Necromancer\Elementalist\Guardian\Theif
[TC] Tarnished Coast
This has been my set for a while now
Dry Bones Armor
Btw there is a 1 second internal cd on life force gain.
edit: for the Skills Spectral Armor and Spectral Walk
(edited by Dedelta.5018)
It healed me for the 4k like its suppose to Well at least the numbers appeared anyways
So bascily the Signet does it active effect but the Vamperic Mark does not appear on the target.
The change for death nova to activate when the minion is killed by putrid explosion+the removal of the internal cooldown is a strait buff.
I changed it to the buffs portion I couldn’t find the original skill duration on the field which I just found. The orginal duration was 3 seconds.
So is it me or does the new warrior skill function like Spectral armor while in DS before they nerfed it.
Again this is why I give up solo roaming after 7 p.m. server time because of “Roaming Groups” like these its kindof pointless if you guys hang out in ruins ganking people. Shouldn’t you guys be taking larger groups instead of ganking people in Ruins?
Hahahahahahahahahahahahahahahahahahahahahahahahahahahahaha!!!!!!!!!
My sides are busting right now seriously.
What the hell do you expect when you solo roam buttlust on a necro, especially after making yourself a target on the forums
Eh I knew that [AoN] was expecting me to post so I let them get a kick out of it. What else did you want?
(edited by Dedelta.5018)
Again this is why I give up solo roaming after 7 p.m. server time because of “Roaming Groups” like these its kindof pointless if you guys hang out in ruins ganking people. Shouldn’t you guys be taking larger groups instead of ganking people in Ruins?
i solo roam and can barely find people willing to fight without odds in their favor. It’s not just jq players who wont fight 1v1.
three [PiNK] thieves were in ruins on jqbl and if i managed to get one to wander off from from the other 2, he/she would cloak and dagger off an animal and run back to his buddies.
Don’t put your servers on some high pedestal because you think you fight unfair odds.
Please dont put your server on that same pedestal this is all I found when Roaming JQ BL during NA Prime time and Ocx times.
1st pic Ocx time
2nd pic NA time (I think Ganking Guild would fit better)Cheers
Guilds that actually that I’ve seen so far is that [KoS] guy in the second pic and the Guild [Ark] guys I guess I will keep looking for all those other roamer guilds.
Have to agree. I was roaming on Mag on ele and saw the normal few JQ/TC that wouldn’t engage in a 1v1. Finally found a ranger to 1v1 at ruins which turned into a 1v2 and then a 1v3 which was too much for me. Then next I found a fun duel vs a p/d thief and things weren’t looking good for him but it was interrupted by a Mag guardian so he refuged and ran.
Same stories a couple more times so I just went to EB and to k-train/badge train between SM and blue keep. I guess this t1 1vx roaming has to be handed on thief or else in groups of 5-10… zzz
I’ve found that, when facing T1 servers any trickle of 1-2 players is usually a bad sign. Almost no one on these Tier 1 to Tier 1.5 servers run in groups of less than 10, so seeing a few people running around usually means there’s a roaming group or zerg somewhere close by that they’re trying to get back to, or are running ahead of.
This is particularly relevant of players from a few guilds you never see running blobs of less than 40, PiNK and HzH immediately coming to mind.
Yeah If i do see some the guilds that regularly blob I’ll start to run and WP unless they put me in combat Ill just fight till I die. You guys also run a very boon oriented team which means you probably run Cavs armor(sometimes mix armor) which makes you able to take on those larger groups but most of the people that I see roam are not usually running semi group oriented builds. This is just what I’ve noticed when seeing you guys fight. The 5-10 I usually consider a Havoc team or Ganking squad depending if they care about PPT or not.
@ Hexin.5603 I do have staff but swiftness will never be enough Necros are not made to exit combat unless they die or kill. I know you can do some stuff to get away its just in general once in combat always in combat. You can get away about 1/10th of the time but its usually futile so I just run into the zerg and die to speed up my death so I can go back to looking for other people.
Yeah during the times that its just not feasible for a necro to go solo which is when they roam props to them for roaming that time but I play the least mobile class in the game have you even tried necro?
You’re complaining about not finding solo roamers then say you’re often in a group. I solo roam a ton as a mesmer and I would just kitten right off if I saw a group of 3+ with a necro. I haven’t leveled a necro past 30 but I run into some when I’m out and they usually pressure me enough that I need to back off a bit.
