So apparently moa's escape better than necros
True story, bless those non time warp/portal mesmers
moa 5 is OP
Actually… it is true.
Speaks volumes on the state of this sad excuse for a class.
Actually… it is true.
Speaks volumes on the state of this sad excuse for a class.
apparently someone isnt using spectral walk like they should, lol.
Jade Quarry – Strike Force | Wilsonian Institute
new video pending: http://www.youtube.com/watch?v=QDVc34_SFKM&feature=youtu.be
Spectral walk has only saved me when i attempt to jump off a cliff with others following me and i active the second part to port me back up, ever other time it has never helped me get away.
Spectral walk is great for swiftness!
Its a good escape in spvp however in wvwvw the zerg usually is too spread out to make porting back a good idea. I much prefer shroud or plague, anything with stability and extra health.
alts: Fangyre (Necro), Hardrawk (Ele);
Jade Quarry
Swiftness in combat is not the same as getting away hehe. Now almost every class I see in WvW got this little Boot icon printed as a stat with no downtime.
Me and my warrior friend chased a warrior with perma swiftness and condition removal (always removed the cripple/chill with it), with his leap and whirl we couldn’t even catch the bugger until we’ve run half the borderland and he got cornered with his removals on cooldown. I can understand a thief, ele, mesmer having that kind of mobility/escape plan, but a warrior…
Our perma-swiftness tricks only brings us on par with those speed runner, but without leap/ teleport on demand, we can’t compete on the chase/escape department.
Panhauramix Guardian/Pistoleros Engineer/ Orbite Thief
Gates of Madness – Leader of Homicide Volontaire [HV]
Swiftness isn’t the point of spectral walk (it’s the gravy..99% of all WvW’ers are going to have swiftness anyway. ). The point is refilling your DS bar while you run (and take damage) allowing you to maintain your DS bar which is allowing you to live longer once your hp is low. At least for escape purposes.
Aîsta & Çriselli 80 engies, Zeira Blackstar 80 Grd Meloryn 80 Ran, Vexri Crisellista 80 War
Server: Kaineng
So its not an escape. It slightly increases how much of a beating we can take.
So its not an escape. It slightly increases how much of a beating we can take.
It’s not that hard to juke a 2v1 or 3v1 with it. I’ve escaped from many sticky situations where having more life force or more health steal wouldn’t have helped me. And not just by jumping off cliffs.
I would trade that DS refilling with a teleport or target break anytime hehe!
I can’t say it’s useless, but unless you’re near a safe spot (keep/legendary guard/friends) you’re one dead necro, DS won’t make it long enough against 3+ opponents, and you’re still vulnerable to cripple, knockback etc. I can run far with 3-4 on my back, but I can’t outrun them by any means. But they can outrun me if things goes wrong for them. I really thinks that’s were it hurt the most.
I have great success with my necro, and I’ve tried many builds, but my success lately mostly come from the fact that I know what I can’t do. Contrary to my others classes (mesmer, guardian, ele, even engi) who can normally run away from a fight they don’t like, or have invulnerability or target break, when on my necro, I accept the fact I’m done for if I overextend.
Panhauramix Guardian/Pistoleros Engineer/ Orbite Thief
Gates of Madness – Leader of Homicide Volontaire [HV]
I would trade that DS refilling with a teleport or target break anytime hehe!
I can’t say it’s useless, but unless you’re near a safe spot (keep/legendary guard/friends) you’re one dead necro, DS won’t make it long enough against 3+ opponents, and you’re still vulnerable to cripple, knockback etc. I can run far with 3-4 on my back, but I can’t outrun them by any means. But they can outrun me if things goes wrong for them. I really thinks that’s were it hurt the most.
I have great success with my necro, and I’ve tried many builds, but my success lately mostly come from the fact that I know what I can’t do. Contrary to my others classes (mesmer, guardian, ele, even engi) who can normally run away from a fight they don’t like, or have invulnerability or target break, when on my necro, I accept the fact I’m done for if I overextend.
