http://www.youtube.com/GibblyGaming
http://www.twitch.tv/giibbly
Thanks man, there is going to be a part two about this that goes into all the super nerdy detail of how much each little thing makes your fear longer and gets you more terror ticks. All the fun stuff :P
Hey guys here is my fear chain tutorial for those newer necromancers out there interested in SPvP.
Link: http://www.youtube.com/watch?v=ctt9AwySj1o
Short little video that goes around the main concepts of how to fear chain as well as some of the builds that work well with it. Hope you guys enjoy
July 4th Necromancer Podcast will be canceled today as myself and Bhawb have plans. We will take it up next week though normal time
Ya come and join us live at: twitch.tv/soacgaming . You can ask questions, we are reading chat and just talking about necromancers, it is a ton of fun and hope you guys join us
Ya and I said after it was not the best idea to make it just a condition and that just the runes should be fixed.
Ok Altroll, I know you dislike me, this wasn’t an angry letter or anything like that. Just to inform. But until you become a competent player I really don’t value your opinion at all. By the looks of it you just misunderstood the purpose of the thread and took it as an opportunity to make a scene. It was just to inform, obviously not many people are running Melandru runes but it is still a bug and something the Necromancer community (being the profession with the most access to fear) should be something they are aware of. Don’t think making fear just a condition would be intelligent either now that I thought about it, but maybe just make the runes work as intended.
So I have been testing and found out that if you run full melandru runes it will take 50% of the duration off of your fear because it treats it both as a stun and a condition.
This is ridiculous, I say just make it a condition and not a stun because these runes totally negate us. I will most certainly be bringing this up in the next But of Corpse because to have such a strong counter to one of Necromancer’s main perks is absurd. I have also noticed that it is bugged a bit more and practically makes fear do nothing.
This issue needs to be addressed.
You guys will all need to bring rez signet to rez me.
however I might have to skip out on some at least until after tournaments. Practice Practice Practice!
Is corrupt boon a strong utility, yes. Is it overpowered, not at all. It poisons the necromancer, it has a 40 second cooldown, and is still incredibly buggy because it behaves like an incredibly fast moving projectile and easily dodge rolled and obstructed. Top rated players will know how to deal with it and will anticipate it, it says instant cast but it has a travel time none the less. A team should know how to deal with a corrupt really easily, it is no more OP than other utilities in the game. If a necromancer gets a corrupt boon off on you its because he baited your cooldowns to give yourself a lot of boons, just don’t let them do that and you will be good. Just because one utility directly counters something does not mean it is overpowered, they are still just conditions and if they corrupted you after you blew all your condi cleanse than they outplayed you and you deserve to lose the fight.
As much as love this Gibbly bashing, I did my best and the first tournament I know we did not do good, I was also unable to get in contact with them the day before because I was at work all day. For the second tournament I was able to communicate and talk with them the night before and we ended up going to the finals. A big thanks to all the guys as well especially Avarice for organizing and getting practice matches going while I was busy at work. As for all of this stuff, I would really appreciate it if people would just stop and be more mature over the subject, and whispering me in game telling me I am bad and that my builds suck is not the way to do that. I do not go to ANY of you and tell you that your builds suck, I did what I thought was best to be done and did not force anyone to do anything. Please take note that for most of the tournaments everyone played THEIR OWN builds which I had given suggestions on; I could have easily told everyone what to play and how to play it but that is not the point of this event. So if everyone, especially Altroll, were to take a more mature approach to this scenario, it would be much appreciated. Thank you.
SOAC gaming is already doing this in the same sort of way. Making a second one would just be redundant. Just because you did not like how it went does not mean throw a hissy fit and say “I can do it better”. Give CONSTRUCTIVE feedback to the people who already have the manpower and support for this type of event; it will prove more useful.
Sorry I have had work. I will be on as of 2pm central today. I am hoping to get everyone on and maybe some practice scrims going.