Try another class maybe?
I’m not complaining I’m merely asking/ wanting to know where the solo roamers are when I do go solo. If you would read my posts above which i got an awesome response from. I wish I didn’t like to feed trolls but what class do you play?
lol where are all the solo roamers?? i run in a group btw
e: lmao
Yeah during the times that its just not feasible for a necro to go solo which is when they roam props to them for roaming that time but I play the least mobile class in the game have you even tried necro?
Again I asked the times that the roamers play so I can fight you guys reread
There’s 1-3 of us that roam around TC/JQ from 7-10 server time almost every night. Not the whole time, we start early or late some nights, depends on what’s going on.
We even let each other 1v1 as long as the person we run into doesn’t look like they are about to run….. which isn’t often. [VR] tag.
Yeah you guys are almost out of reach I usually run out patience around that time looking for fair fights which is when, that time is usually the worst time to roam btw I’m usually on my necro so no escaping/running for me. I solo roam about 3-4 hours before you guys get on. So I’m usually in a group around that time due to that time slot being the most Zergy time of the day.
Blah blah blah blah blah blah.
You want anecdotes? I’ll start recording my roaming sessions and you can see how many zergs I get 1v1’d by.
I’m not saying that you guys don’t roam but when? But for a server that boasts of roamers I haven’t found many. I’ve actually been zerged/{ganked(5 people or more)} down by Mags during NA Prime Time than by JQ. Please don’t confuse Ganking with Roaming.
Here I will define them Ganking= looking for other roamers with bigger numbers than what roamers actually run usually.
Roaming= Looking for decent out-manned or even fights. a group of 5 is close to the term Gank squad because if your actually roaming you don’t usually have that many when running.
Please note I don’t condemn Ganking (except spawn camping) I just would like to find out what the real definition of roaming is. I tried to get OPP to see this but meh.
Pretty sure I’ve never seen anyone from TSF doing either, so I wouldn’t worry about it.
Again I asked the times that the roamers play so I can fight you guys reread
Blah blah blah blah blah blah.
You want anecdotes? I’ll start recording my roaming sessions and you can see how many zergs I get 1v1’d by.
I’m not saying that you guys don’t roam but when? But for a server that boasts of roamers I haven’t found many. I’ve actually been zerged/{ganked(5 people or more)} down by Mags during NA Prime Time than by JQ. Please don’t confuse Ganking with Roaming.
Here I will define them Ganking= looking for other roamers with bigger numbers than what roamers actually run usually.
Roaming= Looking for decent out-manned or even fights. a group of 5 is close to the term Gank squad because if your actually roaming you don’t usually have that many when running.
Please note I don’t condemn Ganking (except spawn camping) I just would like to find out what the real definition of roaming is. I tried to get OPP to see this but meh.
i solo roam and can barely find people willing to fight without odds in their favor. It’s not just jq players who wont fight 1v1.
three [PiNK] thieves were in ruins on jqbl and if i managed to get one to wander off from from the other 2, he/she would cloak and dagger off an animal and run back to his buddies.
Don’t put your servers on some high pedestal because you think you fight unfair odds.
Please dont put your server on that same pedestal this is all I found when Roaming JQ BL during NA Prime time and Ocx times.
1st pic Ocx time
2nd pic NA time (I think Ganking Guild would fit better)
Cheers
Guilds that actually that I’ve seen so far is that [KoS] guy in the second pic and the Guild [Ark] guys I guess I will keep looking for all those other roamer guilds.
Mark of Blood: Removed 1 stack of bleed when used in PvP.
Spite X—Chill of Death: Increased the trigger threshold from 25% to 50%.
Spite 15—Death into Life: Increased the conversion from 5% to 7%.
Curses VIII—Banshee’s Wail:* *Increased the cooldown reduction from 15% to 20%.
Death Magic 5—Reanimator: Decreased the cooldown from 30 seconds to 15 seconds.
Death Magic VIII—Reaper’s Protection: Decreased the cooldown from 90 seconds to 60 seconds.
Death Magic 25—Deadly Strength: Increased the conversion from 5% to 10%.
Blood Magic 25—Blood to Power: Decreased the health threshold from 90% to 75%. Increased the power from 90 to 120.
