Showing Posts For CSZTerence.1095:
Well, you might for example fight the Risen High Wizard at the gates of Arah along with 75 other people. He hits 25 stacks of bleeding (which is the cap) in about a second, and any more bleeding your condition necro adds are lost in moments. So you’re scaling the event by being there, but not killing the boss. That offends some people, they feel that that you should bring a DPS build instead and “pull your weight”.
Hello, please identify the offending useless scum condimancers in this screen of a Risen High Wizard fight :P
Seriously, any build that can plow through mobs in solo play and can get a gold medal in meta events is a good PvE build.
This condimancer build, which has been endorsed on two separate threads on /r/GuildWars2Builds (here and here), works well.
I’ve been running this build for some time now, though I use Lingering Curse in place of Staff Mastery and Krait runes over Undead runes. Its single target DPS loses out to a Berserker’s Dagger 1 and Life Blast (obviously), but if you can get a well-timed Epidemic off on multiple foes I feel this is the Necro’s best build for AoE damage.
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but why cap a starting LF at 50% or 33% or 10% or 0%?
LF IS OUR NECRO SKILL. why do we have to handicap ourselves?
Why dont guardians set all their virtues on cooldown before the start of a duel?
Because 50% lifeforce is what some consider the proper ‘default’ state of the Necromancer class. As an analogy, compare a Warrior who starts combat with no Adrenaline to one with max Adrenaline, or a Mesmer with no illusions to one with three illusions (though the latter isn’t mechanically possible). The player who starts off a fight with his class resource maxed out will be at a considerable advantage over another who starts off without.
We are all used to the notion that Warriors and Mesmers by ‘default’ should start with no Adrenaline and Illusions respectively and build them up (since their class resources deplete with time), while the Thief should start with a full bar of Initiative and the Guardian with virtues fully recharged (since theirs regenerate with time).
For us Necros, it is a little tricky to pinpoint a ‘default’ state for our Lifeforce amount since our resource neither depletes (like the War and Mes) nor regenerates (like the Thief and Guardian) over time. Hence most settle for 50% as the ‘default’.
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Raising the dead just took on a whole new meaning.
Fyi this was the last ‘kittened minion’ complaint thread. It’s just not worth playing MM at this point in time because you never know when your minions will participate in combat and when it won’t.
Hi all, may I know what the current ‘meta’ build is for open-world PvE?
I ask this because as a fresh Lv80 I have recently been favoring the siphon wells setup, using Bloodthirst, Vampiric Precision and Vampiric Rituals along with the Wells of Blood, Corruption, Darkness and Suffering (as such) . This build offers great sustained DPS plus healing, making it amazing for storyline content, trash mobs farming and general dynamic events where I can simply wade into mobs, cycle my Wells and let my siphon healing and Death Shroud state keep me alive; the greater the number of enemies, the higher the frequency of my siphon procs from Wells. With this Siphon + Wells combination I can dive headlong into any PvE encounter and almost never ever die while still outputting good damage.
So I was surprised to see siphon traits slammed in this thread. Is siphon really that underpowered and are there other builds that blow this one clear out of the water for PvE content?
I’ve noticed that LITERALLY other people running MM builds have better success than I do with running it. I’ve tried running that build and they don’t attack a single thing 90% of the time. The other person I fight in spvp or tpvp with MM builds seem to have pets that DO SOMETHING. it’s like a kittenkitten monkey trying to judge if the banana is edible or if it’s a butt scratcher.
It won’t be long before someone posts an amusing video of two opposing MM’s soloing each other as their minions all glitch out and watch the fight by the side.
Flesh Golem (and all minions) have AI issues that need to be fixed, but you can generally work around them.
Hi care to share your workaround? My main gripe with the Golem is that when I use its Charge attack it will travel the full length of its Charge — oftentimes ending up a fair distance away from its target — and then just stand there without moving until I disengage from combat. An ELITE skill as mechanically broken as this is incredibly frustrating.
I never found a satisfactory solution to this issue other than not using Charge and diligently leading mobs to within melee range of the Golem to make it fight. It’s a terrible pity, as the Golem really does good damage and tanks like a beast when it actually bothers to fight.
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Exactly. Furthermore, they’ve already nailed the Ranger’s pet AI; I don’t see the issue with extending that to the Necro’s minions. But of course what do I know, I am not ANet’s engineer.
And to sidetrack a little: Henchies and Heroes, along with all of their possible combined build combinations, were what made the original Guild Wars the legendary game it was. The ‘party of eight’ system, with each class having their own roles, gave GW1 the magical RPG-esque feel that this game never managed to capture.
Don’t get me wrong, this game is still good in its own right — the environments especially never fail to impress — but the change in combat system from team-based to solo-based play, as well as the lack of avenues for build experimentation, are to me some of the game’s biggest letdowns.
Yeah this is an oft-reported bug that for some outrageous reason still isn’t fixed. Happens with all minions, not just the Golem.