Showing Posts For Alestes.4081:
You could asking someone in LA who’s unlocked it to invite you into a party and get them to enter the instance. It might give you the option to join them in there.
I think someone mentioned before that the healing it does is affected by the WvW bonus. Would explain why it heals different amounts for some people.
Epidemic doesn’t make the few conditions the necromancer does have any better.
If you think necromancers only have a few conditions then you still have a lot to learn about the class.
Anything less then all but one condition for the master of conditions is “only a few” In my eyes, the only condition the necromancer shouldn’t have access to is burning. And fear doesn’t count because its going to end before you finish casting epidemic.
So you think having easy access to bleeding, poison, weakness, chilled, vulnerability, crippled, blind and fear is “only a few” conditions?
What you need to realise is that your idea of what a necromancer should be isn’t what ANET thinks it should be. You need to stop trying to turn the GW2 necromancer into the GW1 necromancer, the sooner you do that the happier you’ll be. Once you stop trying to make it into something it will never be maybe you’ll start to figure out some interesting builds and actually enjoy playing the class.
If you’re still not happy you could always just go back to playing GW1 since you seemed to enjoy it, it didn’t cease to exist as soon as GW2 came out did it?
Epidemic doesn’t make the few conditions the necromancer does have any better.
If you think necromancers only have a few conditions then you still have a lot to learn about the class.
They made them targetable because there was no way of your opponent stopping them once they were summoned, doesn’t matter if this was in PvP, WvW or PvE it was unfair. People stopped using them because they then had to actually think how and when they used them.
Spirit weapons being targetable now helps a few builds, one being the AH build and another is any that use retaliation.
The AH build helps when solo because it gives you more targets to give boons to so more healing for you.
The retaliation one helps when getting hit with AoE attacks because there are more targets with the retaliation boon so more damage being sent back to your attacker.
You could also just go with a straight spirit weapon build…
http://en.gw2skills.net/editor/?fUAQJASWlYgSBHCSGEfIFRWBWapgg9rSx+kHmCNmRA
Nothing special but it’s fun to use.
I chose the spirit bow over the shield because it’s an AoE heal you can use twice from one summon that heals about 4000 hp each time, it doesn’t scale with healing power so is still a good heal if your healing power is low.
You can use empower on the staff then switch to your main weapon before attacking for 12 stacks of might. Activating virtue of justice will also give 3 more stacks of might and make your spirit weapons apply a long burn at the start of the fight. Spirit weapons have their own condition damage stat of about 800 so you can do decent burn damage even if yours is at zero.
The protection from the hammer should help the spirit weapons survive longer or you could use a mace which has a regeneration symbol and an AoE block which could also help protect them a bit. A shield off hand would also work well with protection from the 4th skill and an AoE heal on the 5th skill.
It’s not listed but it changes the 8 physical projectile finishers from 20% to 100%
So combined with the many ethereal combo fields mesmers have and the Sharper Images minor trait you’d get along the way it can be a fun trait to mess around with.
Just tested the Phantasmal Duelist with the trait and sometimes he attacks at 1200 range and sometimes he runs forwards to about 900 range before attacking.
I’m guessing it has to do with where the phantasm appears when you summon him, if it’s behind you a bit he’d be beyond the 1200 range so would then run forward to be in range to attack.
(edited by Alestes.4081)
You can do decent burning damage without putting any stats into condition damage if you let your spirit weapons do the burning.
They use their own condition damage stat when applying burning which seems to be 800 so they burn for 528 damage.
All you have to do then is decide if you want to achieve this by activating Virtue of Justice or using the trait A Fire Inside.
You can use both if you want since it only takes 20 point in the Radiance trait line which some people put 15 points into just to get the Renewed Justice minor trait anyway so it’s only 5 more points.
The best thing about all this is that you won’t have to put a single point into condition damage so your normal damage will not be reduced.
The spirit weapons will do 528 burning damage without any boons, 554 damage with the 3 stacks of might they’ll get when activating Virtue of Justice if you have the minor trait Inspired Virtue and 659 damage if you use the staff skill Empower before attacking your target.
Some symbol bugs…
Guardian symbols are AoE skills so should hit a maximum of 5 targets but some of them only hit 3.
The greatsword and staff symbols work fine but the mace symbol only hits 3 targets.
The hammer symbol and the symbol from the trait Protector’s Impact hit 5 targets normally but will then only hit 3 if you use the trait Writ of Exaltations.
Haven’t been able to test the downed state symbol so I can’t tell if that one is bugged or not.