Soul Reaping II—Vital Persistence: Increased the reduction of life force drain from 25% to 50%.
Nerf:
Plague: Fixed a bug that prevented both of the spectral buffs from the Spectral Walk skill to be removed when activating this skill.
Mark of Blood: Removed 1 stack of bleed when used in PvP.
Buff/Nerf:
Curses IV—Enfeeble: Decreased the weakness duration to 2 seconds. Decreased the bleeding to 1 stack and 6 seconds. Removed the cooldown.
If I am reading the Plague “Bug Fix” correctly or if it functions like spectral armor let me know downloading patch now.
(edited by Dedelta.5018)
July 23rd, 2013
Debatable nerfs/fixes/buffs
1. Damage taken while in death shroud will now overflow to the necromancer’s health pool if the damage taken is greater than the remaining life force.
2. Spectral Armor: Incoming hits now grant 8% life force; has a 1-second internal cooldown.
3. Spectral Walk: Incoming hits now grant 2% life force; has a 1-second internal cooldown. This spectral skill now grants life force while Spectral Armor is active.
Nerfs
1. Terror: Reduced the damage by 17%. Fixed a bug so this trait now checks for the torment condition as well.
2. Greater Marks: This trait has been moved to the Master tier.
3. Dhuumfire: In competitive PvP only, burning duration caused by this trait has been reduced from 4 seconds to 2 seconds. Burning duration is still 4 seconds in other areas of the game.
Buffs:
1. Spectral Grasp: This skill now grants 15% life force (up from 10%).
2. Mark of Blood: The base radius of this skill has been increased from 120 to 180.
3. Chillblains: The base radius of this skill has been increased from 120 to 180.
4. Putrid Mark: The base radius of this skill has been increased from 120 to 180.
5. Reaper’s Mark: The base radius of this skill has been increased from 120 to 180.
6. Spiteful Vigor: This trait has been moved to the Adept tier.
September 3rd, 2013
Nerf:
1. Grasping Dead: This skill now applies two stacks of bleeding instead of three (PvP only).
October 15th, 2013
Buffs
1. Spectral Armor: Increased the duration from 8 seconds to 9 seconds when traited with Spectral Attunement to match the intended duration increase. Added a duration skill fact.
2. Locust Swarm: Increased the base cripple duration to 2 seconds.
3. Banshee’s Wail: Normalized this trait to increase the effectiveness of warhorn skills by 50%.
4. Vampiric Precision: The life siphon now correctly scales with the Bloodthirst trait. The damage portion of the life siphon from this trait now scales slightly based on power. The healing portion of the life siphon from this trait now scales slightly based on healing power.
5. Vampiric Rituals: The damage portion of the life siphon from this trait now scales slightly based on power. The healing portion of the life siphon from this trait now scales slightly based on healing power.
6. Deathly Invigoration: The base heal from this trait has been increased by 100%
7. Transfusion: This trait now scales with healing power at a rate of 20%, where it didn’t previously scale.
Nerf:
1. Bloodthirst: This trait now grants 20% bonus siphoning, down from 50% more effectiveness (which results in no change when combined with the change to other siphoning traits).
Debatable Nerfs/fixes:
1. Tainted Shackles: This skill now uses radius instead of range.
2. Lingering Curse: This trait will no longer increase the duration of blind on the Deathly Swarm skill.
June 25th, 2013
Buffs
1. Putrid Curse: Increased the poison duration from 2 seconds to 4 seconds.
2. Necrotic Bite: Increased the life force gain from 4 to 6.
3. Well of Power: This ability now breaks stuns. Added 1 second of stability. Reduced the cooldown to 50 seconds.
4. Well of Corruption: Reduced the cooldown to 40 seconds.
5. Well of Darkness: Reduced the cooldown to 50 seconds.
6. Well of Suffering: Reduced the cooldown to 35 seconds.
7. Spectral Armor: Reduced the recharge to 60 seconds.
8. Signet of Spite: Now applies 2 stacks of bleeding for 10 seconds, blind for 5 seconds, cripple for 10 seconds, poison for 10 seconds, 5 stacks of vulnerability for 10 seconds, and weakness for 10 seconds. Reduced the recharge to 60 seconds.
