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Pointless speculation on 14/12 necro changes!

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Posted by: Aexrael.5918

Aexrael.5918

I don’t really see a use. I use DS as a reactive skill and only use as much Life Force as I need to stay alive or Chill port, Fear, and Life Drain.

Theres no reason why it can’t be added as an option though, you don’t see any use for it but others do and an option is by far the best way to accomodate everybody.

Catering to everyone isn’t going to work, it’s why GW2 does most things mediocre and nothing really well. There is no focus, and what you end up with is something half done, like Death Shroud which was a Downed State now turned Class Mechanic. It is a job half done and never truly envisioned properly.

Pointless speculation on 14/12 necro changes!

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Posted by: Aexrael.5918

Aexrael.5918

I’d be surprised if the developers cared about anything other than tPvP balance and that there will be any more than at most 5 changes in the upcoming patch. I sincerely doubt minions have been fixed either, both AI and balanced for PvE.

/End speculation

Help with my Auramentalist

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Posted by: Aexrael.5918

Aexrael.5918

I really don’t get the point of that build. What are you trying to achieve with it? Arcana 2 is interesting but the time it takes to activate the aura plus the down time while your reviving downed people really does not make sense to me on a D/D build, where mobility is absolutely critical. Also, EA was nerfed and no longer procs blast finishers, so its usefulness is questionable and it does not synergize with Arcana 2 at all.

The water traits are fine for a D/D build except I would probably swap out water 1 for water 2, and water 4 for water 5 or 10 so that you actually synergize with the use of signets more or at least get some condition removal and water 2 will give you the vulnerability on target.

1900 attack and 9% crit… egads!!

I intentionally left out the jewelry because it translates poorly to a PvE gear setup. Thought that would be pretty obvious.

The arcane traits isn’t as much about synergy as it is about a lack of anything worthwhile for this particular setup, which focuses more around vulnerability/auras.

Help with my Auramentalist

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Posted by: Aexrael.5918

Aexrael.5918

How about this?
http://gw2skills.net/editor/?fEAQJAoIGAIPeJlSEFeo8QmZsB;TgAKvMdJ6yqkzLpSDLmaA

Fire Shield via Burning Speed/Ring of Fire + Magnetic Grasp. Do note it doesn’t appear to benefit from extended Boon Duration and thus only lasts 3 seconds.

Frost Aura + Shocking Aura via Dagger Mainhand and Offhand skills.

Utility skills are wildcards, they can be whatever suits the player really.

Sigils for proccing Vulnerability and Fire AoE.

2x Sup Rune of Water, 2x Sup Rune of Monk, 2x Sup Rune of Rage.

Stat priority, Power & Precision.

(edited by Aexrael.5918)

On necros being "broken"

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Posted by: Aexrael.5918

Aexrael.5918

in Beta our DS was originally our Downed state, they changed that too what it is now and its design is flawed because original concept for it was our downed state, Now when our class is highly advertised as a minion spec you exspect that to be the thing that acctualy works with the class it doesnt ( they AI is broken you have to admit that sometimes they attack other times they grab popcorn and stare at a monster beating you too death ) Fear was good until they nerfed it too 1 sec ( only class who got their fears nerfed like this btw others have theirs still at 2-3 sec ) and add in the fact the huge amount of bugs people have a full right to be negative, When a key part of the class is not working properly its my theory its broken ( again i mentioned some parts of it work but Minions are a keypart so ill stick with my broken comment )

Death Shroud being a downed state during beta explains why it feels like such a half arsed implementation. It never lost the “downed state ability” feel.
I’m curious what the stable “class mechanic” was prior to Death Shroud then? Anyone know?

Race change?

in Black Lion Trading Co

Posted by: Aexrael.5918

Aexrael.5918

Will this be added down the line to the makeover kits, or as stand alone kits? I’m aware this may have implications for the story, but surely the tech wizards at Anet can come up with a proper solution for that.

New class balance patch anytime soon?

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Posted by: Aexrael.5918

Aexrael.5918

so it would be safe to assume the next patch would be mid dec?

They’ve advertised the Wintersday event stuff start from Dec 14th, so I wouldn’t expect any updates until then.

https://www.guildwars2.com/en/the-game/releases/december-2012/

2 Quick question about Epidemic.

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Posted by: Aexrael.5918

Aexrael.5918

So to answer my own post, as I just went and tried out the two second fear, with fear on damage, I have to say I am pretty surprised about how amazingly powerful that DOT is. It does around 1000 damage with BIP up… thats quite amazing. I will have to try this out a while and see if I can get used to the smaller marks.

