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Soul Reaping Always

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Posted by: Iceflame.5024

Iceflame.5024

Soul Reaping train line is used for (almost)every build.

Zerkwells
SigCele
Bunk
Condi

MM? i take it i over curses and spite.

DP,SM/Last gasp/ VP/DP can’t live without you.

Not complaining, but is there anyone out there who doesn’t use SR? cause i want to internet fight you.

Was just thinking the same thing and on my way to gw2 build editor to try and come up with a build that does not use soul reaping. For me personally that would basicaly mean a build that does not use staff and our other weaponskills are sadly lackluster to compete with staffs utility.

Soul marks alone is extremely huge with making marks unblockable and then adding LF on top of it. Then you add vital persistence and death perception or foot in the grave and it’s almost always too freaking good to pass up.

Current soul reaping is like pre dhuumfire 10 points into death magic for greater marks but this time it’s a whole trait line lol.

(edited by Iceflame.5024)

What are current bunker builds

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Posted by: Iceflame.5024

Iceflame.5024

Can someone please share their current successful bunker builds?
And also prefferably explain the idea behind them be it minion or non minion.

[BUILD]Soldier/Rendingshroud/Corrupterfervor

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Posted by: Iceflame.5024

Iceflame.5024

I’ve tried something sort of similar, but it was with blood instead of death for transfusion rezzes. This sounds interesting though, and it would make sense with soldier since unholy sanctuary needs healing power to be actually worthwhile.

I also like soul reaping with soldiers due to vital persistance and foot in the grave.

Thank you for replying comrade but I am confused by your answer. Both death magic and blood magic are used in this build. Soldier amulet is power, vitality and toughness so theres‘s no healing power there. Also Unholy sanctuary is not used here and the build is pretty much trying to always keep the corrupters fervor stack at 10. You also always keep a high amount of vulnerability on the target and have a lot of power from might and quite a bit of bonus power from your toughness thanks to the death magic tree.

(edited by Iceflame.5024)

[BUILD]Soldier/Rendingshroud/Corrupterfervor

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Posted by: Iceflame.5024

Iceflame.5024

Has anyone tried somethign similar to this?

http://gw2skills.net/editor/?vRAQRBHhtu1JNiQnNYlNgPNA/N4IXok7wW/1zwuE2XYA0AJAA-TJxHwACeCAa2fYZZAAnEAA

-You get lots a of synergy between rending shroud+corrupter’s fervor where it can just passively keep the fervor stacks at 10 by just being next to the enemy.
-As usual there is synergy between banshees wail locust swarm and DS.
-Add shrouded removal+Unoly martyr and you get a good chunk of life force regeneration as long as you have an ally near you as well as a passive condi clear with the same interval.
-You also have Signet of vampirism to mark a target and heal your allies up a bit as well as the Lesser signet of vampirism form blood bond which can easily be procced on demand with your scepter on a fairly low CD.
-Signets of suffering fantastic as usual.

Since scepter loadouts tend to have really low LF generation I think the focus can rly help here with the reaper’s touch into feast of corruption combo. I also try to use axe/warhorn here for some ranged LF generation from axe and since both of the weapons seem to have a range of 600. You can probably switch out the utilities a bit as well as the used weapons but has anyone tried something like this? What do you think?

Fear + Stability

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Posted by: Iceflame.5024

Iceflame.5024

Oh my god…. people remember. I am touched, ha ha. Made that comic like 2 years ago and suggested the exact same thing in a thread. It is complete bullkitten that stability blocks damage when PVE has a defiance system and the terror damage goes through it. It should work this way in PVP as well. Go go ellesee.