9. Locust Swarm: Increased the radius to 210. Increased the animation size to better reflect its attack area.
10. Grim Specter: This ability can now be cast while moving.
11. Rigor Mortis: This ability is now instant.
12. Necrotic Grasp: Increased the projectile velocity by 10%.
13. Deathly Swarm: Increased the projectile velocity by 30%.
14. Crimson Tide: The bleed duration has been increased from 5 seconds to 6 seconds.
15. Deadly Catch: The cripple duration has been increased from 3 seconds to 6 seconds.
16. Wicked Spiral: The vulnerability duration has been increased from 6 seconds to 10 seconds per hit.
17. Deadly Feast: The duration of feast has been increased from 6 seconds to 8 seconds.
18. New ability #5 – Tainted Shackles: This skill tethers all enemies within a 600 range, constantly dealing torment to them over time. At the end of the cast, Dark Binding immobilizes all affected enemies still within the radius.
19. Life Blast: This skill now scales based on range instead of amount of life force. At more than 600 units, this skill’s low value has been increased by 43%; at less than 600 units, this skill uses the old high value. Range has been increased to 1200.
20. Doom: This skill now scales based on range. If more than 600 units, it will apply 1 second of fear; If less than 600 units, it will apply 1.5 seconds of fear. This ability now lists the damage it deals to enemy targets.
21. Life Blast (Underwater): Decreased the cast time and reduced the aftercast.
22. Ghastly Claws: Increased the life force gain from 8 to 10.
23. Feast of Corruption: Increased the life force gain from 2/condition to 3/condition.
24. Necrotic Grasp: Increased the life force gain from 3 to 4.
25. Shadow Fiend Haunt: Increased the blind duration to 5 seconds.
26. Dagger Mastery: This trait now grants a 20% recharge reduction.
27. Vampiric: This trait now scales up 6 additional points with power for its damage and healing for its healing per attack.
28. Near to Death: This trait has been moved to the Master tier. This trait now reduces the cooldown by 30% instead of 50%.
29. New Grandmaster trait—Deathly Perception: Players have a 50% greater critical chance while in Death Shroud.
30. Signet Power: This trait has been merged with Signet Mastery
31. Signet Mastery: This trait now recharges signets 20% faster and grants 3 stacks of might for 10 seconds on signet use.
32. Axe Training: This trait has been moved to the Master tier.
33. New Grandmaster trait—Dhuumfire: Players can inflict burning to opponents for 4 seconds on critical hit. This effect can only occur once every 10 seconds.
Nerfs:
1. Corrupt Boon: Reduced the maximum amount of boons converted to 5.
2. Signet of Undeath: Increased the cast time to 3 seconds.
Buffs
1. Dark Path skill: Now unblockable.
2. Necromancer trait: Now allows life-stealing on walls in World vs. World.
April 30th, 2013
Buffs
1. Signet of Spite skill: Updated the skill facts to indicate the passive effect of this skill. Increased the passive power boost by 100%.
2. Corrupt Boon skill: No longer causes odd interactions with Aegis. Now unblockable.
3. Epidemic skill: Now unblockable.
4. Flesh Wurm minion: Increased health by 25%.
5. Flesh Golem minion: Increased health by 25% and toughness by 10%.
6. Lich Form skill: The Grim Specter skill now strips boons from enemies and conditions from allies when it reaches its target point instead of only when the missile hits a target.
May 28th, 2013
Buffs
1. Greater Marks trait:
a. Now increases the ground target size of all marks.
b. Now increases the size of marks created by the Lich Form skill.
January 28, 2013
Nerfs
1. Mark of Evasion: This trait no longer enables players to break knockback effects.
February 26th 2013
Buffs
1. Ghastly Claws: Damage from this ability has been increased by ~10%.
2. Locust Swarm: The radius of this ability has been increased by ~16% and now has the range of a normal melee ability.
3. Rending Claws: Vulnerability application from this ability have been increased from 5 seconds to 7 seconds.
4. Spinal Shivers: This ability now deals bonus damage for each boon that it removes. One boon removed deals 50% extra damage, two boons deals 100% extra, and three boons removed will grant an extra 150% damage to the ability.
5. Chill of Death: This trait now deals bonus damage for each boon that it removes. One boon removed deals 50% extra damage, two boons deals 100% extra, and three boons removed will grant an extra 150% damage to the ability.