How do you end up at 1K dmg? Or rather, with how much condition damage?

New class balance patch anytime soon?

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Posted by: Aexrael.5918

Aexrael.5918

Looks like Anet moved away from weekly patches ever since Halloween. Looks like it’s monthly here on out.

Bleed duration cap?

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Posted by: Aexrael.5918

Aexrael.5918

Character Re-Customization

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Posted by: Aexrael.5918

Aexrael.5918

Would have had an additional sale if it permitted change of race as well.

Plague Signet In Dungeons

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Posted by: Aexrael.5918

Aexrael.5918

It copies, not transfers, the times I’ve used it in dungeons, making it simply overload the necromancer instead of being beneficial to the team.

Getting the Flesh Wurm to move

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Posted by: Aexrael.5918

Aexrael.5918

would have been quite nice to have its ability like a deploy ( turretmode ) and roam ( melee ).

That would be awesome! I would really like to see it burrow and pop up near enemies in melee mode like a real wurm.

I think it would be better suited to serve the function of the larger non-burrow wurms, which hurl those giant boulders at you in PvE, which could serve as a blast finisher.

Best build for Dungeon?

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Posted by: Aexrael.5918

Aexrael.5918

Yes, but you loose 40% duration without the food buff. You can skip the Oils if you want, but I wouldn’t skip the pizza.

Power and Lifeleech builds in Dungeons?

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Posted by: Aexrael.5918

Aexrael.5918

a’ight, thanks for the reply.

Best build for Dungeon?

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Posted by: Aexrael.5918

Aexrael.5918

Been running this setup for a while.

http://gw2skills.net/editor/?fQAQNAn9YjMah6pbub8bKApCWPVoboH5ibtRKKeYA;ToAKhMCJEyWkTIZRLDGXsBZCC

Cold Embrace

Weapon: Axe & Focus / Offhand Dagger
Runes: 4x Ice, 2x Lyssa
Consumables: Master Maintenance Oil & Rare Veggie Pizza.

Primary Purpose:
Chilled spread via Epidemic against a group of enemies.

+100% Chilled Duration.
+80% Other Condition Duration.

I run it with a mixture of Soldier/Berserkers. Transfusion and Blood is Power can be swapped for something else if desired.

The best part of chilled is it isn’t affected by Defiant, which lets you, if necessary, kite mobs around, or at the very least control them much better than with cripple which has it’s duration decreased severely.
I’ve trioed AC with my buddy on warrior (GS) and another guilds warrior (sword/axe) with this setup for what it is worth.

Necrominion Build

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Posted by: Aexrael.5918

Aexrael.5918

Even with a working AI they would still be terrible, as they get plastered all over the place to seemingly trivial amounts of AoE damage. Their survivability is severely lacking.

Power and Lifeleech builds in Dungeons?

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Posted by: Aexrael.5918

Aexrael.5918

Do you feel the wells are essential to running dungeon tank? I was eyeing a non-well build to do it with.

Power and Lifeleech builds in Dungeons?

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Posted by: Aexrael.5918

Aexrael.5918

What about the lack of stun break and stability? In a place like AC it seems like it could be an issue.

Power and Lifeleech builds in Dungeons?

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Posted by: Aexrael.5918

Aexrael.5918

Dulon do you run knights gear or how is your setup?

conditionmancer for wvw still a joke

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Posted by: Aexrael.5918

Aexrael.5918

Why are you using 1v1s to complain about wvw?

have you played wvw? its not all zergs 24/7 you know? im not complaining about wvw? im specifically addressing the bleed build of the necromancer class for wvw situations…

W3 is pretty much all zerg, or chaotic rush fests marred by technical limitations of the rendering engine, and five target limitations on AoEs, which further lends itself to just throwing mass numbers at people. The 1v1, 1v2 or whatever fights quoted further up are largely irrelevant when talking W3 because it’s really not what it is about.

Time To Live in W3 engagements is so short that anything outside of burst damage is largely irrelevant. By the time you get around to stacking a few bleed stacks on a target, it will have been dropped to the floor by all the AoE flying around.

Greater Marks Bugged?

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Posted by: Aexrael.5918

Aexrael.5918

Actually I’m playing Staff Necro (and did so just yesterday). I have traited for greater marks, too and everything was fine. The marks visuals were bigger as well as their effect radius.

