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load of kitten.
First off: That thief is running Zerker (It’s the only way to get those numbers) he is also targeting another zerker spec (as the numbers clearly show)
see…
However, if you are wearing the following amulets listed next, then you are pretty much (insert rock-hard metaphor here).
Assassin, Berserker, Carrion, Deadshot, Destroyer, Diviner, Magi, Marauder, Mender, Rampager, Sage, Seeker, Sinister, Valkyrie or Viper.
Second: That thief either went with a full might stacking build, OR, he used a +dmg modifier spec, both of which require the thief to pick 9 offensive traits.
This leaves him with 11k life. and limited sustain.
see…
and this particular combo build most likely would never see high tiers play.
Third: His 9 trait choices are completly negated by ONE auto procing passive. and with the added channels, Aoes, CC’s and dot’s that where increased with hot, i’m honestly really scratching my head trying to figure out how you(or they) lost to this thief.
see…
Hell, 26k+ out of the 50k+ combo is done from Stealth.
In all likely hood this ss is from WvW or shortly after Hot launched the anti thief crowd have a habit of using misinformation to get there way. (look at the size of the black box, most server can easily fit into that space.
see…
The screenshot was taken on Battle of Kyhlo just one day after the August 8 patch.
Next, see Attachments before https://www.youtube.com/watch?v=leUtr4Tt3Ws
https://wiki.guildwars2.com/wiki/Impaling_Lotus
https://wiki.guildwars2.com/wiki/Vault
https://wiki.guildwars2.com/wiki/Bounding_Dodger
There is no counter play to an evade.
https://wiki.guildwars2.com/wiki/Shocking_Aura
https://wiki.guildwars2.com/wiki/Slick_Shoes
https://wiki.guildwars2.com/wiki/Static_Shield
https://wiki.guildwars2.com/wiki/Sanctuary
https://wiki.guildwars2.com/wiki/Superior_Rune_of_Surging
There are counters, any warding effect and abilities that stun through evades
Do you really think that the evade spam no-tell bursts is good game design or are you just here to argue semantics?
Its only a problem if you can’t counter it.
Those numbers are impossible… Were you wearing a paper bag as your chest piece?
For perspective, (this is coming from Anet, who has a history throwing things into the game without proper testing) there was no Protection boon up at the time and I can not rule out the possibility of Vulnerability prots playing a factor as the encounter was less than 2 sec. The screenshot was taken on Battle of Kyhlo just one day after the August 8 patch.
Impossible? Yes, but only if you are wearing one of the following amulets.
Cavalier, Demolisher, Knight, Paladin, Rabid or Wanderer.
However, if you are wearing the following amulets listed next, then you are pretty much (insert rock-hard metaphor here).
Assassin, Berserker, Carrion, Deadshot, Destroyer, Diviner, Magi, Marauder, Mender, Rampager, Sage, Seeker, Sinister, Valkyrie or Viper.
Forget the evades for a moment. The amount of damage from the screenshot is enough to delete 8 out of the 9 classes from the map with just one Vault. Granted, the stars have to align just right with the roll of weapon numbers, and this particular combo build most likely would never see high tiers play. But if you are not a Warrior or a Necromancer, then one button has the power to literally remove nearly 15 amulets from selection. Hell, 26k+ out of the 50k+ combo is done from Stealth.
Yes, there are counters to Vault and others, but is there no end to the reward when there is great risk? Should there not be a cap on the reward at all? I know trains are being designed with no braking systems now. Just let me know when they start to enter service.
https://wiki.guildwars2.com/wiki/Impaling_Lotus
https://wiki.guildwars2.com/wiki/Vault
https://wiki.guildwars2.com/wiki/Bounding_DodgerThere is no counter play to an evade.
https://wiki.guildwars2.com/wiki/Shocking_Aura
https://wiki.guildwars2.com/wiki/Slick_Shoes
https://wiki.guildwars2.com/wiki/Static_Shield
https://wiki.guildwars2.com/wiki/Sanctuary
https://wiki.guildwars2.com/wiki/Superior_Rune_of_SurgingThere are counters, any warding effect and abilities that stun through evades
Do you really think that the evade spam no-tell bursts is good game design or are you just here to argue semantics?
Its only a problem if you can’t counter it.