If you guys have any questions just pm me in game.
Gibbly
Thursday (evening)
Streaming or full hd record
NA
Ramiamesan has been in the top 5 since the leaderboards came out but he has not played since the leaderboards came out. Now he is rank 1 without doing anything. This is a great example of how something needs to be added to the system. I really hope in the future something will be done to punish people for not playing for extended amounts of time.
yes we must never forget bas, does great things for the necro community
ya it can be a really difficult start, it takes a good group of players to help you out a lot of the time, PEELS!! :P Build wise I really encourage people to ask some of the top pvp necromancers for builds or opinions. We are usually pretty friendly and will respond quickly (unless we are in a tournament). If anyone has any questions about condition builds in tpvp feel free to pm me in game
This sounds fantastic, well if you want someone for the competitive tournament scene from a necromancer’s perspective you can hit me up. I think I am around 1k hours on necro, I only play necromancer but I don’t know much about WvW or PvE but in terms of tournaments I know most of it. Anything to help the necromancer community grow is always great and I would love to be a part of it.
(edited by Gibbly.5480)
I do not WvW much but from what I have done I would probably go more beefy and run some more toughness and drop the vitality because you will be getting life force all the time. As for healing power you could try to modify Zombify’s build a bit because his has a ton of regeneration and its AoE so that could be great with a shamans and in WvW, probably just need a little fix here and there to make it more WvW friendly. The main problem I had in WvW was just getting cleaved down by AoE so I would definitely go with more toughness and sacrifice some damage for it.
In terms of the meta shifting and things going to more regeneration friendly builds I would say Necromancers might have to stay out of it for the while until they either give us more regeneration into skills/utilities or buff up life siphoning.
Hey guys, I made a video about the different condition builds that are really popular in tPvP right now. Covers traits, sigils, runes, rotations and the pros and cons about the builds. Hope this helps some Necromancers that are trying to enter the PvP scene or are new and need some help with how the class works. Hope you guys enjoy
I actually did my build in the form of a video, it covers around 4 different tPvP condition builds and goes over everything from traits, runes, sigils and rotations. Hope you guys like these builds.
Thanks guys, I am glad it is helping people, I know it is long but I tried to make it really easy to follow and explain why I picked what I picked (I personally dislike when there is no explanation to certain things).
Tenderly: I hope there is nothing wrong, I can expect you to hunt for it thoroughly :P
I actually just posted a new video tutorial about all the different PvP condition builds if you interested in PvP. Here is the link to the video:
I go over sigils and runes for several condition necromancer builds in my newest video tutorial. Here is the link to the forum post.
Empty for future updates
Hey guys so here is a link to my video tutorial about the popular different condition builds at the moment; it covers traits, runes, rotations and the pros and cons of the builds to help you decide which one is for you.
I do not want to create another topic. Therefor i`m typing my question in here:
Why does epidemic have a different cast time underwater? The cast time underwater has a total time of 0.5 s while it is 1.0 otherwise.
During big battles / zergs this 1.0s can be very very long, so that my skill often activates after my target died. Does anyone else got similar problems?
Yes it is a half a second cast under water as well as other skills underwater (not just necromancers either). For example rez signet is half the cast time as well, it is only a 1 second cast while under water, you can be kinda sneaky with it as well if you want :P
Staff is an incredibly powerful weapon in tournament, but if you are running condition you need to run scepter dagger / staff with a carrion right now in the current meta of the game. rabid just does not give you enough health for it to be viable and the damage equals out a little bit because you still have something like 15% crit. I have done extensive testing on this carrion is the way to go if you want to live longer; the extra 1 second bleed on crit is not worth the loss of life force and hp.
