Worst damage, survival and team support.
You use spectral walk befor you hit the ground two times in a row( about 3sec befor if you never done it). That way you will get ported to the place you have been a second ago resseting you fall hight counter
Well I can confirm it currently also works with Death Shroud, I just jumped to the bottom of Rata Sum with 10% LF and ended up surviving with full health and 0 LF simply by entering DS just before reaching the ground.
You use spectral walk befor you hit the ground two times in a row( about 3sec befor if you never done it). That way you will get ported to the place you have been a second ago resseting you fall hight counter
Well I can confirm it currently also works with Death Shroud, I just jumped to the bottom of Rata Sum with 10% LF and ended up surviving with full health and 0 LF simply by entering DS just before reaching the ground.
Interesting. I wonder if entering death shroud has the same effect of resetting fall damage? I’ll have to test that after work.
You use spectral walk befor you hit the ground two times in a row( about 3sec befor if you never done it). That way you will get ported to the place you have been a second ago resseting you fall hight counter
Well I can confirm it currently also works with Death Shroud, I just jumped to the bottom of Rata Sum with 10% LF and ended up surviving with full health and 0 LF simply by entering DS just before reaching the ground.
Interesting. I wonder if entering death shroud has the same effect of resetting fall damage? I’ll have to test that after work.
I don’t believe that’s the case, since if you fall from high enough to kill someone with 50% fall damage reduction and activate DS at the last moment, it simply drains your life force to zero and leaves you without a scratch.
By the way, if you take a single hit that exceeds your remaining life force, does the excess reduce your health, or simply disappear? If any damage beyond what your life force can take is simply negated, then this would be the case with surviving high falls. Otherwise it could be a result of how falling damage scales.
Some people seem unable to see the big picture or to accept the fact that necromancer is a pressure class. Thus, having a discussion with them is a big waste of time.
Some people seem unable to see the big picture or to accept the fact that necromancer is a pressure class. Thus, having a discussion with them is a big waste of time.
Let’s discuss then. Here are a few questions:
1) Do you believe that necromancers currently have multiple different avenues through which to apply pressure?
2) Do you believe that the pressure applied through all builds is equivalent, if not in damage then at least in a control capacity?
3) Do you believe necromancer pressure across all builds is currently as useful to a team/group composition as what other classes provide through their builds?
4) If you answered no to any of the above, what changes would need to be made to bring the necro up to par?
5) If you answered yes to all of the above, how do you explain the vast preference for other classes (excluding rangers and engineers) over necros in may areas of the game by the community?
Awaiting your reply.
Correct me if im wrong but Spectral Walk and Mist Wurm is a blink/ teleport, LF builder (direct DS-HP for free, 3% of a 20k HP Necromancer with 15 SRP is 830 health gained PER HIT / +8300DS-HP), stun-breaker and Walk is also base 30 seconds swiftness.
Learn to play Necromancer properly please CHIPS, any decent Necro player reading this thread will be laughing at you for your child-like approach to what you think are Necromancers limits.
Neither SW or MW can help you escape from a zerg. Instead they are used as offensive hit and run skills. I used both of these skills extensively and in fact I posted a build on how to use them a while back.
In fact, I had tested and used nearly everything of the necromancer. So stop throwing the L2P card at me.
Laugh at me? How? Prove to me these three things:
1) Name one class who deals less damage than a necromancer in wvw.
2) Name one class who survive worst than a necromancer in wvw.
3) Name one class who team support worst than a necromancer in wvw. (hint: It isn’t a thief. Team stealth is great for wvw.)
Only two classes(and one only if using 1 weapon set) can escape from a zerg, thief and D/D ele. A mesmer to a lesser extent might but their stealth blows. So what is it that think a necro should be able to have get out jail cards too when a majority of classes can’t,
I am literally laughing at the people that think that Necromancers are horrible in PvP and WvW. If you put me against almost any other Profession (except mesmers) in a 1 on 1 fight…I’m often victorious. My utility skills are usually Spectral Walk, Spectral Grasp, and Flesh Wurm (That’s right Flesh Wurm) This allows me to literally laugh at a Thief, because I am able to keep them chilled pretty well, and AoE them down…in the event they go invis without me having them Chilled…congratulations I am crazy enough to use Flesh Golems (or whatever the elite is) so it can be around the area while I’m tellied of to safety waiting to see what they’ll do while having insane movement speed increased from Spectral walk…and Warriors…come on if they’re not in melee they have no chance…Hunters? My offspec is Dagger Focus so I can keep up with them on movment really and MELEE them.