Now I don’t want to imply that you’re lying or anything, so the bug is probably not consistent. What’s important now would be to figure out the circumstances under which the bug is occuring. I will post my current spec later on when I have some more time.

Toggle off “Fast-Cast Ground Targeting” and you’ll see the bug.

Strong armor: the poor necro's Khilbron

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Posted by: Aexrael.5918

Aexrael.5918

http://wiki.guildwars2.com/wiki/Item_nomenclature

just in case you ever need to find a specific combo in game

I made a spreadsheet a while back that might help as well.

Serious Problem Starting to Trend.........

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Posted by: Aexrael.5918

Aexrael.5918

For one… I prefer getting a necro that is well build then a Warrior full berserk no defence. Thief full berserk do way better then warrior who have nothing for them in melee, but they tend to drop very fast and make the whole… kill fast obsolut when you have to get them up every sec.

Guardian full tank do no damage… they are the worst class to get into Fractal… I dont want to take 3h for 3 maps… Yes they can get the aggro, but truly… 5 dps well construct can do way better then a tank, 3 dps and an healer.

Necro can do DPS, tank and heal well rounded… For me, it’s better! Yes you can find a better tank… but this tank do less damage then a Necro… Yes you can find a warrior who do better damage, but they are so weak… They drop like rock at the first veterant they see in duel. yes you can find a better healer… But also… they dont do much damage and are useless totaly…. You dont need an healer at all.

So… Why dont take a Necro that can do all, well rounded and also can survive, do damage and heal you if you are a kitten that need heal from other.

Well rounded is another word for mediocrity, which is what it boils down to in the end. Why bring mediocrity when you can bring something which have far more of an impact.

Serious Problem Starting to Trend.........

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Aexrael.5918

It’s also a legacy of the whole “tank/healer/DPS” trinity. People still want a tank to hold aggro or at least being the one that gets the attention of the mobs.

Serious Problem Starting to Trend.........

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Posted by: Aexrael.5918

Aexrael.5918

Unless the encounters change in such a way that the utility the Necromancer class brings to the table becomes important, it is unlikely to change, outside of drastic class balance changes. It is far easier to simply stack high burst/sustained damage (war/thief) or very tanky/support (Guardians), or Quickness/Condition cleansing (Mesmers).

The "Post your top 3 issues" thread

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Posted by: Aexrael.5918

Aexrael.5918

Another attempt at expediting resolutions for the top issues for the class. Give the designers something easy to digest.

Feel free to get as descriptive as possible, but limit yourself to 3 issues maximum. Also include whether it pertains to Tournament PvP, WvWvW or PvE (and which aspects of PvE if possible, such as Solo play, Dungeons ect.).

Preferable format

  • Issue #1 Brief catchy headline
    • Elaborate description of Issue #1
    • Use as many as you need to adequately describe the issue.
  • Issue #2 Brief catchy headline
    • Elaborate description of Issue #2
    • Use as many as you need to adequately describe the issue.
  • Issue #3 Brief catchy headline
    • Elaborate description of Issue #3
    • Use as many as you need to adequately describe the issue.

Note: You can make bulletpoint lists using 1 star for the first indent, and 2 adjacent stars for subsequent indents.

This is not intended as a discussion thread, so while you may disagree with someone else’s top issues, it is largely irrelevant, keep the thread clean please.

Condition damage Necro and Thief.

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Posted by: Aexrael.5918

Aexrael.5918

This is meant to be an information gathering post, not a ’who’s better’ post. I would like to understand what Necro’s can do as I lead some PvE dungeon runs for my guild. Please help me keep this constructive

Condition Bleed Duration Cap, was discussed a while back. Includes the maximum PvE duration for Necromancer bleeds.

Kill credit is breaking during big events.

in The Lost Shores

Posted by: Aexrael.5918

Aexrael.5918

according to developer interviews, to receive credit for killing a mob (and thus be rewarded XP and a chance of a loot drop) you have to be responsible for at least 5-10% of the damage required to kill your opponent.

Source of this quote?

Lets see your Necromancers/Reapers!

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Posted by: Aexrael.5918

Aexrael.5918

My baby Necromancer he’s only level 10

Which armor set is that?

Anyone getting the sound crash?

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Posted by: Aexrael.5918

Aexrael.5918

Haven’t gotten that in a while, but I run with music volume set to 0, and otherwise default sound settings.