So do most of the other classes. Thief and Ele are perhaps the only two who can consistently escape bad situations. It’s apparent this class isn’t supposed to be able to escape, so if that’s what you’re trying to do you’re probably not utilizing your tools to their utmost potential.
Now, if you wish to argue that Necro doesn’t gain enough survival-oriented tricks and cooldowns to compensate for that lack of effective escape mechanisms, I think you may be on to something.
So do most of the other classes. Thief and Ele are perhaps the only two who can consistently escape bad situations. It’s apparent this class isn’t supposed to be able to escape, so if that’s what you’re trying to do you’re probably not utilizing your tools to their utmost potential.
Now, if you wish to argue that Necro doesn’t gain enough survival-oriented tricks and cooldowns to compensate for that lack of effective escape mechanisms, I think you may be on to something.
Mesmers can be really really slippery too, multiple stealths, clones, teleport and even portal. I’ve left fights behind where they didnt even know I was gone for a while.
alts: Fangyre (Necro), Hardrawk (Ele);
Jade Quarry
Mesmers can be really really slippery too, multiple stealths, clones, teleport and even portal. I’ve left fights behind where they didnt even know I was gone for a while.
Yes, they can be, but the Mesmer seriously lacks in the speed department. You may not realize they’re gone, but it only takes 5 seconds to run them down.
I think the top mobility classes (burst movement which Swiftness and MS sigils are NOT) are Thief and Ele, like everyone says, after that probably comes Warriors, Rangers and Engineers, they have specific weapons with lot’s of mobility.
Guardians and Mesmers are the classes with least mobility from what I’ve seen.
Necros have 0, that’s probably the only part of the “design” that the devs wanted to implement for the Necro that they got right, too bad the “hard to get away from” part didn’t come out as good….
Who still thinks swiftness is useful…poor guy you need to discover perma swiftness.
I always get so happy when mesmers turn me into a moa. Free escape. ^^
Necros are pretty much a battleship. They has a lot of hp but move so slow that when swarmed by planes with much higher mobility they go does easily. That’s the same reason why battleships was eventually outclassed by aircraft carriers.
Necromancers sinks like the Yamato.
The Order of Dii[Dii]-SBI→Kaineng→TC→JQ
Necro Encyclopedia-http://www.youtube.com/watch?v=BrAjJ1N6hxs
(edited by CHIPS.6018)
Who still thinks swiftness is useful…poor guy you need to discover perma swiftness.
swiftness + ride the lightning = GG
If I don’t have to run plague with blind-pulse for wvw group dynamics so often, I’ll often run the norn, ‘Super Kitty’, which has pretty much the ultimate in get outa here!
5sec stealth + run like a s.o.b for about 4-5000 game units in 3 seconds!
Has a horrible 3min timer though, so it does mean popping it pretty selectively and its otherwise mostly useless for actually killing things.
KnT Blackgate
Who still thinks swiftness is useful…poor guy you need to discover perma swiftness.
swiftness + ride the lightning = GG
corrupt + immob. lmao.
Funny… after reading this I used spectral walk to dodge a zerg. Used up plague and shroud to get a bit away from pack and start up hill, with only a few bothering to follow (easy kill). Almost dead at top, hit my SW for kicks and jump into the rest of their zerg below, hitting again before landing. Voila, they all followed me like lemmings and I had an easy run to safety
alts: Fangyre (Necro), Hardrawk (Ele);
Jade Quarry
This thread made me laugh alot<3 Its really tru tho >~<. I have better mobility and condition removal(. . .) on my warrior then my necro. Wars have easy perma swift like necro with a warhorn, buuht 2 rush’s/movment skills on GS, 1 on sword, 1 on hammer, 1 on Axe, and they also have alot more Stability/invuln/block options ; ;.
