Showing Posts For Dreaming serpent.5197:
This is just a generic rant about how my internet decided to drop twice so I lost a pip after winning a game. But seriously, what would be the consequences of setting it such that every win counts as a pip gain?
thanks
This might help: https://www.reddit.com/r/Guildwars2/comments/4ft01q/qt_dps_benchmarkstests_for_all_classes/
http://gw2skills.net/editor/?vRAQNArYWnc0AdbilbCO3A0biFjBjqJEFqVx5wg4RM6nFAGAA-TJBIABAcIASf/hAeCAyXGAA
CPC counters thieves, revs, DH, Druids, Eles, Engies here’s how:
- Provides constant weakness uptime: basically lets you ignore power thieves and revs with your weakness spam. Also helps with Scappers that will stay in it the whole fight.
- Destroys projectiles: nullifying Bristleback (Druids damage) Rev sword #2 (an easy 6k in a fight) ANY grenade ( it’s not coming back but still) Most of DH’s attacks
- Provides a decent poison stack: This is actually split into two parts. 1: Cover Conditions, as soon as it gets clensed it’s reapplied so this really cuts down on ele, scapper and druids ability to deal with condis. 2: It makes healing less effective, making it a double wammy against ele, scapper and druids.
The only thing CpC doesn’t counter is Condi builds, so I gave it 4 transfers
The one downside to this build is it’s mobility so I expect it to carry anyone though to low tier esports (legend 3) It can be easily out rotated though.
As it stands, chilling darkness is Still impossible to use do to the internal cool down. Now that chill is weak enough that it’s basically meant to be spammed continuously instead of going for a more duration based approach, the internal CD is completely unjustified and really weakens this trait. Considering that the other option to this trait is auto-plague signet, a removal of the internal Cool Down would go a long way making this trait and deathly chill viable.
To clarify, it would take at least 4-5 bleeds to make up for the loss of the chill damage. Meaning unless you can apply 4-5 chills every 8-16s (depending on bleed duration), you are losing out on damage. Burning has 2.5x better condition damage scaling, and 6x higher base damage, so for a given condition damage you need roughly 3-4 bleeds to match burn damage.
Dear Bawb, I’d like to present Rune of the reaper and shouts. This is turning out to be a buff
Whooooooooooooooooooooooooooooooooooooooooooooooooooooooo~
this looks pretty fun, i havent tried mm for a long time. gonna try it out, thanks for the share.
melandrus rune tho? isnt that redundant with minions taking your condis?Melandru was chosen because I’m a huge coward. Nightmare would be good too. Grenth would be beneficial due to the low cooldown of YSIM, and probably wouldn’t be too redundant due to the prevalence of cleanse-happy tempests.
The rune component is certainly up to the user, as it isn’t really crucial to the build functioning.
You can also run rune of thorns AKA +250 condition damage & +40% poison duration in any long fight.
Necro + mesmer is great in coordination. Portals away when you need to disengage + great bursts and stomps.
But seriously, this got “Fixed” a while ago and is now hitting for stupid amounts.
Dear holts,
Nice Vid! By the way, greatsword #5 can be cancel-casted which lets you land grave diggers easier imo. Just a tip for the next video.
Hi and welcome back. First, please do remember that it takes maybe 5 mins between character creation and hopping into PVP with full gear so don’t be afraid to try new characters! Necros come with decent self sustain through shroud and if you trait for a very good team heals (here is an example of a build with AoE 7k heals: http://metabattle.com/wiki/Build:Necromancer_-_Settler%27s_Minion_Master)
That being said, you may enjoy rangers (druids) since that is a healing class, or Eles (tempest) as that is another team support build.
enjoy
In pvp the ideal conduction for minions is immobile. The second best condition is chill, the third is cripple. The Idea is to slow down your opponent enough so that minions can run up and melee attack away. On a vanilla MM, you have 3 access to immobilize: dagger 3, Death Shroud 5, Bone minion active. You have access to one chill, Staff 3, and 2 cripples: Warhorn 5 and Flesh Golem Auto attack. On reaper you have substantially more access to chill and slightly less immobilize. Axe gives cripple which is worse than chill from a movement standpoint (thus taking staff over axe) For PVE Condi is probably a better stat since you can cheese infinite bone minions (they do bleeding) with lich form and enough healing power. For PVP you’d want both condition damage to capitalize on rune of thorns and the fact that your minions fart poison fields on death, and healing power to desperately keep the minions alive. This forces you into settler’s amy with an extra 150 Healing Power from blood trait and an extra 200 condition damage from any significant fight ( 30 seconds +). This leaves you with massive (1200) toughness, condition damage, and healing power, all because you wanted minions that don’t die so easily.