[Forum Specialist] Specialization Update

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Posted by: Iceflame.5024

Iceflame.5024

Well I just recently installed the game again hearing about all this new trait line hype and it is all great fun and all but then I got roflstomped a few times in sPVP by other classes without being able to do much so yeah…. It might be that I suck and also had not so good teams against duo or tri parties but the core problems for necro are still the same as they were 2-3 years ago(at least at that time I managed to do somewhat decent with a terrormancer which was before the dhummfire patch) and our condi damage keeps only going down for some reason. Sure we got some cool things and can now be a very effective ressurection or condi transfer bot but we are still a walking ping pong target with no mobility or proper defenses and stupid slow cast times which apparently are the theme of a class in an action game with insta teleports, instabursts, dashes, leaps, stealth and all the other evade and vulnerability stuff on others classes. I remember watching the reaper reveal stream and devs saying that they wanted greatsword necro to be like some kind of monster from a horror movie or game like pyramid head so you would have slow and hard hitting weapon skills(I don’t believe this will work in sPVP). With all of the current slow cast times and clunky weapon skills I sometimes feel like someone is playing a devil may cry game where my necro is the AI boss and the other person is the cool main character with all those insta dashes, jumpes and instant attacking high damage moves. I personaly believe that only a redesign could help necro but I guess I could just switch over to other classes or something.

DS "redesign" suggestion

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Posted by: Iceflame.5024

Iceflame.5024

Hmm. I am fascinated by the idea, but wouldn’t it be better to just give us healing through deathshroud?

The idea is to make weapon skills and utilities available when using the DS health bar while also making the DS abilities available as a third weapon set outside of the DS health bar even without any life force(except for life blast). The sustain thing is just an example of what could be done this way. Currently you’re stuck in DS with it’s own weapon set and no utilities or you cannot use the DS abilities without life force and activating DS.

DS "redesign" suggestion

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Posted by: Iceflame.5024

Iceflame.5024

Greetings necro comrades.

I would like to just throw out an idea that I got for discussion(not sure if something like this has been suggested). We all know that necros do not rly have any proper and traditional sustain options. Seeing as how LF is supposed to be our sustain resource and the way DS works we encounter a problem where if we actually use our sustain resource(LF) to survive we get locked out of our utilities and are stuck with our third weapon set(DS abilities). I would like to suggest splitting the DS health bar and the DS weapon skills similar to other professions(kits and attunements) so it would go something like this:

-F1 – first average weapon skill set with a personal 10 second CD – weapon swap
-F2 – second average weapon skill set with a personal 10 second CD – weapon swap
-F3 – DS ability skill set with a personal 10 second CD – weapon swap
-F4 – activate DS health bar with all the traited “on entering DS” effects – a 10 or 7(Near to death trait) CD

The way I see it working is that DS abilities would just be a third weapon skill set with all the abilities being available for casting without activating the DS health bar and life blast would still require life force but would be available for casting without the DS health bar. Preferrably some "curses’ trait should be introduced in the first tier like “life blast also applies 2 stacks of torment”.

Activating DS health bar would only lock out the healing utility and let you weapon swap between the 3 sets and also use other utilities. While using the DS health bar you would be able to get life force from your utilities(traited or non traited spectrals), locust swarm effect and traits(reaper’s precision). Ordinary weapon skills LF gain would be reduced when using the DS health bar(could be boosted with some kind of traits).

Since realistically we do not have any effective way to heal and sustain our health bar in PVP and DS blocks healing this would let us have our own sustain system using LF instead of our health bar. This would also open opprtunities to remake the blood magic trait line around for example boosting LF gain from weapon skills while DS health bar is activated instead of silly and pathetic vampirism.

(edited by Iceflame.5024)

Necro in pvp = hard countered

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Posted by: Iceflame.5024

Iceflame.5024

Errr, I played solo queue for quite a while before the dhuumfire patch as a terror necro build with soul marks, off hand warhorn+banshees veil and a stun sigil which boosted both the daze and fear duration at that time. I went up to something like 400+ on the leaderboards as a solo terrormancer and the build actually felt powerful and effective. Then the dhuumfire patch happened which was totaly whack a mole for unknown reasons. I played a tiny bit after it went live and stopped.

