Showing Posts For Elethor.2430:
I really want to like the axe but I feel that using an axe as a ranged weapon that performs sub-par to the dagger is just …..off. I for starters the 2 skill is just too slow for my tastes and every time I try to compare a dagger to an axe the dagger ALWAYS hits harder.
Honestly if I want a ranged weapon outside of the staff, the scepter is the only good choice due to the bleeds. I would love to see some more ranged weapon options for us besides the staff.
As I never played GW1 I can’t really remark on this. What was it that made the GW1 Necro so great?
Not trolling, I am genuinely curious.
A lot of things really, minions could be spawned to a large quantity, soul reaping gave you energy every time something died and because of that a lot of builds revolved around that. There was even team builds that featured just necromancers which was considered meta.
That sounds good, I do sometimes find myself low or starved for LF though it is rare.
I don’t PvP (yet, I may in the future once I hit 80) but I play dagger/focus and am trying a power/crit build with 10 in Blood for the vamp on crit (as it heals the best). So far I love it, with proper use of DS and Lich Form and the right timing I can survive alot of damage coming my way.
Since I don’t really use minions I don’t really feel like a master of the dead but the vamp traits add a nice little touch. I do sometimes feel underwhelmed by DS damage though.
Still I find the class to be fun to play, and in the end that is what matters most to me.
As I never played GW1 I can’t really remark on this. What was it that made the GW1 Necro so great?
Not trolling, I am genuinely curious.
I would go with Cleric gear Power/Toughness/Healing personally for that build.
I feel that melee is not too far off from where it should be. Being in melee range on a boss should be a risk vs reward move. You do more damage but are likely to get slammed in the face more. For this to happen though melee weapons would have to do more damage than ranged ones and that in and of itself would cause balance issues.
I solo as a dagger/focus Necro but in dungeons I am forced into ranged due to my squishiness. I could go in and melee like everyone else but then I would just die. So for me the reward is not worth the risk.
This is also the case for Necro Lich Form
I would say that all of the traits could use a rebalance.
For example with the Minor Traits.
Spite
Siphoned Power is a little low, at 25% we are more focus with survival that pushing out that last little bit of damage. This should be boosted to say 40 or 50%, low enough that the extra damage will help but that we aren’t going into defensive play yet.
Curses
Target the Weak is odd, from what I understand Condition damage doesn’t crit (or maybe it doesn’t benefit from it) so why is this in the Precision line when it doesn’t really boost conditions? It doesn’t really hurt as most of our attacks do apply a condition, it just seems out of place to me.
Death Magic
Reanimator is useless as it summons on enemy death. It could be improved by chance on hit, application of conditions, chance on minion hit (minions making minions, heh) or any other conditions. On death makes it useless except in group fights and even then with the current problems facing Jagged Horrors….. This should just be removed and replaced with something else.
Protection of the Horde Useless if you are like me and don’t run a MM build, or when your minions die off faster than they can be replaced. This could be changed to revolve around the Flesh Golem instead as he is the most useful minion currently available, perhaps having him out grants 100 Toughness or something similar.
Deadly Strength Good if you run high toughness, but currently not that great as the other minor traits don’t really support it (such as Protection of the Horde)
Blood Magic
Full of Life 5 secs of regen when hitting 90% health is not too bad actually.
Vampiric Hardly makes you feel like a vampire, it barely drains any health at all and even with 50% boost does almost nothing to heal you. Should be boosted considerably.
Blood to Power is a nice idea if Vampiric worked better. If Vampiric healed us more we would have an easier time staying at or above 90% and then this would be nice. As it stands it’s more of a little boost for opening a fight.
Soul Reaping
Gluttony Not bad at all really, I use dagger/ dagger and dagger focus with a staff and at any point I tend to gain LF back fairly quickly. This could be tweaked or left alone.
Last Grasp Also a pretty good trait as it kicks in on it’s own and helps gain LF.
Strength of Undeath Could be good or bad, if it works while in DS then it’s great, but if it only works when out of DS then it’s mediocre .
(edited by Moderator)
The more weapons the better imo. I don’t think giving players choices is ever a bad thing, and personally I wouldn’t mind another 2H weapon for my Necro to try out.