This is a great step in the right direction. Not because of any specific change, but because of the communication. The mandate is communication every two weeks. We don’t care if it’s one bug problem for two months straight. A communication post from the wvw devs (say the last half hour of a Friday work day) is all we want. Say they had a great cupcake that day, IT DOESN’T MATTER THE CONTENT, literally just a winkey smiley face saying it’s coming and we will complain. BUT, we will complain joyfully, because there would be an outlet. We don’t care if you read it, but we want you to talk to us. We want you to say that this bug is known and that your working on it. You can work on that bug for four months straight, as long as it’s known, we don’t care. In this time and location, specifically here, you are OUR god., preach.
https://forum-en.gw2archive.eu/forum/game/pvp/Community-Tournaments-Earn-gems-Mini-Llamas
Most are watchable on twitch at twitch.tv/gamewithstorm
Enjoy
Good changes, these were outright game breaking
@bhawb, What’s wrong with spectral wall with the spectral traits?
Seriously,
“Reduced memory usage in the 32-bit client and the Mac client.”
This has let me play wvw for an hour before crashing, which is about 15 times longer than before. Great step forward!
Today I faced a lot of top ESL players in groups of 2-4 (I love solo q…) and power (nexed, drarnor, my own soldier/cavalier builds) clearly doesn’t cut it (at least on EU).
So I went back to condi and this build did wonders when facing up to 2 players. However, under focus fire in team fights, I’m CC’ed to death and can only hope for a quick rez as I’m slow as kitten and can’t escape at all.
Blockable staff hurts less than I thought, and LF generation is good with YSIM, warhorn and haunt. The stacking buff from runes is pretty strong and easy to get. I used hydromancy on both set, leech on staff and ice on scepter/wh for extra chills.
Good mesmers like Helseth and Frostball were using gravity well, only moa I faced were from average players and it didn’t kill shambling horrors anyway so it was manageable.
I was surprised to do roughly as much physical damage as condi damage, so pets really helped to put some pressure.
Yeah, that makes sense since this build evolved from the question of: How do I make mayhem stop killing me on his war while tanking someone else? I’ll take a good look at YSIM and see how it stacks up practically.
I tried out “Your Soul Is Mine!” and it does work alot better, I’m updating the build to reflect this, thanks for the suggestion!
it works in raids but its a tank build so you use it to hold agro
With the toughness boost from minions you will always have the agro from bosses. The only problem is that this is often a ressing build since you teleport downed to your location. When your the tank, however, you want to keep the downed AWAY from the boss. With the right people, I could see this replacing druids as a healer/tank.
Protip: Sub out shadowfiend for flesh wurm, so that if you miss a dodge and get teleported to the wrong area, you can instantly teleport back while figuring out your directions.
Ha, I crashed literally upon entering the character select screen
I’m a bit confused on how you got 7k heals on shroud 4. Because I have 7k heals with 1500 healing power and that build has 1000.
According to tooltips:
607×9= 5463
Really where are you getting 7k heals from? On that note, how come an investment of 500 in healing power only offers me a 20% increase in transfusion healing? And if you aren’t fudging your numbers, why do I only get a 0% increase?
Anyone else have comments on healing power scaling?
Well, you get an extra 300 healing power from last rights when below 50% HP. Just tested it in pvp when I was below 50% and I got 7,850 ish on my minions when I healed it. Tooltip might be wrong? Above health I got around 7,200
PSA: you can cancel cast gs #5. Makes it easier to land gravediggers
I play that build from 2 month (without reaper but with blood, pre HoT) and it work. It really work and very good.
Actually i play that build, with curse instead of blood why I prefer perma weakness and send condition back and with rabid why I lost the heals, but It’s a really good build anyway. But that’s why I frequently hold close and fighting in 1vs1 a perma weakness is better than heal someother that isn’t near me XD
In team fight I can say that it’s one of the best necro build ever to support and at the same time deal damage.only one thing: Change the Summon Phantom Fiend with Corrosive Poison Cloud to spam weakness and poiron (very good in team fight) and block projectiles (the best thing against a lot of professions like rangers, engi, warrior, thief with P/P or SB and more).
