amount of combo finisher

amount of combo finisher

in Necromancer

Posted by: cyrem.1937

cyrem.1937

doesnt it bother anyone else that necromancers have the lowest amount of combo finishers ?
I just searched gw2skills.net and it appears that we have only 4 finishers in general.
2 of those are pet explosions and 1 is underwater. Only 1 finisher is easy to use, which is on the staff.
Imo there should be at least 1 main and 1 offhand weapon with a combo finisher.

amount of combo finisher

in Necromancer

Posted by: merch.1026

merch.1026

in the wise words of yoda “No, There is another”

When using the trait mark of evasion (blood III) when you roll a blast finisher is created every 10seconds or so regardless if the mark generated is triggered. This is largly undocumented and I found it back in BWE2.

amount of combo finisher

in Necromancer

Posted by: Swadow.6213

Swadow.6213

Actually there is also Mark of Evasion which is a Blast finisher if you dodge straight into an enemy. But indeed, Necromancers are pretty weak when it comes to Combo Finishers, but there is a lot more wrong with Necros aswell.

amount of combo finisher

in Necromancer

Posted by: Seras.5702

Seras.5702

So to get another finisher we must trait into Blood for Mark of Evasion. That sucks because not all builds want to spec into blood but all of them have combo initiators. We have tons of combo initiators and to effectively use them we’re almost forced to partner up with another profession.

Flixx Gatebuster, Orwynn Lightgrave, Seras Snapdragon
[TTBH] [HATE], Yak’s Bend(NA)

amount of combo finisher

in Necromancer

Posted by: merch.1026

merch.1026

Im not saying we have enough finishes (we dont) but the combos are meant as a team mechanic were teams work together.
The question is since necros have a dominance in “dark” fields (only a thief has 1 shadow refuge on 60second cooldown) Is the dark field a useful tool in team pvp?
how do people rate blind/life leach over say the water field that give different types of heal depending on finisher?

amount of combo finisher

in Necromancer

Posted by: cyrem.1937

cyrem.1937

Im not saying we have enough finishes (we dont) but the combos are meant as a team mechanic were teams work together.
The question is since necros have a dominance in “dark” fields (only a thief has 1 shadow refuge on 60second cooldown) Is the dark field a useful tool in team pvp?
how do people rate blind/life leach over say the water field that give different types of heal depending on finisher?

Combofields lack utility. Dark fields are all placed through wells.
To ground target them it is necessary to put 20 pts. in curses. Otherwise we have to run into melee range. That puts us in a bad position, we wear light armor and have alot less escape options than other classes.

The amount of loops we have to jump just to use a basic functionality is pretty annoying.

Not everything is dependent on the group aspect, it’s as well a matter of usability. Especially because other classes can place and use their combo abilities alot easier.

It’s just another area where the necromancer skill set seems thrown together and is more complicated (and expensive trait wise) to use than necessary.

amount of combo finisher

in Necromancer

Posted by: Ezekeel.2837

Ezekeel.2837

Im not saying we have enough finishes (we dont) but the combos are meant as a team mechanic were teams work together.
The question is since necros have a dominance in “dark” fields (only a thief has 1 shadow refuge on 60second cooldown) Is the dark field a useful tool in team pvp?
how do people rate blind/life leach over say the water field that give different types of heal depending on finisher?

Dark and poison combo fields are pretty weak. Since only blast and leap finishers are reliable for any tactic (projectile finisher triggers only with 20% chance) just take a look at the first two columns of http://wiki.guildwars2.com/wiki/Combo. In my opinion etheral (chaos armor) and water (healing) and smoke (stealth) are the top tier of effects. On the other hand dark field with blind and poison field with weakness are the weakest effects – blind only works for one strike and the effect of weakness on condition and damage burst builds (which all have high crit) is only very small. Since finishers can only interact with one combo field and assume it always works with the field applied last, I always feel bad when putting down a well when a mesmer in my team has cast some etheral field.

amount of combo finisher

in Necromancer

Posted by: Kayotik.5790

Kayotik.5790

Blind is one of the most situational effects. Simultaneously blinding multiple foes results in a huge damage reduction, even if only momentarily. Sure, if the blind gets wasted on an auto attack it’s not doing much good. But imagine blinding a 5k+ hit. No other condition is going to reduce damage that drastically.

Weakness, on the other hand, is designed to counter high non-condition based damage. Too bad its very description makes it less effective where it’s needed most. Regardless of this fact, it’s still an approximate 10% damage reduction over prolonged periods of fighting. Dropping weakness on multiple opponents makes a pretty considerable difference.

If toughness gives you an estimated 34 damage reduction for every 100 toughness, you would need 600 additional toughness to equal the amount of damage reduced against a target with 2,000 Damage Per Second that has 100% weakness up-time on them. Keep in mind that this is just some napkin math, and that most targets you face have much higher than 2,000 damage per second. Meaning you would need much more than 600 toughness to be the equivalent of 10% damage reduction through weakness.