Vampiric Necros

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Aexrael.5918

Meh, i am starting to think that whoever claims so and so build works (be it vampirics, axe, or some other such claim) are better than average at kiting their opposition.

I’ve met a Necro who face tanked everything in SE path 1 with mainhand dagger. He was face tanking 3-4 of those waves in the beginning by himself with no one else helping him or healing him while we went on ahead.

I asked him a bit about his build. He used the full vampiric line, Knights set, wells, well protection, and Omnomberry Pies (which he says is crucial and not a luxury.) He claimed that he tanks better than Warriors and Guardians because he says that his healing mitigates a lot more damage than they can (with the only drawback being knockdowns which he deathshrouds for.

Maybe he’ll see this thread and shine more light on it. Or I guess you can PM me in game and I’ll refer you to him (he seemed like a nice guy.)

Sounds like something akin to this then.

http://gw2skills.net/editor/?fQAQNAo4djMah6Vaaa87JApHNjt1TP42bxjKUMA;TwAA2Coocy4kwJrTOnkOtwYgxOkZIA

Obviously with Toughness instead of Vitality since we are talking about PvE.

With Master Maintenance Oil & Omnomberry Pie.

Flesh Golem hp isnt regening...

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Posted by: Aexrael.5918

Aexrael.5918

Wrong, it regenerates just fine. There were no minion changes in this patch other than Blood Fiend.

AI is still terrible and they still all die to a major AoE or attack from any kitten mob.

Discussion of 11/15 Necromancer Changes

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Posted by: Aexrael.5918

Aexrael.5918

kitten me what an underwhelming patch release. This doesn’t constitute as a “major list of fixes/improvements”.

No mention of any minion AI changes, which would affect other classes as well. Elementalist’s Elementals are just as terrible No mention of a balance change other than to Blood Fiend which no one in their right mind would use.

It’s mostly just a bunch of bug fixes, while nice, leaves a lot to be desired.

Login Server down?

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Posted by: Aexrael.5918

Aexrael.5918

Build: 16048
Error Code 42:6:3:2060

Necros are overpowered

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Posted by: Aexrael.5918

Aexrael.5918

How about you just get around to it and post the build already.

http://en.gw2skills.net/editor/

http://intothemists.com/calc/

Necros are overpowered

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Posted by: Aexrael.5918

Aexrael.5918

I thought that would be your answer any proof that it works? while not under water

Didn’t test that. Should be simple to find out though. Just look if your condition damage changes when applying a condition damage rune to the rebreather.
Sadly you are right with assuming its buged first. Seems to be an ANet thing

Nothing bugged about it, the rebreather isn’t equipped unless you go underwater.

Necros are overpowered

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Aexrael.5918

erm 5x afflicted +2 lyssa?

Ever tried to put a rune in your rebreather?

I thought that would be your answer any proof that it works? while not under water

It doesn’t.

Necros are overpowered

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Aexrael.5918

Im uploading the vid overnight. Can’t play with a fully loaded upstream. You’ll be able to see it in action tomorrow.
The only thing threatening to me is Moa Bird but that applies to everyone so I dare to say its an overpowered build since it has no weak spot to be exploited.

For giggles, some guesses towards the build.

Guess 1 prior to the mention of moa bird.
http://gw2skills.net/editor/?fQAQNAW7YjQah6xbub07JAJFPD9kiv5O6BxGnMA;ToAg2Croay0koJbTumkNNCZHC

Guess 2 after the mention of moa bird. http://gw2skills.net/editor/?fQAQNAW7YjQah6ta+a0bKApCPPV4bIF7Kd0DiLOZA;ToAg2Croay0koJbTumkNNCZHC

Necros are overpowered

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Aexrael.5918

This “rediciliously strong” spec claim is about as trustworthy as if someone claimed they had an Risen Moose fighting for them.

Necromancer Resource Guide [Please Sticky]

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Aexrael.5918

You should consider putting it in a Google doc, makes it easier to read than the somewhat terrible formatting and split post necessity due to character limitations this forum has.

Necromancer staff #1 skill "necrotic grasp"

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Posted by: Aexrael.5918

Aexrael.5918

Pretty sure I hear other Necromancers Staff sounds as well as my own. Though not consistently so, but I do notice it in Dynamic Events.

Necromancer staff #1 skill "necrotic grasp"

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Aexrael.5918

Clearly the sound effect needs to be much louder so our enemies can hear it from the other side of the zones/maps and be more of a screeching sound, plus make projectile faster and AoE.. Akin to this WW2 weapon.

