(edited by Nesso.1806)
Showing Posts For Nesso.1806:
Yes the auto attack on axe is pathetic, even that is an understatement…Will it get changed any time soon? No, because the devs aren’t reading the necro (or any class forums), every now and then there’ll be a red post saying “We’re reading what you’re saying and taking in the feedback, the reason why we don’t reply is because we’re all too busy”, which is utter bullkitten.
I read the class forums, and what I learned is that every single class is the worst class in the game, ANet hates all the classes, every class is getting unfair nerfs, and every class needs huge buffs to keep up with the other classes.
The difference is you won’t see a necro/ranger nerf post anywhere.
Except I’ve seen quite a few “OP” necro or ranger posts, heck there’s one on the front page right now for the SPvP forums.
Anyways, there’s not much to discuss about axe. Rending Claws is a bit subpar atm, the rest of the skills are in a good place.
There is a thread in the Spvp forum showing hard data that necro is a bottom tier class in TPVP.
Please link me this peer reviewed, TPvP with hard data that has been published by the Scientific Journal of Guild Wars 2 Tournament Association for establishing class tiers!
yup, just tried it as hybrid cond/power spec, not really that bad.
I’m sure a wells/heal bunker necro could solo them easily as well. The only mayor difference between guardian and necro bunkers is necros lack stability, which doesn’t play a significant role against these mobs.
Nesso.1806 – yes they do, both the mark of horrors ones and the reanimators, you just have to freaking target em to rally what is the hard part, also no, it heals all enemies that change patterns upon aggro (risen krait, skelk, wraiths, etc).
Except I’ve done exactly this, dozens of time, even one on one against necromancers in TPvP… horror dies, I’m still on the floor. Until I see definitive proof of this, I’m highly skeptical. Especially considering that most Tpvp necros run at least 20 to 30 death magic and I haven’t seen any of them, that do serious TPvP, complain about this.
Still, yes, Jagged Horrors are useless. Funny part is as a necro, seeing another necro with their jagged up makes me smile. Since it means my swarm will be able to transfer all 3 of my conditions!
Also my point still stands, wells healing enemies does not apply for PvP.
(edited by Nesso.1806)
They help rally your enemies in PvP. Once your enemies get back up, make sure and throw a well of blood on the ground to keep them going strong and heal em up too!
1. Jagged Horrors does not cause rally when killed by opponents.
2. The whole wells healing enemies thing only applies to non-aggro mobs (npc mobs with yellow names like Moas), in other words, doesn’t even matter for pvp.
PvP opponents do not rally from jagged horrors, I don’t know why people keep saying they do. I’ll say it again in caps just to emphasize : KILLING JAGGED HORRORS DOES NOT TRIGGER RALLY!
You lost when you decided to go for a stomp at a downed mesmer at 7k hp… Should’ve kept on attacking, building your illusions and conditions on him, fully expecting the possible outcome that you would go down too. At the time you would’ve gone down his health would be low enough for your downed attacks to finish him off along with your illusions hitting him.
@Yarak
Uhh… all of them are affected by Greater Marks still. Just that they fixed the AoE targetting radius gfx for chillblains and the rest are still the same. The actual spell effects have the same radius when you trait for it.
@DoctorWhy
The chillblains fix is actually rather significant, should’ve been fixed from the first pass but it’s nice that they got it this time around.
Also I don’t think you understand the meaning of what you call mesmer “fixes”… There where no bug fixes for them there, those where straight up nerfs. I don’t think we want that kind of attention for our class atm.
Spectral Walk got a buff, now you gain life force if hit while active, you use again to port back, you let it run out if you just want speed, and no vulnerability penalty.
[Comprehensive guide] [Tpvp] Power Necro: People think they suck.. Im here to prove you wrong... *Wall of Txt*
in Necromancer
Posted by: Nesso.1806
Eh, I see the minions as supplemental dps but more importantly as another CC on our arsenal. He’s very nice to have, but I can more than manage for the minute or so that he’s down. Of course talking about this spec, which doesn’t center around the Flesh Golem.
[Comprehensive guide] [Tpvp] Power Necro: People think they suck.. Im here to prove you wrong... *Wall of Txt*
in Necromancer
Posted by: Nesso.1806
Tried it today, it’s actually a rather solid spec. Just gotta know how to react to your opponents moves (ie, knowing their skills/spells and how to counter them). I can honestly see how this could be a viable tourney spec.
Guess that’s the only way, CC lock one while the rest reset… oh well, meh.
Oh and yes, twilight arbor explorable up path is a breeze…
Alright, haven’t had much trouble with most explorable dungeons but this boss, with 3 Nightmare Court Knights was kicking our butts left and right. Knights will constantly charge / knockdown combo while the boss leaps and does 5-10k hits, dmg spikes (3 knockdown combo + boss leaping over someone is just overkill) are just very hard to avoid. Only seen one video where they kill one of the knights while they wiped, and later proceeded to complete the encounter with the much more manageable 2 knights and boss.
So any ideas on how to manage this encounter without wiping at all? Tactics we used where trying to burn one down while someone rooted, CC’ed the rest, sooner or later stuff just becomes too chaotic and the charge/knockdowns will murder someone. Was also thinking maybe have the party get some defensive gear instead of going all glass cannon, still though, the dmg is very overwhelming. Of course there’s also the possibility that knights are just overtuned in general, still, I’m sure there’s gotta be a way to do the encounter properly