That build is more or less the same build I posted some time ago and it really work.
It’s my favorite build for Necromancer in sPvP.
Sounds like your slowly making a Condition point fighter. Ever since minions lost the ability to remove boons, and signets gained it, signets have been better at that sort of build. I suggest you try out signets with spite/curses/reaper and see what happens!
Tried your build for a few hours today and had lots of fun with it. My favourite build so far and im not usually a pet fan. Thanks for this.
Thanks for the feedback, remember to rate it on meta battle (http://metabattle.com/wiki/Special:Rating?name=Build:Reaper_-_Settler_MM)
Funny how these things work. Check here for tips: http://metabattle.com/wiki/Build:Necromancer_-_Settler%27s_Minion_Master
That isn’t the right way to make them strong. Removing counterplay on okay skills to make them OP isn’t how Corruptions should work, they should still have counterplay, but be powerful enough to justify other parts of your build or team being weakened to compensate. But making Consume Conditions instant cast (basically) isn’t a good way to do that.
https://wiki.guildwars2.com/wiki/Healing_skill I count as least 10 healing skills with a cast time of 1/4 second or less. That aside I can see what your getting at, because this is removing active counterplay for passive counterplay (and everyone knows this game needs less passive procs) instead of someone interrupting your heal, you get harmful conditions automatically. The counter-play still exists, just not as a mechanic that a player can interact with.
Also as far as MoC goes, I still think that it should be a Cast time reduction. For example 1 second cast time reduction take a lot of skills and turns them into instant battle effecting skills.
Removing counterplay shouldn’t be a trait. It doesn’t matter for some, but heal/CB/epidemic would be way too good with a cast time reduction.
That’s the point. They would be way too good, hence a debilitating condition to offset it
Remember when these traits were getting rolled out and terror was a grandmaster? The entire forum yelled and pleaded till it was back to a master. This is why curses is so screwed up. Parasitic contagion should be switched with terror, and terror got “nerfed” in order to be a master trait.
Also as far as MoC goes, I still think that it should be a Cast time reduction. For example 1 second cast time reduction take a lot of skills and turns them into instant battle effecting skills.
I’m still waiting for the day Axe 3 becomes a blast finisher. Apparently the gee is wary of giving Necros too many blast finishers because we have so many fields. I look over at engineer though and I’m frankly jealous.
Now found on meta battle at: http://metabattle.com/wiki/Build:Necromancer_-_Settler%27s_Minion_Master
Still using the GS since my comment about not liking it the other day. I finally swapped out my staff for it instead of my offhand set, it works a lot better. I’m running axe/focus (I’ve always disagreed with axe hate its a good weapon imo) and GS..
The axe/focus is the main set but the GS when used at the right times has become very valuable to me.
4 is great everyone agrees,
3 I personally find useful because my build relies on vuln stacking a lot.
5 is very situational and you need to only use it when you know it’s going to work(much like spectral grasp has always been wonky)..
skill 2 is amazing when you set it up by baiting dodges and stunbreaks with reapers shroud.. I’ve also used it to down multiple lower health enemies at once which none of my other necro tools could have done that.
If I’m using 1 spam on any weapon, it’s not a vital thing I’m doing so I don’t really mind the slowness of it, besides I don’t have issues landing it when I want to and it does huge damage.
I dumped staff too, Axe give more range threat, while RS and GS for melee attackers
Sameize. I’ve been Running a Axe/Wh GreatSword well pure zerker in pvp and having a blast. It’s not meta by far, but the wells really sustain you in a team fight and gravedigger can literally take people from 75% health to downed.
For Best effect, use spectral grasp, give life force, and they don’t expect a second pull from gs.
Or be a full zerker and run blood + wells
Today I faced a lot of top ESL players in groups of 2-4 (I love solo q…) and power (nexed, drarnor, my own soldier/cavalier builds) clearly doesn’t cut it (at least on EU).
So I went back to condi and this build did wonders when facing up to 2 players. However, under focus fire in team fights, I’m CC’ed to death and can only hope for a quick rez as I’m slow as kitten and can’t escape at all.
Blockable staff hurts less than I thought, and LF generation is good with YSIM, warhorn and haunt. The stacking buff from runes is pretty strong and easy to get. I used hydromancy on both set, leech on staff and ice on scepter/wh for extra chills.
Good mesmers like Helseth and Frostball were using gravity well, only moa I faced were from average players and it didn’t kill shambling horrors anyway so it was manageable.