6. Summon Blood Fiend: This minion’s healing effect has been increased by ~80%.
7. Weakening Shroud: This trait now applies two stacks of bleeding to be consistent with the Enfeebling Blood weapon skill.
March 26th 2013
December 14th 2012
Buffs:
1. Feast: This trait’s recharge has been reduced from 12 seconds to 10. Damage has increased by 15%.
2. Frozen Abyss: This skill is now a blast finisher.
3. Foul Current: This skill is now a leap finisher, a poison field, and has its recharge reduced from 15 seconds to 12.
4. Dark Spear: This skill is now a projectile finisher.
5. Deadly Feast: Skill recharge has been decreased from 18 to 15.
6. Wicked Spiral: This skill is now a whirl finisher. Recharge has been decreased from ten seconds to eight.
7. Signet of the Locust: Passive movement speed has increased from 10% to 25%.
8. Quickening Thirst: Movement speed increased from 10%/5% to 15%/10%.
9. Reanimator: Decreased the degeneration rate of Jagged Horrors.
10. Terror: Damage is increased by 50% if the target has any conditions on them.
11. Gluttony: Life Force gain has been increased from 5% extra to 10% extra.
Debatable Nerfs
1. Spiteful Removal: This trait now removes three conditions when an enemy is killed, but can only trigger once every 10 seconds.
2. Spiteful Removal: This trait now removes three conditions when an enemy is killed, but can only trigger once every 10 seconds.
Design Philisophy
“Necro
The necro boasts the highest natural health of all the caster classes, and also has death shroud to extend that life total even higher. While they don’t have some of the escape or damage reduction capabilities that other classes boast, they do have a lot of ways to win attrition fights. They have access to poison on
What I am posting below is only Buffs/nerfs of the Necro classes. I want to create list of only nerfs and buffs since launch. Some of the older buffs/nerfs is a little fuzzy so feel free to correct me. I was not able to find the changes from the Beta weekends to the release. Please don’t add any tool tip changes or bug fixes as most of you know that will need a lot more space and I just want to focus on the buff/nerf portion of the Necromancer. Here is where you can find all the changes https://forum-en.gw2archive.eu/forum/info/updates
Space reserved for Beta buffs/nerfs
October 1 2012
Debatable Nerfs/Buffs
1. Blood Is Power: This skill now grants 10 stacks of might but does not grant additional life force.
2. Last Gasp: This Soul Reaping trait will now apply protection and remove stun as if using Spectral Armor. It also now has the displayed 60-second recharge, and the duration has been reduced to 6 seconds to properly match the skill.
3. Spectral Walk: This skill now stops granting life force when struck if the player activates Death Shroud, Plague, or Lich Form.
Buffs:
1. Haunt: This Shadow Fiend skill now triggers instantly.
2. Spectral Grasp: This skill now also grants 10% life force when used. It also benefits from the Curses trait Spectral Attunement to properly increase the chill duration to 6 seconds.
________________________________________
October 7th
Buffs:
1. Signet of Spite can now be cast while on the move.
________________________________________
October 22nd
Buffs:
1. Corrupt Boon: This skill now properly removes aegis rather than being blocked by it
2. Fetid Ground: This downed skill now has a Dark combo field. Its visual effects have been updated to show its actual radius.
3. Life Leech: This downed skill’s damage has been increased by 25%.
________________________________________
November 15th 2012
Buffs
1. Ghastly Claws: This skill’s damage has been increased by 10% and updated to indicate the correct life force gained.
2. Reaper’s Touch: This skill applies 4 stacks of vulnerability per hit instead of 3.
3. Plague Blast: This skill’s casting time has been reduced.
4. Summon Blood Fiend: The Blood Fiend’s survivability has been increased, and its attack now heals the necromancer for 200% of its previous heal.
5. Spectral Grasp: This skill’s projectile velocity has been increased by 33%.
6. Feast: This skill no longer causes damage to the necromancer.
7. Death Nova: This skill now properly activates when using Taste of Death and Putrid Explosion. The internal cooldown has been removed. This skill’s field duration is now 4 seconds, and the rate it pulses has been increased to every 2 seconds. Its poison duration is 5 seconds per pulse.