I came back to the game a few weeks ago and each time I try going terrormancer I get disscouraged since it seems like I cannot stack any condies to pose a threat and I am forced to play power instead. Also the funny thing is that the terror build I had previous to the dhuumfire patch felt way more poweful compared to what I have now:

-Mark of blood – 2 bleeds instead of 3
-Putrid mark – Only 3 condies transfered form yourself compared to a full cleanse for yourself and your teammates that we had, a joke tbh
-Terror going from tier 1 trait to tier 2 which completley destroyed my terror + banshees veil that I liked so much, really wish banshees veil was a tier 1 trait now.
-Greater marks going to tier 2 trait from tier 1 as well, ugh

We got a lot of new offensive things for no reason so they would get nerfed afterwards and also make the old stuff we had get nerfed, bleh.

I might not be THAT good, but I’d like to think of myself of being at least decently average and I agree with you here. I’ve also made and posted a few comic strips back in the day, wish I could attach all of them to one post, lol.

So far, what I see in sPVP after not playign for a year or 2 after the dhummfire patch is that the same necro problems remain and now I feel forced to play power.

[Sweet Agony] Necromancer guild!

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Posted by: Iceflame.5024

Iceflame.5024

Main character name: Realm of Death
Account name: Iceflame.5024
Favorite game mode (eg. WvW/PvP/PvE) : PvP
Server : Piken Square
Number of Necromancers (if you have more than 1) : 1

How to Not Get Shafted

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Posted by: Iceflame.5024

Iceflame.5024

I guess it was the right decision to stop playing after the june patch(dhuumfire patch), MWUAHAHAHAHA. \0/ The comedy just keeps going…..

(edited by Iceflame.5024)

Truth behind june(torment) patch.

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Iceflame.5024

Here it is.
15 chars.

Attachments:

Truth behind june(torment) patch.

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Posted by: Iceflame.5024

Iceflame.5024

Here it is.
15 chars.

Attachments:

If we get burning on top of terror.

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Iceflame.5024

Ha ha ha, thanks guys. I stopped playing on the second day after the june patch and went back to dota 2. Came to the conclusion that if you want a somewhat stable and properly focused PVP game, then the current popular MOBA esport games are your best bet, heh.

Necro confirmed OP by Anet

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Posted by: Iceflame.5024

Iceflame.5024

I wanted to say that lowering terror damage would screw up a pure terrormancer without burning(was thinking about pre patch terrormancer). But if they only lower the damage and keep the fear on spectral wall and the improved doom version, that might actually work. I would personally prefer seeing burning go along with reworking spectral wall back.

That spectral wall with "fear".

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Iceflame.5024

Is that a yes?

I guess it is.

That spectral wall with "fear".

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Iceflame.5024

So you’re saying spectral wall is stronger than line of warding?

Welllllll, line of warding doesn’t give protection and doesn’t deal damage(terror). I see those as quite a significant difference, especially the “dealing damage” part.

The fix for Terrormancers

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Iceflame.5024

I don’t want to be left in a faraway distance from the terror build I used pre patch cause of some burning and other random offensive buffs we got. I agree to ditching spectral wall and reworking it back to what it was pre patch. Pre patch fully traited spectral wall was awesome, too bad the combo field was bugged.

I'll say it: Dhuumfire needs to go

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Iceflame.5024

Well, I played mainly necro since beta tests.

Right now I can sometimes solo 2-3 players (depending on their rank/rating/skill/you-name-it).

You know something is wrong (am I that good, people that bad or unprepared to face new necro with a good player behind it, or is it the power of the profession?) when you down two r45+ players in a battle over the nod as a glass condi necro before going down myself in a rated match.

Rank doesn’t really show much. There are a lot of r40+ players that are not that good. I downed 2 people alone multiple times with an epidemic pre patch. So if we take this situation, it is extremely likely that they were very bad that time. If you had the 30/30/10 build and 3 people start focusing you, I cannot really imagine how you can get out of that.

How to balance necro's.

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Iceflame.5024

So……. much……. feeding…….