I was surprised to do roughly as much physical damage as condi damage, so pets really helped to put some pressure.
Yeah, that makes sense since this build evolved from the question of: How do I make mayhem stop killing me on his war while tanking someone else? I’ll take a good look at YSIM and see how it stacks up practically.
During beta weekend raid playing, I was playing around with a curses death reaper tank condi build. You use rune of undead and rise to get yourself maximum toughness. This toughness converts into condition damage nicely, and you can control agro even past engineer levels while sacrificing little damage. I also took a minute to die after the boss went enraged so….
Of course, short of being the designated tank, Sinister is the way to go. (use rune of thorns and cpc for stupid condition damage)
Hi guys,
This is primary a guide on a couple combos that you’ll want to be using in pvp alllllll the time. If your running builds and you just can’t seem to figure out how to win, take a look, might help out.
Power Builds
Running Greatsword?
- Try using spectral Grasp. It works as a really good gap closer + chill
- Don’t be afraid to pull out a zerker amy. This is a power weapon, act like it
- The lack of condition clears means you’ll either want a plague signet or well of power on your bar
- Nightfall can hit for 2k per tick on a power reaper. Throw a well of suffering on someone, spectral grasp them, night fall and grave digger works especially well.
“Blighter’s Boon isn’t healing enough”
- Try running well of power and laugh as you become stupidly tanky. Bonus points if running blood and wells siphon
- Sigil of strength is great if your running maruader or zerker
- Double for strength runes
- swap out soul reaping for blood magic and stop using valk you dirty hippes
Condition Builds
How do I apply Condis?
- Use Sigil of geomancy, doom, and hydromancy
- Scepter 3 is your bread and butter. Use this after your elite shout every time. Use this after weapon swap, after exiting Reaper shroud ect….
- Save your transfers till they use theirs, whoever wastes theirs first looses
Is Dumhfire worth it?
- No
- you’ll mostly only cleave downed with it, and 1 stack of burning is terrible downed pressure
What runes should I run?
- Rune of Thorns give you super poison duration (I.E. your main source of damage) + a free 150-250 condition damage
Hi all,
I realized that I could easily play pvp for hours, yet crashed with an Out Of Memory error within 5 minutes in the jungle or in a wvw zerg. I was wondering why this was when I remembered that I have on standard character models. If this was supported across all game modes, would it help with the OOM problem?
-Jake Demoni
This forum has held some really awesome thread titles of late. Also, I might have to try some minion stuff sometime soon. Seems like it could be a lot of fun.
Haha, Thanks. I promise you’ll enjoy it even more with that chill buff!
Interesting build, will try it. I still think the heal minion is absolute garbage. Being a ranged minion, if it dies from random AoEs the poison field won’t do much. I would take “Your soul is mine” instead, especially with the shout trait: better heal on shorter CD with life force on top, you can’t go wrong with it.
Don’t forget they changed how aoe damage works with minions. It’s greatly reduced against AOE attacks, same against single target attacks. Unless someone wants to waste a burst or eviscerate on your minion, your gonna have it up pretty constantly, especially with the heals you pump out. if they DO focus your minion with single target skills, well, that’s damage mitigation too…
Hello!
This is a Minion master condition based team support build. Without any further ado, here is the build: http://gw2skills.net/editor/?vRAQNBmWD7kZTobTspGwtGg9GsMNYTjgXWFQaAUACAxfwTYLE-TpxCQBCc/BxUGoCHEAAcEAmwFAQCPAAA
So, what are the pros and cons to this build?