In terms of tPvP you want to run carrion, the added health will give you roughly 2-3% more survivability. Also take into account that the meta is shifting over to high conditions due to Engineers and vitality is much better for dealing with conditions. However the main reason to use carrion as a Necromancer is it increases your deathshroud which gives you A LOT more survivability. In terms of damage it is up to you, I do a ton of damage with carrions and personally do not like to rely on RnG for my damage. The added power does help a lot but still the main thing about carrion is the extra life force you get, it is just too good.
Your playing a single class that is completely defined by utilities from damage to everything else with weapons being 1/3 to 1/4 of your spec… and you want longer cooldown? Guess having tipple times of every other classes stun breaks no stability and half a day long cooldowns wasn’t enough. Lol.
And why are you all wasting time posting here? Anet never been either honest about necro or caring. They don’t even bother talking to this side of the fence. So what purpose does all this serve? I guess if one is miserable at least its not as bad in a company but that’s about as far as I would take it.
No need to be an emo slash wristing necro, but you have to be realistic about how the spells work and the dynamics of the game. Before posting and being negative about other people’s idea, learn how the game works in the aspects of the game. The idea is not to make the spell overpowered but BALANCED. A spell with a 12-15 second cooldown (based on traits) with a 1/2 cast would be an incredibly powerful spell that would make the condition aspect of this game even more ridiculous which in tPvP is not necessary at the moment with the current “meta”. I encourage people to use their brains before posting about things they have no idea about; of course as always if you disagree with it, at least give a suitable resolution that way the thread remains constructive.
So been talking about the idea of a 1/2 second cast and a 20 second cooldown amongst a lot of necromancer friends I have in tPvP and so far it has been a really positive feedback. I know a lot of you would be against the idea of having a 20 second cooldown but it is still not that much; especially when traited it would only be a 16 second cooldown. I would take that any day over what it is now.
If any dev is reading this and can let us know that they are at least looking into this or if they are any future plans for this spell that would be really appreciated.
Also great ideas guys, keep them coming!
Really good comments guys, keep it up. Lets have this thread heard. Been playing the past few days with epidemic still and it is much more difficult but still fun. I hope to see some changes to this spell. One of my friends came up with an interesting idea, let me know what you guys think. Epidemic on same cooldown, an instant cast but only transfers 3 conditions instead of all of them. I thought it was interesting, wonder what you guys think.
Epidemic is not underpowered IF YOU CAN LAND IT. I land my epidemic often however that amount of times have dropped a significant amount due to all of the additions. In terms of Corrupt Boon, it now works nearly exactly the same which makes it just as unreliable.
I agree with the idea of not letting fear being spread by epidemic, that would just be a stupid idea and would make it way overpowered. Epidemic is a great spell but has a too low of a success rate right now due to just randomness that is incredibly difficult to anticipate or control.
Personally, I believe that Epidemic should be a 0.5 second cast and a 20 second cooldown; that is my point of view about how the utility should behave.
What happens is during tournament matches while using 2 sigils of geomancy (both sets of weapons) it bugs out and stops working until I have used my elite (plague). As if necromancers did not have enough bugs as it is. Please fix this as soon as possible as it makes my class even less viable in the tournament aspect of this game which is unacceptable. I already am lowered by other condition classes but not I have to use the only thing that makes me live for a decent amount of time that is on a 180 second cooldown just so my sigils work as they are supposed to. Please fix this as soon as possible.
I know the increased cooldown does not seem nice however you don’t want to make the spell overpowered because the goal is to keep the game balanced. I would hope that they would start off by just reducing the cast time to 0.25 or 0.5 seconds and keep the cooldown how it is, and then if epidemic is becoming too overpowered increase the cooldown slightly. (Adding 5 seconds making it a 20 second cooldown won’t make that much of a difference, especially if you trait making it a 16 second cooldown, all in all you lose 1 second). However I still think it should be taken in steps to see how it affects the rest of the game.
Ya I believe 1/2 second cast time and a 20 second cooldown on Epidemic would make it a good trait but still balanced. It would force you to use it intelligently.