Expecting MOBA balance in an mmo

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Iceflame.5024

Geff, please do not limit the word MOBA to the league of legend system, HON and DOTA as well as bloodline champions do not have any summoner spells. I was talking from a general point of view and I agree with your point about having too many variables, I just wanted to point out some things and I guess disagree with the resource argument.

(edited by Iceflame.5024)

Expecting MOBA balance in an mmo

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Iceflame.5024

I’d like to point out that the fact that MMOs tend to have different game modes is a huge factor as well(sPVP/PVE/WWW). MOBA diversity also comes from the number of heroes and the combos you can come up with by using them or the counters that you can come up for some heroes.

It’s not really about the PVP resource, as long as there’s another game mode like PVE it will always be in the way of balancing around PVP no matter the resources.

(edited by Iceflame.5024)

I'll say it: Dhuumfire needs to go

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Iceflame.5024

It’s the burning/torment/doom changes. Plus the extra 30% condition duration for getting Dhuumfire, the spinal shivers proc at 25%. The spite traitline is better than the curses traitline, the only good thing in the curses traitline is terror/weakening shroud. This in itself allows for more coverage of the bleed/burning/poison making sure it’s not cleansed first.

Well the new doom is playing a small part of this new combination as well. But regarding the curses line I’d like to point your attention towards banshee’s wail+sigil of paralyzation(the 4 second huge cone aoe daze and locust swarm are awesome), focused rituals and spectral attunement, it’s a bit unfair to not see them as good traits.

And would also like to point this out again, the differences for the 30/30/10/0/0 glass condi cannon build between the pre patch and post patch versions are:

-torment(DS#5)
-burning(trait)
-improved doom(DS#3)
-new weakness(application depends on your weapon and trait choice)

utilities(if you take them; limited to 3[cpt. obvious]):
-new spectral wall
- slightly reduced well CDs
-improved signet of spite(can be with the new merged trait)
-spectral walk and armor effect while in DS

But judging form the forums, right now necro seems to be according to it’s description. When other people see a necro, you know the necro is going to stay there and in the fight. Your choices are to either fight and die to him or run away, lol.

(edited by Iceflame.5024)

I'll say it: Dhuumfire needs to go

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Iceflame.5024

This is a condition burst and i still could have applied more conditions than I did. It’s just stupid.

Well if we take this specific situation, I’d like to point out that the only difference from a pre patch terrormancer here is burning and torment. I did similar bursts pre patch but they lasted a 1,5-2 second longer.

I'll say it: Dhuumfire needs to go

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Posted by: Iceflame.5024

Iceflame.5024

Well I’d say the thing that’s making people freak out the most is the fact that we got a lot of things at once. Basically new burning and torment. But then on top of all of this we suddenly get this super terror spectral wall and possibly the improved signet of spite, that people start using. So we end up getting a spec with burning, torment + inscreased terror application abilities compared to a terror build pre patch(except for the duration for a terror build but you can make it tick twice anyways with necromancer runes on top of 30 points into spite). This combination of everything is a bit too much.

It saddens me though to see how most of the buffs that we got were really not asked for by the community. The things that have mostly been mentioned were defensive problems, slow cast times and people also asked for a tiny little possible buff on the offense. As a result we mostly get a huge offensive buff lol.

Also the pre patch terror build that I was using got screwed with the terror move from adept to master, screwed up my 20 points into curses terror+banshees vail combo.=/ I personally do not care that much about burning and I don’t mind seeing it go, if you go with a similar build with wells and take close to death it’s gonna be a good build as well. I also think that the new spectral wall is over the top, I liked the previous version already and was hoping they would fix the combo field bug with the spectral attunement trait but then we suddenly randomly get a fear to it with reduced duration and increased CD. Again I do not mind seeing the current wall go and returning to the pre patch version, but fixed.

I also do not mind seeing epidemic not being available in sPVP.