Pros:
- 7k aoe heal on your rs 4
- 2k aoe heal on exiting reaper shroud
- Can stack up to 30 stacks of poison with the death of a minion and rs 4
- 3200 Armour lets you take punches like a big boy girl
- 1200-1600 condition damage lets you hit as hard as a full condi necro
- Lots of survivalbility, with only your minions attacking, you heal 2k/s
- Lots of burst from rise, blankets a point in poison when they die
- Weapon swap as much as an ele or engie
- Massive team fight bruiser, you WILL win team fights (mostly because…)
- MLG ressing
Cons:
- Low mobility (only 1 short leap)
- Low Stability ( No stun breakers, easy to get a burst set up on you while your traveling between points)
- Amour doesn’t seem to actually affect damage output (those 5k vaults keep coming, not to mention rampage)
This build is fantastic. I’d like to classify it as a bunker/condi bruiser, but the minions do enough direct damage to let you be a general bruiser. It is designed to wade into team fights and carry overwhelming momentum. With correct positioning, you can easily guarantee the first person to go down on your side a res, meaning in even fights you’ll end up with a person advantage. After winning that team fight, you should have 10-15 stacks of corruption, boosting your condition damage to 1100-1200 range. In any given fight, you’ll be getting between 3-5 stacks from rune of thorns, boosting you up another 150-250 condition damage. So you know what I was saying about overwhelming momentum? The next fight you enter after that original team fight, you’ll have 13-1400 condition damage (the maximum is 1600 condi damage, AKA a full rabid necromancer’s damage) Coupled with the 85% poison duration, rise is basically a ticking time bomb every 25 seconds. The most important thing in this build to watch out for is your cool down on RS 4. You’ll have to choose between using it aggressively for 29 stacks of poison plus a 7k AOE heal, or using it defensively, for a downed teleport resurrection.
Note, for condition heavy teams, it is advised to swap flesh of the master out for shrouded removal
Frequently asked questions:
Q Why use the heal minion instead of X?
A The heal minion is more aggressive as well as a source of poison {more condi damage for you}. It heals generally the same amount as others over time ( I.E. if using it off cool down, you’d heal the same as CC by using it twice in the cool down time of 1 CC) It also provides 1 condition transfer per 10 seconds. (So what? That is the difference between 22 stacks of bleeding and 0 stacks of bleeding)
A It has been brought to my attention that using the heal shout has a shorter cooldown and you can use it more effectively than the heal minion. Since this build relies on entering and exiting death shroud, the small amount of life force allows an extra 2k heal, kind like the turret heal on engie.
Q Why use minions at all, you noob? Shackling your self to a computer, not better than the old turret engine
A If the actual minions where removed and only their burst skills were left, I’d still get 10% life force every 20 seconds, 2 2k blast finishers every 16 seconds, a knockdown every 40 seconds, constant cripple, and 50% less damage on a constant basis. Those two blast finishers allow me to apply almost constant weakness, while the 10% allows me to hope into shroud long enough to stun you, then receive my 2k heal. Even without minions, I’m a great bunker. With minions, I have obsence amounts of damage and condition application.
Q Does this work for Strong hold too?
A Yes, you can keep door breakers alive though sheer body stacking along with your 7k and 2k heal. If you desire to play defense, you can MLG save the lord with transfusion + stab res.
(edited by Dreaming serpent.5197)
why don’t you replace the bone fiend, that’s what I did. (granted, I’m running sinister and am using the poison field + rs 4 for 22 stacks of poison).
HI all,
I was roaming in Jade Quarrys BL just a little while ago and I decided to try out the inferno hound to see how it was. Since your allowed one player to be transformed in the entire map as well as the fact that it’s gated (pun intended) behind a keep and a temple I figured this would be a godly roaming tool, laying death and destruction with a side of mayhem thrown in. What I got was…nothing. Instead of a 15 min rampage transformation (which would be much much better), I got a norn elite transformation, sans benefits.
- A 1 skill that roots you is appalling in guild war’s dynamic combat system, who thought that anyone would be hit by this?
- A movement skill that roots you is ….et cera
- Only 3 skills implies that this wasn’t anything that the devs cared about, and for good reason.
In conclusion, please replace the inferno hound transformation with something usefull and fun, like a 15min long rampage. (The skills are already programmed, it would let you feel like you had a good chance of winning a 2v1, and it would be fun).
Finally, A nice Quality of Life suggestion for the temples is if you roll over a temple it would show how much the controlling team has unlocked by bolding the level they are up to. (e.g. blue team has undercroft and 1 temple while green has the other two temples, scrolling your cursor over any of the three temples has the 1st upgraded bolded (activated inferno hound transformation) while the other two are in plain text.)
Thanks for reading,
Tell me your opinions,
-Jake Demoni
Tips for quickly identifying the real Mesmer:
- Real mesmers have boons, signets and often portal opening on them, just quickly tab though and you should be able to find them
- Real mesmers move. Look for the moving mesmer
- Real mesmers use skills. Look for the mesmer that isn’t auto-attacking
- Real mesmers have names.
Tips for avoiding attacks:
- Mirror blade: This is an opening attack that most Mesmer will use right before a burst, dodge this every time. Mainly categorized by great sword, watch for the mesmer to do an overhead throw at you. Most Often seen following Illusory Berserker (So expect it after you see a clone whirl though you).
