t show up in meta builds so that we can get more than 2 meta builds.
Hunter x hunter is a great anime.
/fistbump
Necromancer is in a weird f’n spot.
I only ever turn into a little jellyfish when I see how easily some other classes can recover from heavy pressure that would make us hold onto our lives by a thread if we’re lucky.
If we could get better sustain (healing for the most part) I feel like we’d be in a decent spot.
As for utilities, FW/SW is popular but not mandatory. So bringing more support to team fights is actually possible as it is if you just switch to skills like wells, Spec Wall or even CPC. All of those aoe skills have defensive features, you just need to rely a little more on your team to peel for you instead of porting away entirely. This way you have a greater impact on fights on your own, plus you provide combo fields for your allies.
Necros definitely do not all use the same utilities. Power Necro almost always runs double wells + stun break (usually Wurm or Armor), Condi has a whole bunch of utility variety now, really all that they definitely need is CB and two stun breaks (SWalk, FW, SA, and WoP are all viable here), one stun break if FitG, which opens up a whole bunch of stuff for the extra spot.
We actually have a lot of utility variety right now. We even reasonably have two builds to play at basically every level of play (condi might fall off at the highest of coordinated). The problems we have now are smaller ones related to QoL/bug fixes, and buffing things that don’t show up in meta builds so that we can get more than 2 meta builds.
I want to ask…when did the shift to 2 stun breakers on necro happen? I’ve always had one and focused on positioning and area denial/weakness especially after dhuumfire patch which I only use in WvW now?? I didn’t pay attention but wasn’t the wurm a 10k range before? I went from CB,SoS,SA,FG to CB,S.Wall,WoP,Plague of course with trait and other changes.
The Dhuumfire thread
(edited by Sagat.3285)
Once dhuumfire was gone more or less. The reason 2 offensive abilities were used was because CB + Epi/SoS/SWall allowed for CB + your choice of second offensive utility: Epidemic could be paired with an Engineer, SoS could allow for a second condi overload, SWall gave fear chaining. However when we lost the ability to create massive sustained and burst condition pressure, when people shifted towards better condi removal, there were a number of factors but the TL;DR is teams and builds got better at getting to the Necro and the Necro got less and less able to just overload with conditions.
Wurm has only ever been 1200 range.
And WvW is a different beast entirely.