If they start trying some changes outside of spectral wall and burning now, that is going to probably screw my pre patch build even more and that is going to be very sad, I’m already missing 10 trait points for it.=(

I do not know if it’s gonna give me any credit but I am only rank 28 or 29 and played around hmmm close to 400 tPVP matches, all solo queue on my terrormancer pre patch(don’t feel like playing post patch with the way the patch was handled and all this current crap regarding necros on the forums as well as sudden necro spam in the game). I usually kept 30+ more wins than losses and got to 535 on the leaderbaords at one point. Then I dropped back to 700+, took a break from the game, came back and dropped back to 96% or something. All pre patch solo queue on my terrormancer. Flesh wurm is awesome btw and a must have ability in my opinion.

Anyway I made a thread on the necro forums pre patch saying that if we get burning on top of terror, people will QQ about it a lot and we will be nerfed cause we’re gonna be op. You can check my prophecy in the attachment. I thought that if we would get burning on top of some decent pre patch terror, that would make people scream. And then we get increased terror application abilities+burning+torment+ some other stuff, lol. And can have two tick terrors in the burning build with spectral wall lol.

Again, please, if they are going to nerf something, start from spectral wall and burning.
Prioritize spectral wall though please. I do not want to be left without my pre patch terrormancer build or at least a similar build as a result…. Don’t screw us with the incorrect nerfs please, do not reapeat the mistake of this patch.

Attachments:

(edited by Iceflame.5024)

Worst class for Duels.

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Posted by: Iceflame.5024

Iceflame.5024

I’ve been running a terromancer pre patch and was quite successful, don’t think there was any huge dueling problem outside of some specific builds.

Please nerf necro's

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Posted by: Iceflame.5024

Iceflame.5024

If you guys want necros nerfed, then I can only agree with reworking spectral wall back to what it was, but with a fixed combo field. For now I can only agree that the new wall might be a bit over the top with everything else that we’ve got. The main things that’s making people freak out is this wall and probably the amount of necros running in hotjoins and maybe some tPVP matches.

The wall just has very good fear application capabilities and it’s good even if it’s not traited.

So yeah, if it goes down the nerf path, I sincerely hope they start slowly and exclusively from the wall as a first step and then give it a fair amount of time to calm down and see what happens.

(edited by Iceflame.5024)

Are necros op now?

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Posted by: Iceflame.5024

Iceflame.5024

Are you kitten serious? Let us not forget about PvE okay?
All I hear is sPvP and WvW, but we needed those buffs for PVE AS WELL!!

I can still land 10k BS and 6k with health <25% on dungeon bosses on my thief.
I can still do 8k all around with whirlwind and 2k-3k AOE autoattack on my Axe Axe warrior.
When it comes to my Necromancer, although the damage is mostly single, but at least now I can feel like I’m doing a bit more damage with Death Claw and Life Blast. We needed that kitten buff so much.

1- Fear: It can be easily cleansed, and after those 3 fear sources used, you need a bit of time to be able to use them again. Guardian shouts (if traited) and Warrior Shake it off can easily counter that fear for all the group.

2- Survivability: Hybrid and ConditionFire builds got barely any survivability. Death Shroud will not save your kitten especially if you get focused.

3- Damage: Even with all the buffs, a group of warriors will still finish a dungeon faster than a group of Necromancers.

4- Mobility: You will still need to fight till you either kill your opponent or die trying.

5- Underwater OP? Who the hell even cares about Underwater? Necromancers have always been “OP” underwater because of minions and DS. Nobody nagged before about it. Why now?

6- Combo: Using a combination of skills to make the most out of your damage is found in all of the other classes. Thieves, mesmers, Guardians… all excel in it. So if you manage to use your spectral wall + fear and it succeeds on your opponent, that’s like succeeding in Steal+CnD+ BS on someone, or Immobilize and Shatter your clones on Mesmer.

7- Spectral Wall: Easily countered with stability and Breakstuns, and as someone else have confirmed, stability gets removed last, so good luck trying to take it off.

Stop trying to sound like Necromancer is the best class out there, we are good now, but not even close to being OP.

To all those who claim to main a Necromancer and think they are OP, either enjoy your “OP class” and shut up, or gtfo

Tired of all this “OP this OP that” crap!

I told you that wall change is dangerous and look where it gets us!!!