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Coming from playing only sub based MMOs………………..I LOVE YOU GUYS! Just don’t forget to keep balancing out the classes and other stuff Cough, Necros, cough
I also took the 15% movement bonus for dual daggers so I chase down fleeing people with ease.
From a post that has been floating around here it seems that that trait does not stack with itself. If you have a dagger in MH you get 10% speed, and if you have it in the OH you get 5% speed. But together you only get 10% speed and it does not stack with other speed buffs such as SoL or the warhorn’s 5 skill.
My guess is just the caster. If it says “siphon” then it is for the caster. If it says “nearby allies” or “allies” then it will heal others.
From what I understand it does not. For example the Necro’s Life Transfer ability in our Death Shroud siphons Life from all nearby foes. This can be traited to “Heal Nearby Allies” yet we Necros do not get any healing from it ourselves.
I seem to do ok in water as long as I don’t get surrounded. I use the Blood Fiend for healing and to tank a little and I prefer to use a Spear with either heavy Power/Prec or Toughness/Vitality.
Stability when entering DS is a lifesaver!
That said, I’m quite disappointed in the Blood Line – Life Siphoning is pretty weak and several of the traits appear to still be bugged/not working at all.
It’s interesting that they have made lifesteal for the Necromancer so weak since the class lacks burst damage – perhaps they were trying to balance the fact that DS gives great survivability if used correctly, and that lifesteal would make us beast disease tanks (which I would have no problem with!).
Then again, I thought every class was built to fill every role? If so, more skills that add % dmg per condition (a la feast of corruption) could solve that problem pretty effectively
This just gave me an idea. The thought of condition tanking for a group sounds like it could be fun and along those lines what about some traits in the blood line that boost us per condition on us?
We already can eat conditions to restore health, what about something that boosts our power or crit chance/dmg per condition on us? If that were combined with the plague signet we could siphon off our parties conditions thus boosting ourselves and then eat them when we they become a bit too much. Just something unique that could be added to Necros.
When it comes to dungeons I tend to run as a support setup. This us staff with a blood and death setup. This lets me get into DS to soak up hits and use Life transfer to heal allies and apply vulnerability to targets. And I choose utility skills that tend to support my party members.
What about this? we can swap weapons while in DS if I remember right. What about different skills in DS based on weapons equipped? It may seem like too many skills but most of us run with our favored setups anyways.
It could be designed to either compliment the weapon or offset its limitations, just my 2 cents
Spectral Grasp works well for a gap closer and for snagging running enemies.
I agree with the Life Sipon on the dagger, I use dagger/focus most of the time and I rarely ever use D2. The damage is weak and slow compared to D1 spam and the healing is laughable. I would like to see it steal boons instead or using it grants increased endurance regen while applying weakness to the enemy.
As for D3 it has it’s uses but I think it would be better if the cast time were removed/shortened and it also blinded the target.
I think it really should heal you as well, but then it might be OP
I think it’s basically participate in all events, do all the heart quests, find all the vistas, etc etc. I think Dungeons also grant karma but I could be wrong there.
Yes please, with the differences between professions trying to use the same keybinds that are tied to a different profession can be annoying or near impossible
I beleave you only get life force from enemies not allies.
You get it from rats and other critters ( I do it all the time to boost up my pool before a fight) so it’s not too hard to think that we might get it from them.
Besides doesn’t it just say we get life from deaths near us, not enemy deaths
Also, the trait to make them siphon does such little damage that it’s useless.
I’ve noticed this is true of all siphoning, even if you get the perk that boosts it but 50% I only get paltry amounts of health back. By all means we shouldn’t be gods but I would think we would get more than what we do.
When I think Vampirism I think Alucard, not twilight….
I am only 53 but I don’t find DoT management fun at all, so I run a dagger/focus & staff build. I focus on power and currently blood for the vitality increase and I do just fine soloing veteran mobs.
……I don’t mess with champions solo though lol
You already get life force when they die.
If so I haven’t noticed it doing much. How much do we get?
4. Jagged Horrors bleed out is far too strong. It needs to be reduced or they need to do something upon death that benefits the caster or nearby allies.
