Showing Posts For EzRemake.1860:
Hope you guys realize this time gating thing was made as a measure to stop all those people from coming here again to cry there is no endgame all day.
You’re blaming Anet for something the majority of this community has requested.
There is no end game though. Time gate grinding is not an endgame, it’s a tranquilizer. Actual end game would be content to persue. Once you get all your ascended gear, you are right back to stage 1 : nothing to do.
Time gating like this is not a legitimate way to keep players around. The way you keep players, and get more, is by adding new content – new things to do in the game.
The last 3 weeks have just been:
-Log in
-Do daily Fractal
-Do daily
-Log off
It gets boring VERY fast, and gets you to the point where you ask yourself “Once I get all this daily stuff I’m grinding for, what then?”. You then quickly realize that there’s nothing else to do. You will always be repeating what you have been doing from the beginning.
Stacking MF is almost never worth it, unless you are farming content well below your threshold.
An MF infusion + Omnom Bar is more than enough MF for almost any occasion, and if having that magical infuse slows your team down, you have other, bigger, problems.
Yeah I agree, it makes no sense. Almost like the person in charge of costs didn’t think about things.
Accessories are also ridiculous: 30 dailies, 1 monthly, and 10g worth of Ectos – all for a miniscule improvement.
Talk about a carrot on a string
I love the Necro forums because it’s 80% Bas and Bhawb telling people they’re wrong.
Driftglass Springs in Southsun Cove.
Just watch out for the giant Karka
What about this, make the auto attack kind of like the mesmers, except instead of increasing damage at further range, make it so that the scythe does a cleaving melee attack when the target is in melee range.
This way we could keep our long range attack, and gain a cleaving melee attack (something necro really lacks), and then we can all feel like Reapers of death!
Many people here seem to be under the impression that increasing their Critical Chance is a good way to increase their DPS. Unfortunately, this is not true, and going out of your way to get over 50% crit chance is a waste unless you plan on achieving at least 75%.
Once you reach 45-50 crit chance, it becomes much more beneficial to increase your power. I have done tons of comparisons using gw2buildcraft, and using Sigil of Force (+5% Dmg) and Sigil of Bloodlust greatly improves your damage in comparison to crit chance.
As for the remark about being unable to use Thief runes, let me tell you, it’s a lot easier than it sounds. Simply running circles around your enemy gives the 10% damage bonus, and in group PvE events it’s terribly easy to hit targets from the side, since you should not have agro.
In PvP it’s even better, especially with staff, as you can get your easy 10% dmg boost from attacking groups with your marks, as most of the targets hit will not be looking directly at you.
Even if you don’t manage to fulfill the 10% damage requirement, the damage provided from Thief is only slightly lower than a full Ruby setup, so there’s honestly no point in not using Thief runes.
Take a look at my build on buildcraft, and plug in Rubys instead of Thief runes to see for yourself.
(edited by EzRemake.1860)
Instead of Sigil of Perception, you would be much better off using Sigil of Bloodlust (Power stacking), as it will add more DPS than using Sigil of Perception. My recomendation would be to put the Bloodlust Sigil in your Staff, as you can easily farm up stacks from range with AoE skills – very easy in WvW and in PvE scenarios.
As for your Runes, Eagle is really not necessary. You will get a much larger DPS increase from either Rune of the Scholar, or Rune of the Thief. I use Thief myself, as getting the 10% bonus damage from attacking from the side or back is very easy to accomplish. Staying above 90% HP for the Scholar rune, however, is not as easy.
For your armor, I would suggest switching to Soldier (Pow/Tough/Vit), as it will increase your survivability by 4.5K effective HP, which minimally lowering your damage compared to Berserker armor. Everything else can be Berserkers (Weapons/Trinkets+Jewels).
If you want to experiment with Effective Power and Effective HP, you can play with http://gw2buildcraft.com/calculator/necromancer/ to try out different combinations of gear to view their results.
I’am currently using
which I feel is a great balance between high power, and defense. Go ahead and swap around the armor to Berserkers, you’ll notice the effective power gained for the survivability lost is not worth it.
I was using full Berserkers everything all the way up to level 80. I even used it for about 100 hours after reaching level 80.