I was running a terrormancer pre patch and my build got a bit screwed with the terror move that I lost 10 traits points but we get fear wall and improved doom and torment, that’s pretty much it.

If we take burning? Well it has again torment+improved doom+wall, that build has no proper LF generation kind of so is squishy. But people are screaming in agony and lots of necros are freaking out as well saying we are OP. The main culprits are that wall and the amount of necros running around.

Outside of those things + spectral walk and armor effect staying in DS, nothing’s really changed that much.

(edited by Iceflame.5024)

Terror Data - Durations

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Posted by: Iceflame.5024

Iceflame.5024

Fear will probably be changed to not work with those sigils if that’s the case. Three ticks seems a little too much. If they are all doing, say 1.2k each, with just three fears that’s over 9k damage while being CC’d on top of every other condition we’ve added. That’s assuming they don’t stun break, of course.

Seems like way too much.

A 3 tick fear is only going to be doom=DS#3 from less than 600 distance, every other fear is basically same as before so 2 ticks max.

The amount of Fear...

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Posted by: Iceflame.5024

Iceflame.5024

- Make Stability immune to Corrupt Boon (still suspectable to all other boon removals tho), so it counters Terror Necros just like every other CC build, instead of providing them with an extra Fear source.

A lot of people will freak out from seeing this and won’t approve this lol.
Personally I think corrupt boon sucks and it sucked pre patch, well of corruption is(especially now) and was way, WAAAAAY better. Although I couldn’t bring myself to drop corrupt boon pre patch, was running well of corruption, corrupt boon and flesh wurm at the end.

Are necros op now?

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Iceflame.5024

I’m already annoyed with terror being moved to the master tier. The current problem is the application capabilities due to spectral wall. If you think trait placement is a problem, I’d say it’s not primary at all.

If we get burning on top of terror.

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Iceflame.5024

Can someone tell me, why exactly burning is so awesome? It does tick decently but not that great…

Again, cause it’s combined with our increased fear application capabilities?=P And again, pure terror is way stronger. Oh oh, totally forgot about torment available to every build as well.

(edited by Iceflame.5024)

Was my necro prophecy correct?

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Posted by: Iceflame.5024

Iceflame.5024

(edited by Iceflame.5024)

Was my necro prophecy correct?

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Posted by: Iceflame.5024

Iceflame.5024

Made this before patch, even though I was off about some of the points and missed the increased terror application as well as torment, but still:

Attachments:

(edited by Iceflame.5024)

If we get burning on top of terror.

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Posted by: Iceflame.5024

Iceflame.5024

Anyways – nice foresighting skills.

Thanks, even though I missed the increased terror application, but still:

(edited by Iceflame.5024)

If we get burning on top of terror.

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Iceflame.5024

Well I think the main cause of QQ is the boosted fear application that we got. Terror+Burn ain’t really that huge right now if you go into that build, it is just good on the offense but is still squishy. Pure terror fear build can go into those 2 spectral traits and have the spectral survivability from traited walk and armor on top of having a traited wall and traited terror fears. That’s some serious stuff.

The terror+burn build kind of ended up having burn and terror fears that are better than the pre-patch ones. Funny how if I look at this patch, I think I see some “whack-a-mole” in it. What happened to the slow and steady approach?

If they drop the nerf hammer on us, I hope it’s going to be slow, as in the first step would be reworking spectral wall back and fixing it’s combo field. I did have a long argument that fear on the wall would be OP but when I saw it with the reduced duration I kind of threw that thought away or rather dropped the point of my argument since they actually implemented it. As it is, the wall is getting an insane amount of attention and is the next big hit on the internetz with all it’s subscribers and users.

I heard DKs in WOW were supremely OP when they came out, elemental guardians need to be like that too.

(edited by Iceflame.5024)

The amount of Fear...

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Posted by: Iceflame.5024

Iceflame.5024

Nerf spectral wall to kitten shreds, nerfhammer it down the depths of unplayability, something worse than what happened to c&d after beta, even worse than the deathshroud nerf, banish it for all eternity with the banscythe of dhuum himself.