Nerfs:
1. Mark of Evasion: This trait is no longer a blast finisher when the mark is created.
Debatable Nerfs/Buffs
1. Mark of Evasion: This trait is no longer a blast finisher when the mark is created.
2. Death Shroud: Moa Morph now removes Death Shroud from the target instead of the necromancer being stuck in Death Shroud and using their entire bar while in the transform.
3. Lich Form: Leaving this skill now removes stability from the player to make the removal consistent with all other transform elites.
(edited by Dedelta.5018)
So Spies? on our home Borderland behind Citadel.
For those reading this thread this is my opinion and I just call it as I see it. Only point that I’m personally trying to make is that I don’t get why people claim things and not prove it. Hope to see you actually roaming GL on the battle field.
Thoughts from a occasional roamer, Zergling, Guild group squad Ganker , etc.(Carebears for the Win)
Class is Class doing it for a few minutes is acceptable because everybody gets caught up but for 15-20 min. of spawn camping shows they don’t have class. I’ve never said I’m looking for fair fights I’m asking what you ask the big boys do all the time spread out and show your self. I thought for sure that roamers would never conform the current meta guess I was wrong. FYI never claimed that I was a good roamer that claim was what your guild claims I’ve just never seen it hold true for more than a few minutes (Only Exceptions is the RIOT guy and the one Mesmer)
Let me put it another way – trying to get back to my guild and help them with a tower defence or open field battle is more important than spending five minutes trying to stay alive against players primarily built to kill me.
If I die fast I respawn fast so I get to my guild fast…….unless I meet roamers again ofc ;P
I know its hard to believe but fighting against roamers comes pretty down on my list of priorities.
I never said it was supposed to be your priority. It’s just really silly when you want to get back to a PPT objective, but we kill you and gain PPT for our server, and you didn’t even try to stop us. We still get PPT for stomps after all, its much lower than it was (sadly), but the free kills we get really add up… and those kills really shouldn’t be free.
A lot of the time, we end up camping a spawn just so people like that will fight us (because they have a group).
The other flip side of that coin (seeing as you brought PPT into the discussion) is while we are taking a tower, keep or even a camp, doesnt it seem a bit silly to just spawn camp or whatever it is you are doing to find your battles when you could be helping your server mates defend a objective?
Its silly that you want to fight but wont go to where we are fighting, you would rather wander in hope of finding some one instead of going to where you know definite action is. If your server mates are losing that defense, you are helping us gain those free kills you hate so much.
This was an argument we use to face against our fellow guilds back in the day, but this proves that many don’t understand the roaming philosophy.
Spawn camping does help because the following happens:
1) We kill you so there is less of you in your zerg for our zerg to fight.
2) It will demoralize people trying to get back to their zerg, especially pugs.
3) Usually most get fed up and group up trying to push out and actually give us what we want which is a good fight.
4) In some cases, we jump a commander trying to get back and we see the entire zerg go back to their WP to group up taking you off the battlefield for a couple of minutes.They are small contributions compared to what we can do for holding bloodlust, but it is effective.
As for joining the zerg fight, sorry not going to happen. I have better uses of my time than joining a lagfest spamming 1 1 1 1 1 1 all day. If you guys like doing that go for it, just not the roamer’s mentality. Zergs have an importance, but so do roamer’s especially with the new bloodlust meta.
We just wish there were more T-1 roaming guilds on the other servers who like to fight so we can have our fun too. Zergs have all the fun. lol
Here is a classy response for spawn camping true class (Its barely acceptable to do even if you are completely even matched) This shows me even more that you’re looking to gank people not look for fights
This is Good
http://www.youtube.com/watch?v=CV_0p-SMmFI
and this one
http://www.youtube.com/watch?v=kGNdn2XSVUU (RIOT guy whats not to expect)
the rest look like Ganking videos.
Guess this is their definition of roaming the 2nd pic has more but they disappeared when taking it. I’m tired of Guilds claiming to roam when in fact I’ve never seen them by themselves to “Stand on Their two legs”.
Post Means
Don’t preach roaming if in fact you don’t solo roam or you roam with 5 or more.Trying to preach how to roam but sitting on a wall behind the legendary guards yourself. How typical….
