Showing Posts For Munster.3058:
It would be nice if when we went into DS it gave us a glimpse into the spiritworld and we could see everyone’s spirit. Therefore Thieves in stealth would be seen as a spirit form and would not be stealthed and a Mesmer would be also seen as a single target in spirit form and his illusions would be not visable. (similar to wearing the ring in LotRs movies) This would provide an excellent boost to DS and would allow the Necro to have a counter to these classes.
+1 to this, I love this idea.
What kKagari said, I usually run with Plague form, but if I need to down a structure I’ll switch to Flesh Golem and have him change and beat on it.
Also you can try Focus OH #4. The attack hurts a lot and if you can bounce it between yourself and the structure you can do quite a bit of damage. Or just Spam 1 for MH Dagger, even with only a little power, it attacks much faster than anything the staff or scepter can putout.
@lettucemode and alanis
Well I say band-aid fix because JP said in one of his posts he wanted to expand the build diversity of Necros so we could do power builds. Then the BiP change came and I just figured that was a temp fix until they fixed bugs and stuff which was also mentioned in his post. (Assumptions make an kitten out of you and me what not….)
So I know BiP is supposed to be a bandaid fix for power builds until the Devs work somethings around , but I have started to become reliant on the “burst” BiP gives me on my condition builds.
Does anyone else feel this way also?
The problem is that ANet thinks that flat health and some armor keep people alive, but this is not the case. What is keeping people alive are boons like Stability, Protection, Aegis and Vigor and also blocking/evading skills.
Necromancer is the only class that has no real access to any of those boons or any blocking/evading skills, and Blindness, Chill etc. conditions do not even come near replacing them not to mention that other classes have access to them while having access to the boons, blocks etc.
I think ANet considers necros to have all these boons because of Well of Power. If you bleed yourself (Blood is Power) and WoP you get Vigor, if you get Vulnerability (Epidemic) and WoP you get Protection, Weakness (Poison Cloud) and WoP is Might.
Table of what boons conditions become: http://wiki.guildwars2.com/wiki/Well_of_Power
I don’t know if it has changed in an update, but a while ago tooltips on abilities only reflect +duration from traits and weapon sigils. So it may say 4.5 seconds from the +30% traits it could be even longer than that. Test it with a friend to see.
The reason I said this is I tested a bleed build with 100% increase in bleed duration, but the tooltips only reflected a 40% increase in duration (+10% sigil of agony and +30% from traiting into spite). Fortunately, when cast the actual move lasted the full 100% increase in duration.
I cannot replicate this bug. I have gone to Heart of the Mists and tried it on the dummies and test classes (only specced 15 points in Blood, then full 30 for Vampiric Rituals). When that didn’t work I went to Blood Coast right outside Lion’s Arch and tested the bug on Marsh Drakes and Ornery Crabs. Again Wells siphoned health (~5 damage a tick) but did not heal the enemies.
Where did you test this at? It may be a bug with the enemies in that area.
(edited by Munster.3058)
I don’t think Aegis should block CB, if only because you also give yourself a debuff when you use it. Inflicting damage or conditions on yourself (IMO) is a fair tax for how strong the ability is. Now if you didn’t hurt yourself casting it I would be find if Aegis blocked it.
I just wish some other abilities that give conditions to the caster were that strong cough Gathering Plague cough.
As a necro I generally:
1) If gate is being attacked: Place marks and rotate wells on the gate, watch all the pretty numbers, wait for the counter zerg shows up, and hope there are arrow carts to take out the ranged attackers.
2) If walls are being attacked: Place marks at mid range targets, try to coordinate people to place conditions on my target. When target has a good amount of poison/bleed I epidemic, watch all the pretty numbers, and see people pull away to get heal. Wait for counter zerg to arrive.
Both strategies only delay attackers (does take out low level/gear players), but usually the delay is long enough for reinforcements to come and properly deal with attackers.
The minions are undead, In this Fantasy realm, raising a corpse so that it still looks like a corpse is incredibly offensive.
So what do necromancers do? They reshape the flesh so that it forms different undead constructs to do different tasks.
They are not demons, the removal of the corpse mechanic was for practical game mechanic reasons and isn’t canon, They are reshaped, Mindless, Corpses.
I mean one of the villains in the game are stereotypical undead (the risen). Think of the disconnect that would be in the game if you could summon the same undead monsters you character is supposed to be fighting against.
Necromancy in the original definition was a person who uses spirits to divine the future. It changed to summoning, controlling, and corrupting spirits when it was demonized by the church. It was then further changed to raising the dead thanks to popular culture.
I think ANet has done a good job of combining the old definition with the modern ideals. Spectral ties with the original definition, Corruption ties with the middle definition, and Minions tie into the raising mindless undead definitions.
Focus #4, if in range, bounces between “allies” and the target. I know I use it to stack 9 vulnerability on the target and 9s of Regen in 1v1. The problem is you have to be in range, if you aren’t it hits the first target is doesn’t bounce at all.
Deathly Swarm’s tooltip is screwy. It does transfers 3 conditions but only if the ability bounces to other targets, otherwise it only transfers 1. Essentially 1 condition per bounce.
So in your case: With Weakness and 2 stacks of bleed, but only 1 target in the range of the attack, Weakness transferred but the bleeds stayed. If there had been 2+ opponents in range Weakness would have gone to the first opponent, the bleed to the second. If you had another condition the 3 condition would have gone to the 3rd bounce.
I don’t know if its an overlook or not, but in grand total Deathly Swarm hit 4 times (if all the bounces hit), but only transfers up to 3 conditions.