Nooooo, please nooo, just rework it to what it was in pre patch but with a fixed and not bugged combo field.

The amount of Fear...

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Posted by: Iceflame.5024

Iceflame.5024

Yes, fears are incredibly OP in conjunction with all the damage they can dish out already. Terror is probably the most insane trait ever when you factor in a target with burning. You can EASILY see targets losing 3k HP per second while they’re consistently chain CC’d and soft CC’d.

People thought HGH was bad. Try having double the condi damage of HGH while actually being CC’d. Necros are simply broken.

Now now, let us please be mathematically realistic here. 3 k per second, hmmmm. A fear tends to usually tick for 1,1 K + a second and burning around 630 or something? so let’s say together they tick for 2 k a second(I’ll give you a bonus 200 for free here), that leaves another 1 k per second to bleeds/poison/torment. Flip around the numbers as you like here. The only thing that you can really call “broken” is most likely the new spectral wall, outside of it, it’s not really that much to make you go nuts.

And again, it would help for you to post in a calm way and provide proper analysis and explanation of what builds and combinations specifically you think are over the top.

(edited by Iceflame.5024)

30/20/0/0/20 Master of Fire & Terror

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Posted by: Iceflame.5024

Iceflame.5024

I’ve thought about it as well with using 2 scepters with different off hands. But no staff is meh and staff without greater marks is meh as well.

The state of Necromancer

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Posted by: Iceflame.5024

Iceflame.5024

Also to answer the title: The state of the necro is kittening broken. They’re overpowered and desperately need a nerf before we see teams smart enough to stack them like they did eles back in the day.

It would be nice to specify the builds/abilities/combos that you think are making necros broken.

Are necros op now?

in Necromancer

Posted by: Iceflame.5024

Iceflame.5024

It’s important that people pay attention to the correct things. If you go a burning build with terror, wells and spectral wall then sure you are bursty but your terrors kind of suck. The main offender should be the full terror build 0/30/10/0/20 with fully traited spectrals. The main offensive offender for most cases is spectral wall and with spectral walk and spectral armor you can have some really nice DS sustain on the defensive side. Again, regarding offense it’s pretty much all about spectral wall even without it being traited for every build, it’s the thing that makes everyone go nuts.

I’ve been running a terror build prepatch in solo queue and was quite successful, got to 535 on teh shmeaderboards at some point, then dropped back down to 700, then took a big break and dropped to 97% when I came back so terror heavy CC necro was quite good already, although the terror move screwed up my pre patch build since I only had 20 into curses for terror and banshees wail. Now we get burning on top of terror and in addition we get BOOSTED terror capabilities with torment, ahahaha. And my comic was only about getting burning in addition to the usual terror that we had. New traited terror possibilities with torment and all the other stuff we had beats burning anytime.

Our offense is huge now yes, but outside spectrals and near to death + foot in the grave we still suck at defense and eat CC like crazy.

(edited by Iceflame.5024)

Are necros op now?

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Posted by: Iceflame.5024

Iceflame.5024

Why do people say that LF generation went crazy high? It might be the case in PVE with axe, dunno about WWW. But if we talk about sPVP then the only insane spike in LF generation for staff/scepter builds is the spectral in DS but that one works for every build. Outside of that nothing’s really changed that much regarding LF for a staff/scepter condi build.

Just going to use a scepter/staff LF gen build I’m currently toying with as an example:

http://gw2skills.net/editor/?fQAQNArdWjMaV7Fbib8bKApCPDVo3IFHrM1D4ZHAA-TsAgyCuI4SxljLDXSus1M8Y5xMAA

spectral grasp+reapers touch+SoS+FoC = ~55% LF in 3 seconds

Yeah you can certainly use that as a LF spike but what I’m trying to point out(if we use your example) is that you could use this same combination pre patch as well. Certainly the signet of spite CD change and trait merge helps quite a bit but nothing extremely different from pre patch outside of spectral walk effect staying in DS as mentioned earlier.