Always be careful what you ask for.
https://forum-en.gw2archive.eu/forum/professions/necromancer/Necros-are-to-raise-the-dead-not-die/first#post6377461
Edit: sry had to find it
https://youtu.be/KIFkYdG7yoM?t=37m30s
(edited by Jayce.5632)
I think removing Shroud is a good thing, because for years they’ve used the excuse that having Shroud meant we could never do super high DPS cause it was a trade off. They can’t use that excuse now. We do have Barriers though for taking damage.
A few things to consider. We don’t know if the barriers will retain the 50% inherent damage reduction that Shroud provides. Higher damage as a trade-off had very little, if not nothing at all, to do with Shroud. It was because most of our weapon attacks were not projectile based, i.e. Scepter and Axe in particular. Shroud was the excuse Necros couldn’t have invuls, blocks, stability, etc. Now here comes Scourge, with barriers that will most likely protect your health. But also most likely not prevent a CC chain, while I saw at least two key Scourge skills with easy to interrupt cast times.
Thank goodness you aren’t on Anet’s balance team. Even 3% is insanity when I regularly see 5k plus tics on 5+ targets in WvW. That means I would have at minimum 2.5k healing per SECOND while my hp can’t even be touched. And then once I’m out I have even crazier regen (now 5k) and boom I’m using spectral armor to get my shroud back. You create a monster out there, even moreso since necros already are currently a juggernaut on the battlefield (in WvW especially).
This mindset of “let’s buff everything until everything is perfect and a must have trait” is just silly. Curses has 3 grandmasters which all currently have tradeoffs. You’re trying to make a trait that is simply superior to everything else we have.
You mention conflicts in traits, but really what you want to say is tradeoffs and counterplay. IF you take this trait, you acknowledge that you can’t just camp shroud (not that you should anyways but most necros seem to love to do that) and regen at the same time. Just because this small amount of timing and presence of mind is beyond you doesn’t mean you should buff an already viable trait to OP levels.
First off, I think you’re missing the point, which was to show how balance could be achieved while creating synergy where there currently is none.
Secondly, I see you’re on Ferguson’s Crossing. And from the sound of it, I had no idea you guys were facing off against the A.I. there. For that, I must apologize as I was primarily looking at the trait from a sPvP perspective. But I do step foot into WvW from time to time, and against Maguuma or Blackgate, I see actual players. The only time I see 5k+ condi ticks against 5+ targets is when I solo an undefended supply camp.
Next, you’re absolutely correct. 2.5k in healing through Shroud would be insane. It’s a good thing that at 3%, you’d be looking at 750 in healing and not 10% returning 2.5k in healing. But since I’ve forgotten that the A.I. in WvW has feelings too, I can see an argument being made for 1% returning 250 healing against 5 targets.
Finally, I do not have any problem with tradeoffs and counterplay. I do however, have a problem with the Necro having a multiple number of skills and traits that have no synergy whatsoever with it’s class mechanic when every other class in the game (Disclaimer: As far as I can tell —>) do not have this problem.
Making it work through shroud is not a good call. Would be difficult to balance and give anet a reason to lower our overall nuking ability/dps, since suddenly our dps would be tied to our sustain.
Currently if I put down ds5 and spin in it in wvw (assuming I used it at a good time), I would be healed up to full before I came out due to the number of people that are eating 5k+ bleed ticks. A full heal everytime ds5 and ds4 are up doesn’t really seem balanced to me. It is already a situationally strong trait especially in smaller group fights.
Necro is in a good place in WvW and SPvP, meta in both and overtuned (due to deathly chill) in WvW. Now is not the time to ask for buffs.
A percentage of your condition damage heals you.
Percent: 10%
Percent: 3%-5% While in Shroud
Problem solved, and I’m not even on Anet’s team. Some synergy is still a lot better than no synergy at all. No other class in the game has to deal with conflicts of interests involving their class mechanic.
If it did it would easily outperform Blighter’s Boon which should not happen at all because a Condi Necro usually has more armor than a Power Necro due to the fact that he does not need 3 stats for damage.
The fact that you have to choose between Deathly Chill and Blighter’s Boon is based on the same logic.
Vampiric Presence already out performs Blighter’s Boon in the most likely scenarios where every target you are cleaving is not below the 50% threshold and Vampiric Presence doesn’t even require the Spite line to do it. And the last time I fact-checked, power doesn’t need 3 stats for damage. It will not be the best damage without 3 stats, but then again, Condi without 3 stats will not be the best damage either.