I have been using epidemic since the start of the game and have always loved using it. Even when it was still a bit of a challenge to land an epidemic due to a 1 second cast time, now you have made it blockable, able to be dodged, can’t be used while they are in invulnerable and have to be in line of sight. I understand this “nerf” and agree with it completely because it leads to more intelligent gameplay. However now with all the new additions to the spell (which not many people where complaining about in the first place). It makes it really difficult to land a good epidemic now due to all the ways it can be avoided as well as mass AOE condition clear in this game. This has made the condition necromancer that runs epidemic not as viable which is incredibly unfair. There is a simple fix to it; reduce the cast time of the spell to 1/4 or 1/2 of a second cast (and possibly increase the cooldown by 5 or 10 seconds). Those changes would make it a higher success rate while still making it so the player has to pay attention with what is going on. It can still be avoided hence forth making it balanced. Anet in the future please balance out what needs to be balanced out instead of blindly nerfing/buffing things.
If any of you Necromancers are in favor of having epidemic keep the block aspect to it but reducing the cast time to 1/4 or 1/2 of a second please post and make this thread be heard.
The magic broom while standing still has one eye working fine but the other is half opened (almost as if the Asura had a stroke of some sort). Also when going backwards the eye ball goes inside the head. Just a couple things, nothing too serious I suppose.
I don’t stream due to upload speed but I do record and post videos on youtube if anyone wants to take a look.
Good feedback, it really is frustrating at the moment with how Epidemic works in the meta. And in terms of player skill, not really necessary to be honest, its mainly luck; if it just happens that the other players are not around or not in the proper attunement or just missed the cleanse. I would say that 50% of it is skill and the other 50% is just luck from randomness (things like 2 conditions removed every 10 seconds). Which is possible to time but with all the other removals near impossible unless in a 1v1.
I mean, to be honest, the success rate on it is so low that it is really not worth doing, just wanted to post and show that it is possible. Wouldn’t say it should be removed from the game I really think that shroud stomp/revive should be in the game with how many other utilities other classes have to get a successful stomp/revive and we do not. But this was just to show that is possible, but once again ONLY A 20% SUCCESS RATE. Do not recommend doing it unless you really want to troll somebody (which in my opinion would be the only use).
I understand where you are coming from it just seems that during this one second cast everything gets cleansed right as I am about to finish no matter how perfectly I time it. I would love for them just to make epidemic a lower cast time but it would then be overpowered. (even though the cast time for epidemic underwater is 1/2 second which makes no sense). I am trying to find a common balance in terms of higher success rate and amount of power, you want it to be balanced because at the moment splash condition removal or just straight condition removal because most classes have a form of group condition removal making it almost impossible to be able to have an open box of no possible condition removal at all. Timing is obviously key at the moment for epidemic however the way the game is working at the moment it makes it very difficult to land just due to randomness or constant condition removal.
Hey guys, I had been getting a lot of people asking me how I lich stomp and a lot of people not believing it was possible, so for all those Necromancers out there here is a video of me doing it on the combat training NPCs. Take a look: http://www.youtube.com/watch?v=iEVbJ4PrKRU
Also if you want to see some condition Necromancer tournament games, I have some on my channel at: http://www.youtube.com/GibblyGaming
It has our Skype conversations as well so you can hear how team [JFK] communicates and works together along with our success and fails. Hope you guys enjoy the lich stomp video; best troll stomp in my opinion.
Yes Corrupt Boon as always been a hit and miss, I have noticed you are much more likely for it to work when you are closer to your target, which is really not great because as a Necromancer you want to stay away if you are condition spec.