As I started doing more WvW, I noticed that it wasn’t cutting it. Sure I was doing good damage, but even with the 18K base health I would still die fast to backstab thieves and other surprise burst builds. I could still survive using “skill”, but it only goes so far.
I should write a guide called “How I Learned to Stop Worrying and Use Soldier Armor”.
After picking up a set of exotic Soldier armor from the Grenth karma merchant, and getting the Soldier leggings from WvW tokens, I now see a 4.5K effective health increase, and I am still doing awesome numbers – comparative to full Berserkers.
I now see why so many people recommend Soldiers – the damage lost is miniscule compared to the survivability achieved.
I use Soldier armor with Rune of the Thief, with Berserker everything else. Awesome damage.
If you think we do the most damage with glass cannon you need to go play some other characters. I’m not saying our damage is bad, but when you’ve seen the numbers other classes can do without being full Berserker, it’s kind of sad.
A full Berserker Warrior does more damage, and has a higher effective health, and with utilities like Ignore pain, can survive much longer.
THanks EzRemake – that’s especially useful to know! Is zerker armor/valk trinks (all rubied) much weaker in terms of damage/defense? (just asking because I can get zerks armor fairly easily from CoF runs)
Xystus – how does your dmg hold up like that?
I just did a little bit of testing, and it seems Valkyrie armor with Berserker trinkets offers more damage with the same survivability as Berserker armor with Valkyrie trinkets.
This is keeping in mind that there are no “pure” Valkyrie ascended trinkets, only Hybrid Zerker-Valk
I’ve been doing extensive testing with buildcraft recently, and for Thief the best damage/survivability setup is Valkyrie armor with rune of the thief, with everything else berserker (ruby in trinkets as well).
Soldiers is the next step up in survivability, but sacrifices much more damage for a smaller increase of effective health, in my opinion, not worth it.
If mesmers and rangers can use a GS, we should be able to as well.
I don’t find that our lack of weapon choices makes sense.
That would make dagger too strong. It already does a ton of damage.
They should just allow us to use Swords, and give us 3 new skills.
Power necro isn’t bad, what is bad is that you are trying to use melee in these situations. Staff hits very hard in a power build, and 4/5 staff skills work very well with power, it’s not a ‘condition only’ weapon.
Chillblains does some decent damage, but is used for it’s chill, Putrid can do some insane damage if it crits, and having an AoE fear is hardly useless. The only skill I would avoid using is Blood Mark, as you can rip out higher numbers with just your auto attack.
Going conditonmancer isn’t going to make it any easier. You’ll just apply some conditions and then have the thief cleanse them going into stealth anyways. What’s the difference?
Outside of lucky wells and Life Transfer, I’m not really sure what else you could do besides running around aimlessly spamming dagger or something.
Yeah, no. Dagger is definitely as good as people say it is. The only problem with Dagger is having to be in melee range to use it.
I run full Zerkers build with 20/15/0/0/25 and see my Dagger #3 hit up to 4K. With DS Life Blast I’ve seen damage as high as 7K almost 8K (note this is against low armor opponents with their health under 50%, but still)
That combo if very common in power/well necros Budchgon. Yes both wells do stack of course, but the problem is getting people to stay in the full duration. I wouldn’t rely on Wells too much to be your primary killing skills, they are much more effective in large battles where people are too caught up in the fighting to look at the ground circles
It’s pretty lame how there are 3 Greatsword legendary skins (You don’t HAVE to get Twilight y’know), yet only one of everything else.
I decided not to even try for a legendary, because like everyone else has stated, they don’t fit the theme of a Necromancer. Also, the Dagger seems pretty underwhelming in general. I mean, it’s just a flaming dagger… Not much original in that, might as well just get the CoF dagger.
I decided to just go with the Ghastly Dagger, but didn’t find out it only glows at night until I actually got it. Such a stupid gimmick.
I think the problem is that in general skills are either condition based, or power. Unless you run hybrid stats, your build variety is cut in half.
Imagine running from even a small zerg in WvW, you’re running dodging, and trying with all you have to make it out alive.
Whoops, you didn’t notice that you were out of stamina when you went to dodge, and because you’ve been taking damage from the enemy, you have just killed yourself.