Working while in Shroud should be a no-brainer, as the class mechanic should never conflict with synergy among skills or traits. I also believe that it should return a percentage (1%) of condition damage dealt in life force. Even with this addition, a necro (especially core) would have to deal 13,300 condition damage a tick to equal the current base minimal of 1% (133) life force.
This skill needs to either, stay centered on the necro while moving or, it needs the 900 range ground targetable function.
Why I don’t que:
Dodging should be the only complete immunity.
You should not be able to attack while defending without a substantial decrease in offensive and/or defensive performance.
Line-of-sight without dropping target is a complete joke, rendering positioning absolutely mute.
Once again, two changes to stealth.
Until then, it’s either WvW or hotjoin
Please don’t remove Sigil of Ice. It’s necessary for necros because otherwise the only way to take advantage of Chilling Victory and Chillin Nova is with staff and staff only.
Really though if Necros need more synergy with their reaper traits then it needs to happen to actual necro/reaper skills/traits. While sigil of ice synergizes really well, if the problem with removing it is because Necro itself isn’t left with enough internal synergy around those traits then its necro that needs to be changed.
You really don’t want to open this can of worms in this topic
Anyone getting hit by maul deserves whatever happens. That’s the single most telegraphed skill in the entire game.
Seems defense has gone out the window. Since the patch teamfights seem to be over in seconds. Power necro basically hardcounters itself with it’s own burst. LB ranger hit me for 90% of my Demolisher Necro’s HP on his 4>2 opener, but I still managed to kill him ~10 seconds later. I mean shoot I was in a match with Nos and he went down in the first ~20seconds.
I’m seeing fights where both teams will have 2-3 dead at the same time. This isn’t PvP this is flipping murder.
maybe the 20k maul build is a beserker amulet build with not much surviavibility after initial opener ?
I heard they buff Maul, the numbers are still not up to par. This is before the patch.
honestly this isnt the wvw forum. you cant try to balance spvp around wvw.
I’m sorry, I missed the patch where Anet has added Temple of the Silent Storm as a WvW map.
Seems defense has gone out the window. Since the patch teamfights seem to be over in seconds. Power necro basically hardcounters itself with it’s own burst. LB ranger hit me for 90% of my Demolisher Necro’s HP on his 4>2 opener, but I still managed to kill him ~10 seconds later. I mean shoot I was in a match with Nos and he went down in the first ~20seconds.
I’m seeing fights where both teams will have 2-3 dead at the same time. This isn’t PvP this is flipping murder.
maybe the 20k maul build is a beserker amulet build with not much surviavibility after initial opener ?
I heard they buff Maul, the numbers are still not up to par. This is before the patch.
Nothing is wrong with Necromancer. It’s the only class that doesn’t make a mockery of Line-of-Sight, especially via teleports, and furthermore, can’t simultaneously attack while defending. Both of these problems run rampant in all other classes. All the Necromancer has is two dodges and health. The only thing the Necromancer needs is Stability to protect key skill usage.
(edited by Jayce.5632)
IMO, I don’t really mind Headshot but, I truly believe Impacting Disruption shouldn’t be triggered off auto attacks. Start here with a scalpel then re-evaluate instead of reaching for the hatchet.
That sounds pretty ingenious actually haha. Lots of boons —> lots of heals and even lifeforce… and even when you use the shout heal, it gives even more life force because might and fury from runes.
Saw you a bit today in hot joins and was able to spectate a lil bit – was very survivable indeed. Fun stuff
Just as a random thought, have you considered Aristocracy Runes? It provides only 1% less lifeforce than Altruism and synergizes pretty well with all the might in the build. It could also increase heals (a lil bit) from parasitic contagion cuz more might = more dmg = more heals. Just thinking out loud
Interesting indeed. Do you take Signet of Undeath just for the sustain or as an actual res as well?
Have you ever considered using You Are All Weaklings in your build? It seems like it could be deadly with Chilling Victory and Blighter’s boon.. and so much mighttt… also adds up nicely with Blood is power. Carrion with 25 might, rest in peace haha.
You’re correct, Aristocracy if you want more damage but less heals. It still will not have much of an effect on contagion’s numbers.
I take SOU for both the life force and the rez, although I rarely use it in situations on downed allies who will most likely go down again almost immediately.