- Illustration leap: This is an opening attack that will immobilize you, followed by burred frenzy (Super hard hitting attack). Can be avoided, however by strafing if the mesmer don’t immediately complete the combo. Often used as a starter from stealth, If you see a clone leaping at you from no-where dodge before it gets to you and you will avoid the entire burst. It is advisable to AOE that clone.
Hopes this helps
-Jake Demoni
Corrosive Poison Cloud also destroys treb shots in kylo, yet to be tested in wvw, but should probably destroy siege shots (treb, cata, ext)
I can verify, CPC destroys siege projectiles in WvW. Did some major mortar-blocking while we were ramming a gate.
I can give a confirmation for mortars, catapults, and balistas. Ran a four man necro havoc group. Full up time made bali useless while the group was too scared of our epidemics to engage in close fighting.
#4ManNecroMetaConfirmed
Corrosive Poison Cloud also destroys treb shots in kylo, yet to be tested in wvw, but should probably destroy siege shots (treb, cata, ext)
I’d like to see Master of Corruptions turn into something like this:
Reduces recharge and cast time on corruption skills. Corruption skills inflict additional conditions on you.
Recharge: 33%
Cast time: 1 second
This changes everything but CC to an insta-cast skill, making corrupt boon and epidemic extremely strong, as well as decreasing the likelihood of your heal being interrupted.
(edited by Dreaming serpent.5197)
if your going to go condi in pvp, your going to have to go bunker. No way around it, all the condi damage amulets have at least one defensive trait.
If your going to go bunker in pvp, you have to use either minions or wells. If your using minions, I’d suggest this . If your going wells, pick up well of power and master of corruptions. Have fun watching the engie’s grenades disappearing on point when you stand in that poison cloud.
Good Luck,
go wvw if you want an aggressive condi build
Hey guys, I made a short video of game play from today. I’m pretty terrible at editing, but you can see it here: https://youtu.be/dvlfN0UxGlM
Cons:
- No direct party support (but a good offense is a good defense)
- No Gank Value*
- Requires keeping enemies in range
Plague stomping is a thing, and it can be used to reliably resurrect your downed allies, often times that first death snowballs your side to victory.
You know scepter is terrible when it doesn’t make it into a settler’s build over dagger
Hahaha, too true!
Yeh, why are you using a settlers amulet, what makes it better in comparison to clerics (with appropriate swapping of terror and PC of course)?
That out the way, blood fiend is probably not a good idea to run because of how squishy it is even when traited, you frequently end up having your heal stolen from you right at the point when you start to need it. Would strongly recommend you look into replacing it with consume conditions or vamp signet.
Settlers is obviously for the condition damage and toughness. With an organized group, you’d swap out krait runes for undead, making you that much tankier. (You’d rely more on timing epidemic with bursts)
Blood fiend heals less as far as passives goes compared to signet of vampirism (sov), and yet it heals close to the same as the active (slightly more). It however comes with a condi transfer every 10 seconds and has a 10 second faster recharge than traited sov. Finally with the expolding minions trait, even in death this minion heals you through pc. I STRONGLY urge you to try it out on your own as this build utilzes rapid healing along with toughness.
Hi folks,
I was messing around with my burn guard friend and I developed this build: http://gw2skills.net/editor/?vRAQNBmQDbkhG6uxmawtGYvxRwQNPiKIHknQKUCxEIAKXA-TZRHABQVGo2LAQAPEAAOCAhs/AA.
I’m really enjoying it because it has tremendous sustain between minions, parasitic contagion, dagger life steal, transfusion, well of blood ressing and the 5.3k heal on a 18 second cool down.
This plays relatively similar to other minion bunking builds, but preforms much better in team situations compared to it. Hit haunt and then epidemic, and you’ll provide an team wide blind + chill.
epidemic is probably one of the best on-paper skills we have, this build brings it to a level close to it’s potential.
hope you all enjoy trying this out,
Hope I don’t run into you guys running it (it’s very annoying to fight)
Cheers!
-Jake Demoni
Simple question that works well with imersive play, will having a pvp league symbol be reconized by some type of emote from these guards? An idea I had was to have them /wave at people with lower ranks and /bow at higher ranks.
Also, why isn’t there any dialog refering to the several weekly tournaments from these guys? Seems like a relatively cheap and effective way to promote pvp.