Think the only good way to roam as a necro is to know when to start running before you get attacked/zerged or fight to the death~ (Or jus roam with a thief/mes friend ;3)
Pro-tip (not sure if this has been nerfed). Use DS and jump off a cliff. It will drain all of your life force, but not your HP.
[TLA] Desolation (EU)
its otherwise mostly useless for actually killing things.
yeah it’s damage abilities are awkward but as fast as you can escape with it you can also catch someone who thinks they have escaped you.
It’s pretty awesome charging up to someone in stealth and knocking them down from that far away right after they just blew all their escape cooldowns.
I works like a charm to get past large zergs and into a keep to defend too.
IMO this elite offers more to a wvw necro than any of our own elites.
lich = damage capped target beacon of garbage
plague = miserable punching bag that is only good for stability stomping
Flesh kitten = unreliable spectator of…………….DOOM!!!!
An easy buff that would solve a lot of issues would be to make flesh wurm not use ground targeting, and removing all the weird line of sight requirements to make its teleport an actual teleport.
There are lots of ways to escape with the necro.
Spectral walk & locust swarm offer perma swiftness (which cripples chasing enemies), spectral walk can lead your enemies to another direction for 8 seconds, chasing enemies can be chilled and feared to another direction with the staff, flesh golem can mow them over and plague form can tank almost anything for 20 seconds, dark path can teleport to a random npc as you are walking towards another direction, you can jump off from any cliff without falling damage in DS, etc.
Takes more skill and smarts than spamming ride the lightning or stealth skills, but the survivability is there.
Necromancers best escape ability honestly lies in hugging the edge of a cliff while you move across the map. Hell I even carry spectral walk just so I can have death shroud available to fight that random guy fighting a mob at the bottom of the cliff. But escaping someone on level ground really depends on how dumb your opponent is. Most people just follow me at just under the 1200 range they need to attack me with their blink ability on stand by for when I teleport to continue giving chase. Or they hit me with an insane amount of speed lowering conditions to make my teleport useless.
Honestly if there is no cliff nearby you best have a partner or a zerg.
Makonne – Hybrid Regen Ranger
If anyone is playing a Necro in hopes that they can spam a single ability for damage or a single ability to escape, you should quit, because you’ve failed the first test of playing a real Necro.
How people find it difficult to escape with 2 fears between DS and staff, slow and and 2 chills between axe and staff, condition transfer and removal between staff and heal, spectral walk, which btw is 12 sec for teleport with trait (fun to mix w/ 15sec spectral wall)… I shouldnt bother to continue because if you play a Necro as a main and have trouble with any of these things… training is needed, and I dont mean manuals.
Jade Quarry – Strike Force | Wilsonian Institute
new video pending: http://www.youtube.com/watch?v=QDVc34_SFKM&feature=youtu.be
No training is needed to know that a BACKWARDS teleport is… shall we say… highly situational as an “escape” mechanism.
So we need to run axe, focus, staff, spectral wall and spectral walk to get escapes. That’s… rather highly specific, wouldn’t you say? We’d pretty much have to learn to spam one ability. Your suggestions only leave us room for one in the build!
This thread made me laugh alot<3 Its really tru tho >~<. I have better mobility and condition removal(. . .) on my warrior then my necro. Wars have easy perma swift like necro with a warhorn, buuht 2 rush’s/movment skills on GS, 1 on sword, 1 on hammer, 1 on Axe, and they also have alot more Stability/invuln/block options ; ;.
Think the only good way to roam as a necro is to know when to start running before you get attacked/zerged or fight to the death~ (Or jus roam with a thief/mes friend ;3)
The ones on axe and hammer aren’t very useful for mobility really. Also there’s one on the shield, but that isn’t either. Sword/warhorn + greatsword, with bull’s rush and the signet of rage, means you will pretty much be able to run marathons around the map. :P
I had a WvW build for that once with the physical cooldown reduction and ‘movement skills break immobilise’ traits, just for zooming around picking only winnable fights rather than be zerged.