YAAW can be slotted in place of PS or NCSY. You just have decide on the kind of utility you’re going for. For instance, last night, I chose to forego curses and run death, a bit less damage, a bit more survival.
I just wanted to come up with a condi build that could generate life force in bursts rather than slowly over time. The build had to also focus on the shortest cooldowns. These two things I believe will be a must-have for necros wishing to participate in season 5, wether if you’re running condi or not.
(edited by Jayce.5632)
Curses/darkness, path, contagion
Soul Reaping/speed, vital, foot
Reaper/augury, chilling, Blighter’s
Staff + Scepter/Dagger
Sigil of agility + Sigil of battle
Carrion Amulet + Rune of Altruism
YSIM, BIP, PS or NCSY, SOU, CTTBSry, replying from phone
Very interesting choices. I’m really interested to know how the sustain is in this build. How is Parasitic Contagion in sPvP? How is the sustain without Soul Marks but with Blighter’s Boon to compensate? I think the choice of using Chilling Darkness in Curses is really interesting cuz you get easy chills from Death’s Charge —> sustain from Chilling Victory + Blighter’s Boon…
Sustain comes mainly from blighters and usually upon shroud entry, triggering from 6 boon stacks plus whenever stability pulses. Darkness trait does match up well with Charge, but I take it more for the additional condi when leap corrupting.
Striking a chilled foe to power victory is usually not a problem while in shroud, thanks to frost aura. Executioner’s Scythe lands a lot more frequently when casting after shroud entry due to the 1 sec quickness on weapon swap. I usually wait until they break stun before leaping to trigger the Darkness trait. Even if the leap is blocked or evaded, I still get the aura.
I do not miss taking the soul marks trait when I have blood is power plus weapon swap, when able, depending on how well I kite enemies. Instead of performing 4 actions to get 12% life force, I can preform 2 actions and get 14% life force. Besides, if I need unblockable marks, there’s always NCSY. Along with the horrible SOU, which gives 2% every 3 secs, I can leave spawn and arrive at the first point with 21%-24% life force with both blood is power and YSIM virtually off cooldown.
Contagion will go mostly unnoticed without a good transfer or free casting. But in the end, its just more green numbers, abit small, but nonetheless.
I must say that I primarily use shroud to escape before a situation goes south (especially with a failed attempt to rez with SOU), rebuild life force and prepare for the next engagement.
Curses/darkness, path, contagion
Soul Reaping/speed, vital, foot
Reaper/augury, chilling, Blighter’s
Staff + Scepter/Dagger
Sigil of agility + Sigil of battle
Carrion Amulet + Rune of Altruism
YSIM, BIP, PS or NCSY, SOU, CTTB
Sry, replying from phone
(edited by Jayce.5632)
The only thing missing from the scoreboard imo is damage/allied damage mitigation or damage you would have taken while blocking, i-frame, evading or under another effect like protection boon, etc. The forums would never be the same again.
Edit
(edited by Jayce.5632)
Still, i’d like to see some actual devs only play power necromancer. And they must play soloq
PRO TIP: Devs only allow necromancers to be viable when you have somebody hold your hand. Basically: Necro soloq is the hardest soloq
One more thing about actual design of the necromancer.
AOE damage isn’t the necromancers top tier aspect since Dragon Hunters, Engineers and Warriors have the best AOE damage.
Straight up Condition damage isn’t the necromancers strong point since engineers, mesmers, and warriors beat them at that.
They suck at mobility, they have second to the worst stability, no invulns or evades or blocks or invisibility… there actually isn’t any real reason other than boon corrupt that the necromancers are “viable”.
I’m sure we can bring up how several pro gamers have pretty much declared necros as kamakaze boon corrupt bots requiring no real mechanical skill other than to go in, corrupt boons, and then die.
Why not give necromancers something other than this mechanic if its SO strong it utterly guts the necromancer in every other aspect of their design?
So yeah; if they can spare the time away from playing guardian – Show us them mad soloq powremancer skills on anet twitch channel. Show us all how these powermancers are meant to be used.
In Bold^ – I’ve heard this mentioned in a conversation before. I mean, the details were a bit sketchy, but I was able the hear the following before an Anet representative closed the door where they were to air their grievances.
Grenth: “What’s wrong my child? You’ve made it to the higher tier. Why do you stop now?”
Necro: (Looks to the left at Focus Fire, then to the right at Disengaging, before looking straight at Grenth) and says…
KrHome, don’t fall for that bait.
so were just going to pretend season 2 wasnt a thing right?