No, not a good idea. Just give us a trait that adds vigor when you use BiP or something.
Lich Form all the way. It’s very fun in WvW as well, however, like others have pointed out – you either get focused because you’re now this huge guy, or people run away from you.
It’s actually pretty awesome to have a group of 30 people run in terror of the lich though, I’ve seen it happen a few times.
The other only downside to Lich in WvW is the projectile speed – it’s similar to Staff’s therefor it is very easily dodge able.
When I started my Necro as my first character I heard the same things. I continued to play anyways, and I played the Necro my own way (Power/Crit). I’ve been having tons of fun, and I do not think Necro is terrible at all.
It is true that some other classes can do the same damage, with greater ease, but that shouldn’t be something that should turn you off. It all comes down to play style, so if you like the idea of being a dark dealer of death, you’ve made the right choice.
Sure, you could make a Warrior or a Guardian, but just know that if you do that you’ll be playing a huge flavor of the month class.
5 Scholar, 1 Divinity – Or you can stick with Ruby gems if you don’t want to get rid of the precision
Also, 19K health for a glass cannon. I’m not sure why Anet made Necros have some of the highest based HP next to Warrior, but it’s awesome!
Almost non-existent defensive boon access, low burst, focus on attrition, and the way DS scales made it a balanced thing. Like how guardians have pretty small health pools because they have incredibly accessible defensive boons.
I suppose that would be a pretty valid reason! But honestly, their burst is not as bad as people think when utilizing proper gear and traits.
I took my Powremancer into WvWvW for the first time last night. Ended up getting 130 kills and only about 5 deaths.
I simply stayed back using staff auto attack (crits for upwards of 3K, to multiple targets) as well as marks. If I was ever in a 1v1, I would pull out my Dagger/WH and go through my single target rotation.
I think the best thing was, whenever I’d go Lich, you’d just see a group of 20 people start running in the other direction.
Maybe it was just a good night, but I really don’t think glasscannon power necro is as weak as people are leading on. A lot of it has to do with positioning and timing.
Also, 19K health for a glass cannon. I’m not sure why Anet made Necros have some of the highest based HP next to Warrior, but it’s awesome!
Staff1 is very effective indeed, and hits for nice damage with a high power/crit damage build. The only other effective skill worth using is Putrid Mark, everything else just lowers DPS, so it’s best just to spam Staff1. I think the projectile speed of the Staff1 is terrible however.
In World PvE I have no problem taking on a large pile of mobs using only dagger and warhorn, wells and DS. I find glass cannon is perfectly viable here, especially with the killing speed of the dagger.
However, in dungeons the safety factor is definitely not there for the most part. There are a lot of monsters that can be attacked in melee range with daggers, but if you take agro and don’t get out of it quickly, you’re going down. This is typically why I play it safe and use staff at range in such a situation.
I really want to use Axe and Focus as my swap, but I still can’t justify doing it. It’s amazing for kiting and vulnerability, but the lack of range seems like it wouldn’t be able to offer the same utility as staff.
I typically only take my staff out in group situations (Dungeons, Events, Farming etc).
I know most of the Mark damage is condition based, but I am still able to pull off some pretty nice crits on Putrid Mark and the auto attack.
I would be using Axe, if there weren’t so many bad things about it (Slow, low range, low auto attack damage)
Imagine if the end dungeon reward was based on how many mobs were killed in the dungeon…
As in, speed runners get less than people who clear dungeons. Rewards for PLAYING the game… How horrifying.
I’m working on my Power Necromancer and have been trying to figure out how high to go with Critical Chance.
I’m currently using full Berserker gear (working on upgrading everything to exotics) with the following build:
http://gw2skills.net/editor/?fQAQNBIhZakRLdvSTTjhPRA9YXv3ZRFQG1j1xO0B
So far, this has me at 41% base Crit Chance, which is further increased by Crit food and Superior Sigil of Perception, totaling 58% Crit Chance. This will obviously go up a little bit when I finish my gear upgrades.
Do you think it is really necessary trying to get more Crit Chance at this point, or is over 50% good enough? I would really like to start focusing on Crit Damage at this point.