That way you know there’s a Necromancer in the area and you better run!

Another "Remove DS" Thread: Pacts REVISITED

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Posted by: Aexrael.5918

Aexrael.5918

Some alternate ideas, includes minions

  • Rage of Balthazar
    • Sustained Life Force drain as long as the Rage is active.
    • Gain 1 stack of Might for 15 seconds every 3 seconds.
    • Minions gain Fury for 15 seconds.
  • Dwayna’s Wrath
    • Sustained Life Force drain as long as the Wrath is active.
    • Siphons Health from nearby foes.
    • Minion’s attacks gains Life Siphon (healing themselves).
  • Grenth’s Shroud
    • Sustained Life Force drain as long as the Shroud is active.
    • xx% chance when hit to Fear & Chill attacker for x seconds.
    • Minions gain xxx Toughness.

Does anyone even use posion cloud?...

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Aexrael.5918

I’ve used it in conjunction with Bone Minions for Area Weakness combo effects. You obviously transfer the self inflicted Weakness off yourself back on the target and for PvE you can set it up with Epidemic to spread the weakness further. Weakness stacks in Duration, so subsequent application extends the duration of the effect on the target.

WvW Staff/Well build.

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Aexrael.5918

I’m looking for a WvW Staff/Well build since 90% of the time spent in WvW is AoE farming some silly zerg. However, I still want to ability to attempt 1v1 if I need it.

Would I be beest stacking Power/Toughness/Vitality for this? And what about this build idea; http://www.gw2db.com/skills/calc/necromancer#3|3|1201|3918|1199|466|1204|0|0|0|0|30|2326|688|1238|20|1569|1566|0|20|690|2320|0|0|0|0|0|5|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|

I wouldn’t run dagger/dagger against the blobs/zergs in WvW, I’d wager the best bet would be with a more generic staff/well spam build akin to this.

http://gw2skills.net/editor/?fQAQJBmhNyoFqnpZpxvnAkU881TK6e8oHFPMzA;TEADLA

You could run it with the Knight’s Exalted , Furnace Reward or Corrupted Orrian sets as they all have Toughness Primary, with Power and Precision secondary.

You’ll be long dead before any conditions have even a remote effect against the blob.

I think flesh wurm should be changed

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Aexrael.5918

From a PvE perspective the wurm is more annoying than it is useful, which is a darn shame.

It’s immobility makes it a pain to use, because it doesn’t despawn no matter how far away you get from it, so the skill never goes on cooldown. If it survives a fight, you need to trigger it’s ability to be able to use it again in a fight a moment later.

It also isn’t worth killing (Using it’s skill) in PvE since it’s damage output drastically outweighs the benefit from the combo field, or the teleport effect.

For PvE it would be more useful if it had the ability to follow the Necromancer and it’s ability instead was a Ground Target AoE knockdown/back attack similar to the large rock thrown by the larger PvE wurms.

The Mr Freeze Build. SPvP Video. Fun CC & Damage Build!

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Aexrael.5918

For PvE/WvW you should be able to maintain the same Chilled Duration with 4x Runes of Ice (Or Sanctuary for Retaliation) and either 2x Lyssa or Mad King runes depending on whether you want Power or Precision, when running with a Rare Veggie Pizza.

Spite: 30% Generic Duration
Lyssa/Mad King: 10% Generic Duration
Ice: 20% Frozen Duration
Pizza: 40% Generic Duration

Total: 100% Chilled Duration, 80% General Duration

Necromancer Status Quo October 2012

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Aexrael.5918

Warhorn has been removed from the list.

Condition/Bleed Duration CAP ?

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Aexrael.5918

I concur with the cap being 100% and Lingering Curse ignoring the cap.

I tested using 2x Sigil of Agony, 2x Runes of the Centaur, Krait and Afflicted, 30% from Spite, 20% from Hemophilia and rare Veggie Pizza (Eat before you enter the mists).

You can hit the cap precisely with 1x Sigil of Agony, 30% from Spite, 20% from Hemophilia, and Rare Veggie Pizza. 100% Bleeding Duration. Anything above that with Runes had no effect, anything below that, with a combination of the aforementioned items (tested at 95%) had an effect.

Lingering Curse is on top of the 100% cap.

At 100% cap (Without Lingering Curse).

Scepter: 13s (9s)
Grasping Dead: 17s (13s)
Enfeebling Blood: 19s
Blood is Power: 59s