That was the season Anet gave Necros blocks, invuls and evades for days right?
it is odd how there isnt a condition damage minion outside of lich form and rise. i think it would be awesome to have bone minions provide bleeding to their targets even if their auto damage would have to be ‘balanced’ to compensate. would give non reapers a condition minion. and a choice of whether to keep them or blow them up.
The minions you get from Rise are not condi dmg minions. They look the same as the jagged horrors you summon in lich form, but they are actually shambling horrors and do not inflict any conditions whatsoever on their own. But that being said, giving bleed to shambling horrors from Rise or bone minions would be great way to begin offsetting this awful lich form nerf, although the changes of that actually happening will be very slim.
You do realize that the current iteration of Rise is what some people in the necro community asked for. When Reaper was first premiered, Rise minions did cause bleeding on attacks just like the Lich minions. Those people immediately wrote-off bleeding minions without fully realizing its potential. In fact, I’d even go as far as to say they never even gave it a second thought.
Did making a thread about this make you feel better about something you will never ever get?
Ok, I will admit, pebble obstruction was a bit of an overreach .
All non-ground-targetable teleports need to obey the same line-of-sight rules as any other ranged attack skill. This includes out-of-range and especially, getting obstructed by a pebble in the path. Teleports shouldn’t make a mockery of LOS. Fix please, thank you.
Necro only needs viable options to defend themselves from focus fire without their entire skill bar being in a constant state of recharge. It’s one thing, to just face-tank damage. Not being able to fight back while doing so, is entirely another.
They should clearly improve the life force regen from spectral skills to the point where hiting necro under spectral armor is as stupid as hiting Rev under infuse light.
We use to have it. The link below is just one example. It was deemed to powerful against noobs.
https://wiki.guildwars2.com/index.php?title=Spectral_Armor&diff=636602&oldid=616959
Staff auto attack gives 3% life force per hit. Your marks give between 10-15% life force per target hit. One Mark of Blood dropped in the initial team fight should give you just under half your life force (10% x 4 players), and with staff AA hitting every 3/4 second it should take you less than 20 seconds doing nothing other than AA and dropping marks to be at full force. And then of course every attack and ability while in Shroud generates life force, so as long as you don’t jump into a 1v3+ you should be able to generate it faster than you’re losing it.
What game version are you running and where can I find it?
IMO, the bigger problem is that it doesn’t remove immobilize.
I might be missing something but doesn’t Ranger, Engie, Ele, Thief with steal have water blast and mes/nec/engie/thief have stealth leaving Rev/War/Guard as your subpar classes?
In which case you would be right as Guard is kinda supportive to other classes by means of boons while the Warrior and Rev has it’s DPS builds.
I’m interested in this necro stealth. Tell me more.
I think (perhaps even heard somewhere) its something you get after you’ve master death shroud.
A lot of people know how warrior works, some of them even main them.
But yea.. 3 condition cleanses every 3 seconds in berserk mode with longbow… high resistance uptime…. 800hp/sec healing which is basically as much as a ranger using permanently troll unguent …. and dealing the highest condition dmg of all classes right now doesn’t seem slightly overpowered at all.
Stop being so delusional and finally accept that our class got as powercreeped as the other classes which you guys all have been complaining about – but it seems as soon as it’s our own class, everything is fine – pathetic.
They’ve gone and completely reversed course, a full-on 180.
Warrior
We want the Warrior to be capable of good melee damage in a sturdy body. They can still do some decent damage at range, but they aren’t as good at it as the Ranger (with their pet). They have a hard time taking enemy boons down, and instead, have to just go through them with raw force. They may have a hard time with enemy conditions, and may need to ask for ally help in order to keep themselves free of hampering conditions.
Necro, it’s still a selectable character.
Thanks for that. Sometimes it helps to have more sets of eyes looking at things. And in this case, any and all ways this change could be abused or, most importantly, exploited. So far, I can only see one potential way this could be abused, but not necessarily exploited.
On average, you spend 10 seconds in shroud in every weaponset.
So the answer is simple, around 20% more lifeforce. Can be 10-40%.
And youre trading that for potential 5-10k normal hp heals and 10-20% lifeforce depenging on how much might u get from signets, siphoned power and chilling victory.