Blackgate has a lot of solo roamers, if our enemies get pushed back then there really isn’t anything to go out hunting for which results in our roamers gathering up in 1 spot. They’re hoping that numbers gather and that you’ll push out… Looking at the screenshot, you had numbers but yah…
I’m sorry this is the only pic or knowledge of one of your guild members being alone until in the end I got 1v3.
You should probably check the tag again. If you’re looking for one on one’s, the windmill is a great place. Open world pvp is well, open world pvp. Might I suggest to you a more mobile class? You seem to end up on the ground quite a bit.
I guess I stand corrected so I’ve never seen an OPP guy by himself. I’m just stating the facts the roaming is 1vW or at most 5vW after that your just looking for easy kills among the roamers. Even if its just 3 of yall plus pugs you always have to count them.
All I can say is keep trying bud. Some day you’ll figure it out.
My whole point is that you guys Gank people not roam your not looking for fights your looking to Gank people similar to how people in WOW did. I’m not claiming I don’t do it but to call your selves a roaming Guild is in fact a lie. My Guild doesn’t claim they don’t zerg, roam, defend, blah blah the guild claimes that they are roaming Guild I’m suggesting other wise. Not once did I say I’m looking for 1v1s. I guess I will keep trying and looking for “players that stand out” among the crowed.
Guess this is their definition of roaming the 2nd pic has more but they disappeared when taking it. I’m tired of Guilds claiming to roam when in fact I’ve never seen them by themselves to “Stand on Their two legs”.
Post Means
Don’t preach roaming if in fact you don’t solo roam or you roam with 5 or more.Trying to preach how to roam but sitting on a wall behind the legendary guards yourself. How typical….
Blackgate has a lot of solo roamers, if our enemies get pushed back then there really isn’t anything to go out hunting for which results in our roamers gathering up in 1 spot. They’re hoping that numbers gather and that you’ll push out… Looking at the screenshot, you had numbers but yah…
I’m sorry this is the only pic or knowledge of one of your guild members being alone until in the end I got 1v3.
You should probably check the tag again. If you’re looking for one on one’s, the windmill is a great place. Open world pvp is well, open world pvp. Might I suggest to you a more mobile class? You seem to end up on the ground quite a bit.
I guess I stand corrected so I’ve never seen an OPP guy by himself. I’m just stating the facts the roaming is 1vW or at most 5vW after that your just looking for easy kills among the roamers. Even if its just 3 of yall plus pugs you always have to count them.
Guess this is their definition of roaming the 2nd pic has more but they disappeared when taking it. I’m tired of Guilds claiming to roam when in fact I’ve never seen them by themselves to “Stand on Their two legs”.
Post Means
Don’t preach roaming if in fact you don’t solo roam or you roam with 5 or more.Trying to preach how to roam but sitting on a wall behind the legendary guards yourself. How typical….
Blackgate has a lot of solo roamers, if our enemies get pushed back then there really isn’t anything to go out hunting for which results in our roamers gathering up in 1 spot. They’re hoping that numbers gather and that you’ll push out… Looking at the screenshot, you had numbers but yah…
I’m sorry this is the only pic or knowledge of one of your guild members being alone until in the end I got 1v3.
Yeah I’ve seen a few people when the Dolyak Parades are really big make it past the guards and live until you get a little bit past the mid steps and get teleported back to the guards and die.
That is basically their own fault we are not out there because they were there spawn camping its that simple if you can’t see it I guess get somebody else to explain it to you.
Here is a better pic for you
Don’t preach roaming if in fact you don’t solo roam or you roam with 5 or more.
Sorry we aren’t roaming around an empty map, standing on two legs fighting the air before us. The warning label clearly denotes that Blackgate is not responsible for people who do not use the other 2 exits of their spawn.
If this post aimed at the exits it was merely to point out that a particular guild claims to roam doesn’t. I’ve never seen them stand on their two legs when im out solo roaming or running with a few guildies
Guess this is their definition of roaming the 2nd pic has more but they disappeared when taking it. I’m tired of Guilds claiming to roam when in fact I’ve never seen them by themselves to “Stand on Their two legs”.
Post Means
Don’t preach roaming if in fact you don’t solo roam or you roam with 5 or more.
I main a necro btw and I have played against this build before it became popular.(Brother made the build to troll me on my necro). I played it yesterday and i pretty much face roll most classes but bomb engis, good Mesmers, and full bunker guardians.
