Showing Posts For Lesdeth.9641:
I’m unsure which way I want to play my necromancer. I find both avenues equally entertaining. I’m thinking knights with some valk gear mixed in for a well build with staff and axe/focus or pure rabid condition with staff and scepter/dagger.
I would like to see your reasoning for which is more useful in WvWvW. Why you find one avenue of playing more enjoyable than the other? I tend to lead towards a power build for solo roaming, but condition just does so much more AoE damage for camp stomping. What is your opinion?
Just a quick hypothetical for the individuals who think that the healing signet is worthless. Let’s say you are in a prolonged WvW situation. The healing signet is doing it’s job by providing constant hps. You start to get some heavier damage and get stun locked. The hps that the healing signet provided at the beginning of the fight left you enough hp to to survive the burst while being stunned/knocked down. The healing from the burst heals would ultimately be ineffective while stunned. It happens enough that it should be factored into your calculations.
I primarily wvw, so my judgement of our elites is solely based on this aspect. Fiery Greatsword is mediocre damage at best; it also has a limit of charges, so this makes it even more worthless. As a mobility device, it has a cast time, enough said.
Glyph of Elementals has some uses. Primarily I use it to solo supply camps with earth elemental; he basically doesn’t die in this situation. It takes quite a bit of pressure off of myself so I can zone out while I do my rotation on the veterans. When I roam and come across a 1v1 that I might have a difficult time with, such as a guardian or mesmer, I summon a wind elemental to get some decent ranged dps along with a stun.
Tornado is absolutely worthless: Almost no dps and removes your atunements. You also move incredibly slow. It also has a cast time, which makes any minute possibility of usefulness null.
Hello, I love necromancer sent GW1. So at level 80 necro I don’t see a problem with minion IA or pathing problem. I am 30/0/20/20/0 staff user no weapon switch. Staff too good to switch out of, My slots are Blood fiend, Signet of Locust(speed+extra healing), shadow fiend, bone fiend, and flesh golem.
If I happen to see this so called Not attacking problem its a real easy fix, i continue to use flesh golem charge and shadow fiend teleport blind to keep them going so i don’t see them not attacking.
For Runes I will use 6 Dolyuks(sorry can’t spell it). All gear berserker including trinkets. For the Staff Sigil of Fire for the extra AoE Dmg.
I found the work around with this so called AI and pathing, I love Necromancer and will never stop. Good luck all, PS I am full Pve Dungeon user with this build and no wvw or pvp i do with it rather do thoses thing on my warrior or guardian!
I am very confused about this post. My necromancer is only level 45, but I’ve tried a minion build to see how the pets would work out; they constantly just sit there even after I use their abilities and I’m forced to kill the mobs with just my abilities alone. Not sure if I’m doing something wrong, but half the time they refuse to attack and the other half their damage is subpar to when I was complete condition spec and used BiP/Epidemic.
Sceptre/Dagger does superior damage for me than just sitting with a staff, so I’m confused about that point as well. I do switch to staff after I use Sceptre 2, dagger 5, BiP, Epidemic. The damage seems marginal at best even with the blast finisher of staff 4. I usually just spam staff 1 for lifeforce after I have used all my cooldowns in an aoe fight. Otherwise it’s a dps loss on single target by a large margin.
(edited by Lesdeth.9641)
Signet of the Locust and Quickening Thirst do not stack.