So the lifeforce gains are pretty similiar, youre almost just trading the 10k heals for +15% dps in shroud. Tho only problem is blighters boon is true to its joking name and its pigeonholes you into spite cz necro is not allowed to synergize with anything.
Right now, Reaper’s Onslaught and Blighter’s Boon competes with each other for the grandmaster selection. Unless I’m not fully following you.
if Reaper’s Onslaught: Life Force does not drain while in Shroud?
I already know of the possible diversity this could open up. I just want to know if I’m missing some potential exploits it could cause.
:P power reaper isn’t as good anymore in PvP…. stability nerf (#3 in RS) makes it way harder to play in CC spam PvP.
Power reaper is still my bae is WvW tho
Nothing has changed for power reaper in Pvp. You talk like rs3 is the only thing carrying power reaper. This is why I discredit all your videos and pretty much all info you put out.
Hey Jelzouki, thanks for that wonderfully informative input. You are a real gem to this necro forum <3
Sarcasm aside, I will admit that I might not be best at clearly describing/explaining what I’m thinking. But a responses like that from you is just very unnecessary. I was merely stating that the nerf to RS #3 makes it harder to play power reaper since it means less stab, which means more CC, which means more lockdown and less skill usage.
I was just assuming that any other regular necro forum-goer was well aware of the numerous other problems that plague power necro/reaper. That’s why I didn’t explain myself further and didn’t write a wall of text.
What has changed for power necro/reaper in PvP is that with all the condi chrono’s, bunker ele ’s and scrappers going around there is unfortunately no place for it in higher-tier PvP.
So is it really worth discrediting everything that I make/say?
I do not think that many people really understand the gravity of the RS3 nerf in the pvp setting. But there are some that do. Power, Condition, Hybrid, it doesn’t matter. With the nerf, you no longer have the time and/or option to set up certain attacks because the RS3 active expires too fast. You now have to save RS3 and take significant cc/damage. Enemies are well aware that time is not on your side the moment you enter shroud, and some will not even kite you if they don’t see stability. It’s far easier to interrupt you and save a dodge/block/etc.
It’s bad enough that you can still get cc-locked after RS3 initial activation, usually when trying to recover from cc. And what use to take at least three corruptions/removals to keep a Reaper in-check, can now be done with one. No need to waste two or more because RS3 is not going to last anyway. You are now no more of a threat than Death Shroud and will be treated as such. And the best part, they don’t even have to come to you since Reaper, by design…. well no need to finish that statement.
A Reaper can function without Deathly Chill. But without Stablility?
Double moa, haha. That’s just trolling. The gloves came off when they send four full shatters your way.
I’m curious, did Veil receive the same treatment? Or does it still stealth entire zergs.
I honestly could care less about the deathly chill nerf. It’s the infusing terror nerf that makes Reaper’s job a lot harder as you now have to rush to use the fear faster which means less stability.
Deathly Chill needs 2 stacks of bleeding instead of just 1. Because right now, it just took about an 80% damage nerf and now have to apply chill 5 times just to break even.
- Infusing Terror: Reduced the active duration of this skill from 8 seconds to 5 seconds. The recharge time has been increased from 20 seconds to 25 seconds.
This is the change that hurts the most. Doesn’t matter if you’re power or condi. Once the dust settles, this change alone is probably enough to warrant skipping the reaper spec line altogether.
This was my first real attempt at season play. Only qued season 1 for guild missions. I personally believe that the teirs per division should be switched, with a higher number of tiers to cross for the lower divisions and fewer numbers for the higher divisions. I also think there are too many divisions. I can see 4 divisions total, with pip/tier loss across all of them, including the 1st division, for season 3, then re-evaluate if necessary for season 4 (to maybe include division loss). I think having division, pip, and tier loss implemented all at once for all divisions would be too much too fast, possibly a mistake.
Yes please, drop life force to zero on death and buff generation.
Extremely Hugh Evil Grin
Only problem I have with rev staff 5 is that it removes more than 1 stack of stability.
I’ll probably always choose NCSY over CC against live players. Reliable means of building life force has always been an issue with condi necros. I’ll slot other means of condi cleanse.
i just tried the metabuild of necro and its soo easy to play… , just press all skills of staff , then fill some with scepter , go shorud press everything and stomp
Stream it
15 characters
You won’t get kicked back to log in screen if you press any movement key every now and then. Just FYI.
Damage reduction doesn’t stack via addition.
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