However I don’t think Epidemic should be reduced, this will lead to mindless gameplay and make the game dull not to mention really overpowered if we could Epidemic even more often. From my past experience in games when you have a problem like this the solution has been to decrease the amount of times you can do a certain skill but increase the success rate, makes for a smarter player; this is strictly in tournaments though, can’t speak for hotjoins, WvW, or PvE as I don’t play those competitively. In my opinion anything that leads to gameplay that is just mindless will lead to a bad game because then you get those “faceroll” classes that kitten everyone off and make the game less enjoyable. However if you get out played and the opponent sees you used and Epidemic skill at the correct time when you needed to it will show a much higher level of player skill and awareness of the fight. Eventually this will progress skill/gameplay in the game making it more enjoyable to play because you will have to be smart with how you play instead of just popping everything whenever the cooldown is up.
You are missing Plague and Lich stomp for necromancer.
You can stomp in lich form? I’ve only been playing nec a few days, never even thought to try. Figured it’d be a definite no.
Search shroudstomp on youtube
You can but its really difficult, I can only do it like 20% of the time. Trying to get a recording of it for youtube but have not been successful yet. But it is possible and it does the animation while in Lich, pretty funny.
Edit: I finally got a video of my lich stomp, here is the youtube link for you guys, it is possible. http://www.youtube.com/watch?v=iEVbJ4PrKRU
(edited by Gibbly.5480)
These are things I have noticed while playing tournaments on my Necromancer, has to do with traits, things that I don’t think are working correctly and things I believe might be more beneficial to the class and play style of the game.
I will start off with Corrupt Boon , the utility that seems to work about roughly 60% of the time. One thing I have noticed is that it gets obstructed by the ground just like an engineer’s net shot can get obstructed and just behaves strangely. Which is in terms with people saying this spell is an “invisible projectile” however it can pass through Sanctuary and other projectile barriers. Some information on how this spell actually performs would be much appreciated because seeing it obstructed on a piece of floor is not very fun. Personally I think it should behave like Epidemic as it is a corruption skill.
Second matter is the Terror trait (VI) in curses. It says that it will make fear deal damage which it does and increase damage by 50% if there is another condition on the target, which it does. However I have 1406 condition damage (and the trait that increases Fear Duration by 50%) and when I cast doom on a target with no other condition it ticks once for 784 damage; when I cast doom (or fear mark) on a target with another condition on them it ticks twice dealing 1117 damage a tick for a total of 2234 damage per fear with having no extra duration on the fear which makes no sense to me so some insight on how this trait works would be fantastic as well.
Finally I would like to give just an opinion about a trait that I use most often which is Epidemic a 15 second cooldown 1 second cast spell that transfers all conditions on your target to all enemies. Now I think it would really benefit gameplay and lead to smarter gameplay if the cooldown was doubled to 30 seconds and the cast time reduced to 1/2 of a second making the Necromancer use it more strategically however it would have a much higher success rate. I can’t tell you how many times I am just about to get a great epidemic off and it all gets cleansed a split second before it finishes casting due to random condition removal. Just a food for thought but I think it would dramatically increase how people play the class and make it a smarter gameplay. Please give me feedback on what you guys think of this.
Please leave any questions in the comment section or message me if you have any questions about sPvP Condition Necromancer builds, I would be more than happy to answer.
You are missing Plague and Lich stomp for necromancer.
I am very happy to see that Zoose will be saying something, (get better soon btw buddy). Zoose has great ideas on how game balance works and I hope he will put forth some of those ideas. I feel as this is the final stand for structured pvp in this game sadly and we really need to get these concerns out and fixed as soon as possible.
-Gibbly [JFK]
Hardest form of PvP; the challenge stands to get the moving golem up there.
I think a ladder for paids would be a good idea, maybe alsofor the advanced playlist if it gets put in, but not just for frees and normal structured. However first things first; they NEED to put in a middle bracket to further extend the community, because the more people just get smacked by full teams, the faster they are going to leave and the more MONEY Anet is going to lose; hear that Anet, LOSS OF MONEY!! This should ring bells for you, try doing something on this matter and fast.
I really hope this gets implemented and that it brings a larger community to the PvP side of this game.
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