Are necros op now?

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Posted by: Iceflame.5024

Iceflame.5024

Why do people say that LF generation went crazy high? It might be the case in PVE with axe, dunno about WWW. But if we talk about sPVP then the only insane spike in LF generation for staff/scepter builds is the spectral in DS but that one works for every build. Outside of that nothing’s really changed that much regarding LF for a staff/scepter condi build.

Greater marks.

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Posted by: Iceflame.5024

Iceflame.5024

There is this one supremely unique mark amongst them all. It’s uniqueness is in it’s supreme utility. It’s a blast finisher and it transfers conditions from you to the enemy you hit and from every ally that was standing on the mark. With greater marks you are usually going to catch a lot of allies with it but what happens if you don’t have greater marks?

Greater marks.

in Necromancer

Posted by: Iceflame.5024

Iceflame.5024

There is this one supremely unique mark amongst them all. It’s uniqueness is in it’s supreme utility. It’s a blast finisher and it transfers conditions from you to the enemy you hit and from every ally that was standing on the mark. With greater marks you are usually going to catch a lot of allies with it but what happens if you don’t have greater marks?

Balance - first impressions after the patch

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Posted by: Iceflame.5024

Iceflame.5024

Necro here.

Judging from my limited night hotjoin experience right after the patch I can only say that our buffs are mostly offensive. We got some quite good offensive possibilities now.

If we talk about defense then the most significant change is spectral effects from spectral armor and spectral walk staying while in DS which can lead to some long invuln moments with that DS sustain. If people are going to be focusing necro with high number of weak attacks, the DS necro won’t die since every attack gives 3% LF. You need to either wait this effect out or until LF degenerates by itself, CC the necro or hit with heavy hitting attacks. It doesn’t matter how many people focus you if you go into a spectral effect and enter DS as long as your enemies just pound away at you with a lot of attacks, your LF is just going to either stay in one place or go up. You can get focused by 30+ people like this and they’ll just see your DS bar go up and stay at full. Outside of this combo, however, nothing’s really changed that much for necro defenses.

Necro is still vulnerable to CC like we were pre patch unless you go into a very specific build which would be combining DS CD, stability on DS and spectral effects again for the LF generation.

So in the end focusing a necro is going to be pretty much the same as pre patch unless it is a necro who has that anti CC build or uses spectral walk and spectral armor(preferably fully traited).

If you see a necro who applies burning you can probably focus him right away while chain CCing him as usual.

(edited by Iceflame.5024)

Axe Now Is For Condi Builds?

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Posted by: Iceflame.5024

Iceflame.5024

Well axe is probably super amazing for PVE now, but in sPVP it’s still clunky and unreliable(at least for me and judging by the forums for some other people). Dunno about WWW. With the axe master trait and close to death it is also amazing for life blast. Someone posted about it in another thread here, like you take might+vulnerability and piercing on life blast with those axe traits and pretty much go life blasts/ghastly claws/life blasts/ghastly claws etc. Oh and ofc you take the 50% DS crit chance trait.

Sorry, was talking about a power build.

Greater marks.

in Necromancer

Posted by: Iceflame.5024

Iceflame.5024

These are so great… i love them so much…. The faces always do it for me.

Happy to see you like it again, was getting worried on not seeing your post lol. I guess I shouldn’t make a new thread for each one cause that is kind of being an attention whore, heh. Maybe I’ll make a thread to gather them all in one place if I make another one.

Greater marks.

in Necromancer

Posted by: Iceflame.5024

Iceflame.5024

Why don’t we take terror, and move it to curses or spite. Please.

It is in curses, what do you mean?

Greater marks.

in Necromancer

Posted by: Iceflame.5024

Iceflame.5024

The main reason of why they moved terror is probably the new spectral wall but why was there no greater marks change? I feel like I’m sacrificing something in every build I come up with now since I cannot have my prepatch one. Is this what it means to have build diversity? But the 10 points into death magic for those greater marks….. argh.