I think the best thing that could be done with them is on their death you get something, a boon, or a condition removed, or life force, or health, or something.
I feel that the well selection is ok so far. I find myself wishing that I could get some different abilities from them though. I know that we can trait wells to siphon health but I wouldn’t mind having a well that does that on it’s own.
Or a well that adds toughness to us everytime we hit something (thinking dagger necro here)
More options are always good.
I agree, I don’t know what it is but I can have over 1k power and I may crit for 600 dmg with my daggers.
But my ranger friend with only 700 power was critting for that 10 levels ago with a subpar bow. I dunno what it is.
Highest crit is a very very bad way to compare dps, or viability.
I wasn’t trying to compare viability, just damage output. I know that we don’t have any damage meters (and no I don’t really want them either) but it was just odd how his basic hits and crits were higher than mine even though I had much higher power.
I second Mokah’s list, just want to add a request to prevent pets from attacking until i start to attack only.
Yes please, my flesh golem was infuriating for running over and punching anything that looked at it wrong :/
I’m in the low 50’s and I am almost entirely a dagger necro. Although I have to say that I do level off of every map area, so that I go into quests at least 2+ levels over. But back to the point. I’ve been using daggers in the main and off hand. The offhand has a blinding skill. On my selected skills i rely on wells mainly if I know I have a group or strong enemy. The well which puts conditions of enemies such as vulnerabilty can help a ton for quick damage. The well which blinds i rely on the most with large groups because you need those few seconds to put a ton of damage down without the fear of getting hurt. For the final regular skill select I choose either the power signet or another well to keep conditions on the enemies. The last power skill i choose is the lich. The lich’s basic attack does around 3x the damage and the minions, while short, do pretty good damage. Wells for damage and crowd control are suprisingly effective. And when that doesnt work well enough. I switch to staff and lay down those marks till my skills recharge.
I run a similar build and I have to ask, when using the Lich skill do you find yourself to be fairly squishy? I know it has great damage but it seems lackluster on dodging and doesn’t seem to add any real survivability. How do you cope with that?
I’ve found that a dagger main hand with a warhorn offhand works well for me. I like the dagger because it does quite a bit of damage and with the warhorn you get the speed boost and the slow, so you can run circles around your target. I only use daggers for PvE though, so I don’t know how well it would d in PvP.
I tried a warhorn and found that I preferred a Focus instead. Main reasons being that with the focus you get a vulnerability on your enemies and a regen on your allies (including you) In addition the 5 skill chills and strips buffs from enemies. I feel it allows me a better selection in terms of utility.
I agree, I don’t know what it is but I can have over 1k power and I may crit for 600 dmg with my daggers.
But my ranger friend with only 700 power was critting for that 10 levels ago with a subpar bow. I dunno what it is.
- All “Oh Noes, my minion died!!” VO should be removed. They are minions…not cherished pets.
oh god, this, please. it’s SO annoying
Character – “Farewell sweet soul”
Me- OMG Shut up!
They are so useless, they could be useful if once they died we gained some health back from them, or a stack of might, or we gained life…….anything really. The bleed they have when they spawn is so strong the live maybe 3-4 secs then they die with usually little to no damage done.
If we gained from their death or if they were much sturdier (or bleed dmg was reduced) then they could be really useful.
I like Death Shroud but I do have a couple of small gripes with it.
1) I feel as if Life Blast is a bit long of a cast, especially if I need to dodge a big hit to avoid getting knocked out of it entirely. If there were a trait to make it cast faster I wold take it in a heartbeat.
2) While Life Transfer is powerful it often gets me in trouble. I tend to try and use it to boost my life bar some (like a little heal) but the amount that it restores is laughable and is negated almost as fast as it is gained. In addition it usually winds up pullinga mob to the side that I did not see or one that respawned behind me.
3) I NEVER use the grasp ability, since I don’t run with a toughness build (I hate minion management) I never really want the enemy close to me as I just take more damage and I have yet to find a way to “heal” the life bar.
Don’t get me wrong, it’s great for eating a huge hit that would otherwise kill you, but it lacks some real longevity for me (at level 53) and it doesn’t really feel bursty except fir Life Transfer.
I was already planning on being a necro and the thought of a Necrotic tree was interesting.