The thing that Necros really boil down to in this stuff is…how well can you use DS, and do you use it when you should actually be using it. I’ll give you a hint you don’t want to be using it when at 10% Health, but more like when you need to do a bit of kiting while waiting for your cool downs.
And in terms of PvE. Unless it’s a boss fight like Lupicus my kiting lasts longer than most guardians and bunker golems…while having decent dps to solo 1.5 burrows while guarding Hodgins.
Also we can escape from zergs…it just involves creativity. Most Zergs arent’ going to be attacking your Flesh Wurm when they’re more concerned about you. So what you do is you throw one down and run away from the zerg. After going roughly 1200 yards in that direction you throw down Spectral Walk, and then use NT. Boom right there you’re potentially in the zerg yes, but that’s when things get interesting…you now have a choice of 8 seconds of running in one direction away from them, hiding, or whatever to do what you want depending on the position where you can then go back to the original spot Spectral Walk was cast…12 seconds if you’re traited right…and also dont’ forget SW when used right can cause you to live through a jump that would otherwise kill people chasing you (so fun to do when you use it at the last second and watch the enemies that were trying to kill you fall to their death while you live from the jump…or are still at the top of the cliff as if you never jumped in the first place!)
(edited by Battlemage.9450)
First class in GW2 was a necro and to this day still believe it is the best all round character in WvWvW. Not one doubt. Only class I’d play in WvWvW. The only character have trouble with is a thief, guardian is a draw, and the rest are dead. Survivability is top notch and aoe damage is very, very good.
Here is the spec: 0/30/20/20/0
http://en.gw2skills.net/editor/?fQAQNAW4djMaJ7VaaaM8JAJFPf9kCuHP6ByDzMA
Imho, the Necro is the best kept secret in the game. “Worst team support….ROFLMAO”
Zeo
Jade Quarry
DAOC Hib Perc./ WarHammer Phoenix Throne
I am literally laughing at the people that think that Necromancers are horrible in PvP and WvW.
You’re not going to find too many rational people say they’re horrible. What you will see is people saying that they’re 1-dimensional. Simply, I’d like our power, bunker, and minion builds to be as effective as our condition one is. That’s all.
Some people seem unable to see the big picture or to accept the fact that necromancer is a pressure class. Thus, having a discussion with them is a big waste of time.
Let’s discuss then. Here are a few questions:
1) Do you believe that necromancers currently have multiple different avenues through which to apply pressure?
2) Do you believe that the pressure applied through all builds is equivalent, if not in damage then at least in a control capacity?
3) Do you believe necromancer pressure across all builds is currently as useful to a team/group composition as what other classes provide through their builds?
4) If you answered no to any of the above, what changes would need to be made to bring the necro up to par?
5) If you answered yes to all of the above, how do you explain the vast preference for other classes (excluding rangers and engineers) over necros in may areas of the game by the community?
Awaiting your reply.
You misunderstood my post.
The internet where your opinions are facts and sources don’t matter!
But seriously…
Comparing Necromancer to Thief a single target burst class in damage and complaining that it doesn’t stack up in single target burst is just stating the obvious… what the hell were you expecting? Did you really need to even research that one? How bout we compare THF’s ability to spread multiple AoE conditions while granting Multiple AoE boons to allies, oh THF can’t do that it must suck right? Let’s also note the fact that necro can summon up to 7 friends at any given time and maintain them with the 2 skill on staff…. While THF can only summon 2 other THF’s that ditch you shortly afterwards….. Meaning Thief can’t roll with as many friends as Necro and therefore is weaksauce.
Have you ever heard the phrase apples and oranges?
You use spectral walk befor you hit the ground two times in a row( about 3sec befor if you never done it). That way you will get ported to the place you have been a second ago resseting you fall hight counter
Well I can confirm it currently also works with Death Shroud, I just jumped to the bottom of Rata Sum with 10% LF and ended up surviving with full health and 0 LF simply by entering DS just before reaching the ground.
Interesting. I wonder if entering death shroud has the same effect of resetting fall damage? I’ll have to test that after work.
Something has been changed in the last few recent updates that allows death shroud to be used as a buffer for fall damage that would kill you. Heres a vid i took awhile back showing fall damage >=100% life killed you in death shroud.
One of death shrouds most useful aspects to-date is it absorbs all the damage without trickling over to normal health no matter how much the last hit was or how much DS-health you had left.
Commander Ascii :: Tempest Wolves [TW] :: Sanctum of Rall :: Best Necromancer NA