Keep in mind this was before Necros had torment added and this is only SPvP. WvW was not meant to be balance but to an extent.( I wont go into detail because that would be pages and pages long)
Build
Weapons are GS(sigil of Force)/Mace(+15% stun duration), Sheild(50 % endurance) when swapping to this weapon.
Traits 10, 10, 30, 0, 20
2, 4, 5/8/9, 0, 3/4
Trinket: Zerker
Utilities: Healing Surge(heals for 10k with full Adrenalin(AD) bar) Bulls Charge, Berserker Stance, Dolyak Signet, and Signet of Rage
Amount of stuns available on demand 4 stuns
Skull Crack: 8 1/2 cool down only requires AD 4 second stun currently will be lowered on Oct Patch
Pommel Bash: Only 1 sec daze but still denies use of skills 15 sec cool down.
Shield Bash: 2 second stun until patch 30 Seconds
Bulls Charge: 2 sec knock down (40 second cool down)
Runes: Divinity
Total stun duration 10 seconds.
Necro Build is Dhuum fire build
Utilities: spectral walk and spectral armor tried blinding wells but not effective since hes a good player just waits out my long well with (condition immunity)
If you dont know most skills on necro take 3/4 seconds or higher to cast
My issues with the Warrior build
Unable to gain life force= dead Necro
If anybody jumps in the fight take hands off keyboard and die( if you dont know necros have the worst mobility in the game besides mesmer)
Built in Stability along with signet stability with short CD every 48 seconds and every 90 seconds(if spaming)
Condition Immunity=(fears lose effectiveness)
Skull crack clears most conditions (3 total)
Only way to counter this build for necros is go zerker and pop lich seriously only way that i found that effectively nullifies this build. If you don’t see why that is a problem then you should play one and see how long you last with 2 dodges and sub par dmg. Pros for going zerker on Necro easier to gain life force due to warhorn 5, dagger 1, and axe 2. Minions builds he says are little harder to beat but not by much.
After the patch I still have problems because I am not able to gain life force unless i bring a warhorn(have to be in meele if you didnt know gains only 1% LF second) Life Force also got harder to gain due to the nerf to gain life force has a 1 second cool down. Able to block my marks due to nerf to Staff nerf. All in all this build is basically a direct counter to the Dhuumfire build. I was only able to beat him about 1/10th of the time before the patch and now i can beat him about 3/10 times.
(edited by Dedelta.5018)
So I was planning to buy the Assassin stat combo from the TP but the leggings for the Medium armor for this stat combo does not appear in the TP. The other armor pieces are all there just not the leggings. I had my brother craft me some leggings but he was not able to mail it to me either. Any news when this will be fixed?
2 I dont get why you say no? Anybody has a direct inflence on my health/DS with the change, our DS is our second health bar. I just don’t see what is over powered about access to our utilities they can still intrupt, knock down, fear, and etc.
4 I want an actual number like 10,000 health not 75% as I change builds on a daily basis and would help out tremendously if you know a spike is coming and you have your 2 options of tanking it in DS or dodging.(I just want the information I need to make the determination of what to do because of right now we only can speculate and get close)
I have played Necromancer since Beta and the recent change was good/bad but the main issues that I have is that there was only a bug fix for DS and no compensation for the loss of our only blocking ability. Death Shroud is now a second life bar and since that is the case now these are the changes I want for compensation
List of Changes
1. Healing in Death Shroud
2. Utilities available in DS
3. An actual number of the amount of life force we have left(it can only show up while using it for all I care if its to complex to code)
4. Swaping weapons in DS ( was said it was going to be “fixed” no word from a dev about it since)
5. Signets work while in DS(currently in the Bug Compilation MkII)
6. And last but not least the fix for the locked out of utilities (My #2 change could help with this)
These changes are overly reasonable and would help with our survive ability.
If i am on during that time pm me I will probably join
Excuse the noobness of the video I didn’t see the red circles until the end of the fight.
Aw you beat me to it Jeknar
The video is Blocked FASTCAR
Nvm TC BL is now back up
So TC BL is down and wont let anybody in on the Tarnished Coast side. How about yall BG or Kaineng
Took this video 2 days ago. I don’t think Black Gate intened on keeping the keep but cheers.
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