If you find running dungeons boring and repetitive then you should be doing something else, or playing a different game, instead of ruining it for the people who actually want to PLAY the game.
That’s all there is too it. Bored of running the same dungeon over and over? Take a break, do something else, don’t punish us for your boredom.
Axe is almost universally disliked by Necros because of the weak auto attack and strange range (too close for comfort for ranged). Arguably, Axe is really only well suited to DS builds because of how fast it can stack LF.
What if Axe were able to be used as an Offhand, giving you access to Axe2 and Axe3?
Not only would this be useful, but power builds would have more variety other than just using either Focus or Warhorn.
Thoughts?
Look at it this way, most of your skills do not generate LF, and by investing in 1 talent you enable ALL of your skills to generate LF.
How good it is really depends on your stat build and how often you crit.
I know people will say “It’s the path of least resistance”, but what it really is, is people who are bored of the game and instead of playing a different game, or doing something different, they ruin it and make it boring for everyone else.
Are you speaking of this after the recent patch? The patch notes claimed they had been fixed. I, for one, hated having fractal groups that wanted to cheese boss fights.
Nah, ran CM last night and still had people attacking through walls, and jumping on the rock to ignore the AoE bleed boss.
Dungeons may be boring for seasoned players, but kitten is it boring for the new players now too.
I’ve tried looking for similar posts, but everything seems so saturated that it’s hard to find a similar discussion.
I’ve been using Reaper’s Precision and I really like it. I’ve done many build tests over the last few days, and Reaper’s is definitely noticeable in building LF fast in power/crit builds.
I find it works ridiculously well with the staff piercing auto attack as well as the marks.
How did dungeons end up the way they are? I am nearing level 80 on my first character and have done all the dungeons available to me, and every time it is the exact same thing.
Rush-rush-rush-rush-rush, exploit-exploit-exploit.
Now sure, I know the vast majority of players have done all of this content, and I’m sure it’s repetitive to run dungeons over and over trying to farm for dungeon gear and whatnot. Speed running is nothing new, but the extent to how it is done in GW2 is just baffling.
So many cheese mechanics exist where you can stand on a rock, or behind a wall, and take down a boss without taking any damage at all. How did design flaws like this stay in the game past beta testing, and why haven’t they been patched out? These exploits are so mainstream that there is absolutely no way Anet does not know about them.
Do the developers not see anything wrong with an entire party using these cheese tactics to ignore boss mechanics and sometimes entire boss fights altogether?
The reason I didn’t buy GW2 when it released was because I was worried about the lack of variation in skills. GW1 was all about skills, and sure, some builds didn’t synergize well, but you could still use them if you had fun with them. If your party knew how to play you could get away with it.
Now that I am nearing level 80, I am definitely starting to feel the repetition. There seems to be a lot of illusion of choice, unless you don’t mind being a jack-of-all-trades master-of-none type mixing different damage types and survivability stats. Heck, even some of the trait lines don’t synergize with the builds they try to promote.
Wells with Vampiric Rituals would probably be better. Avoid Signet of the Locust, as it’s currently bugged. The +50% Siphon Trait actually makes Locust steal less health than default.
I’ve decided to just switch back to D/F with Staff. Not having a ranged attack really hurts when doing dungeons and crowded PvE.
I’ve heard many good things about the trait Greater Marks, so I gave it a try and can definitely see why people like it.. Having Marks the size of Wells is pretty awesome.
The only problem I see with this specific setup is that it doesn’t promote weapon swapping, especially not while fighting single targets.
Sounds like you need more precision. Which stats besides power are you currently stacking?
Has anyone ever tried using a D/W with secondary D/F power build? I’ve been trying it out for a few hours, and while 2 skills are lost to shared cooldowns, I can honestly say the build “flows” much better than using an Axe or Staff secondary weapon.
The downside to this set up is obviously lack of range, and 2 skills sharing cooldowns, but the general idea is to use dagger autoattack as much as possible while keeping up locusts, daze, regen from reapers, and life siphons when available.
Generally the rotation seems to be Dark Pact -> Life Siphon -> Spinal Shivers -> Reapers -> Swap Weapons -> Locust -> Wail -> Dagger1 Spam