Showing Posts For Plankie.6287:
I haven’t seen any one complaining about Dark Path not tracking targets. Sometimes when I use the skill, I think it’s whenever I use it straight after entering DS, it doesn’t track its target – it just goes straight in whatever direction I’m facing. I’m assuming this only happens when I’m lagging (which is every day if I play later on the evening). It’s incredibly annoying and it happens several times every sPvP match… any one else getting the same problem?
And no it’s not because of stealth, neither do I lose my target. It’s just blatantly missing its target. I used to get this problem rarely, but ever since the September patch I have both been lagging and missing Dark Path regularly.
Staff is the weapon with highest damage rating that necros can use. If you’re Life Blast spamming you’ll do the most damage using the staff – 10% more damage even.
Limit might stacks to 15 – problem solved.
ummm..
….
Ghastly Claws-8 seconds
….Almost every class has a burst move on a short cooldown.
Ghastly Claws:
Damage (8x): 968 (2.880)
Activation time: 2¼
Cooldown: 8s
Life Force: 12%
Range: 600
—
Rapid Fire:
Damage (10x): 1,320 (3.75)
10 Vulnerability: 10s
Activation time: 2½
Cooldown: 10s
Combo Finisher: Physical Projectile (20% chance)
Range: 1200 (actually slightly longer)
Is this really a comparison you wanna make for your argument that Rapid Fire is balanced..?
This is one of the reasons I think Life Force and Deathshroud is poorly implemented. It makes a world of a difference if you start out at 0% or 100%. You could go as far as saying that the fight is determined before even engaging purely based on how much Life Force you have before hand (If you’re both equally skilled and no hard counters)… And that’s a poorly implemented mechanic.
A tip if you’re out of Life Force before dueling is to summon Bone Fiend, then swapping the skill for Shadowing Fiend, summoning that and switching to your regular skill. That will give you 20-22%. If you wanna go even further you can do the same with Flesh Golem – or summoning and using Flesh Wurm (will put it on a 40s cooldown though…).
Compare this sigil to other sigils. The other +% duration sigils have 10%. Like the +10% weakness duration one. This one is already better than those. Also if you do the math; if you’re wielding Mace/shield and use all your stuns (and daze) you get an additional 0.FORTYFIVE second stun from Skullcrack, 0.15s from Shield Bash and 0.15s daze from Pommel Bash. That adds up to 0.75s; meaning you essentially get one more skill worth of disabling effects.
Yeah sure, I can agree it’s not worth it if you only have one stun (If you’re using Axe/shield), but then again if you use any +% duration sigil that affects only one skill, it’s not going to be worth it. I won’t take a +10% weakness duration sigil if I only have one source of weakness. Why is this sigil supposed to be an exception? Stop crying about not being able to exploit something.
(edited by Plankie.6287)
Well you obviously have to stay out of melee range; to achieve this I usually just need the locust signet and Flesh Wurm. Also bring Corrupt boon to counter their Stability.
When they pop berserker stance, just run. They may use Bulls Charge to catch up with you, but luckily it’s the easiest skill to dodge in the game and they just wasted a utility slot, congrats. Quickly place your wurm on a ledge somewhere or just at max range, and then you kite them. If they manage to land a stun while still in Zerk stance, just wurm teleport out of there. If they catch up with you again after you teleport, their Zerker stance is over. Use your chills and cripples. Load them up with conditions. They barely have any condition removal skills so you should be able to kite them easily. Save corrupt boon for when they use stability, and if they do you can chain fear them and most likely kill them. Don’t forget that you can use your Deathly Swarm just for the blind; it can save you from an Earthshaker if you’re out of endurance.
An effective combo if you happen to be in melee range is to blind them (avoiding the stun), scepter 2, go into DS and use DS 2 & 3, wait a couple of seconds and then use DS 5. If you know you have weapon swap on cooldown you can also use DS 4 and wait a couple of seconds. When you exit DS, switch weapons for Geomancy proc, and then staff 2 followed by staff 3 and/or staff 5. This can easily load them up with ~15 stacks of bleeding, burning, 3-5s of fear, 3 stacks of torment, weakness, cripple, chill and immobilize.
Don’t get me wrong, the JP campers were TERRIBLE. None of them had any condition removal, or at least didn’t use any, which is why I killed them so fast… And they all were nice enough to bunch up so I could chase them all in Plague Form. But I’m saying, we have the tools to deal great AoE damage so with some luck you can certainly win 1vX.
We also have the tools to win 1v1 vs pretty much any class/build. Of course a more skilled opponent will win but as a condition necro I feel like I don’t have any direct counters. Overly tanky classes with lots of condition removal are annoying but I still feel like we have the edge. I don’t ever feel like I didn’t stand a chance. But I think we counter a lot of builds. Most melee builds are really easy to beat (lol warriors).
I think the necromancer is one of the best classes for 1vX fights. The key skill is (obviously) epidemic and never underestimate our AoE fear; it’s probably one of the best CCs in the game I’d say.
Not too long ago four enemies were camping the EB JP at the top of the arena. I used my AoE bleeds immediately and used epidemic on a ranger pet. I jumped them with Plague form and kept them all blinded when two of them were downed from the bleeding. A thief tried to stealth ress the ranger but I left Plague Form and used my AoE Fear to interrupt the thief AND down him. Their warrior tried to kill me with vengeance but failed miserably. At this point I had THREE kills (ranger, mesmer and warrior) and I was just about to stomp the thief when another warrior jumps me from nowhere (out of stealth) and CC chains me. I end up getting downed from not having DS ready, I had already used it to keep the other warrior away from me. I did all this without even having to use my heal; that’s how powerful our AoE capabilities are.
As for roaming; I think we’re decent. We can win pretty much any 1v1 fight and we have a decent chance of winning outnumbered because of our awesome AoE capabilities and AoE CC. We can solo cap supply camps without any problems. Heck, I’ve been interrupted by enemy players when taking camps and still end up taking the camp and killing the player.
As for escaping… I don’t think it’s impossible. Just difficult. Since we have zero mobility and lots of CC, we have to use the latter to our advantage when trying to get away. I usually try to use DS2 on random critters for a teleport; it has saved my life a few times… but it usually doesn’t help very much because the projectile is so slow.
Uh, the warrior trait does NOT work that way. It’s simply +50% crit chance vs stunned foes. I sometimes use it at low crit chance (let’s say 10%) and with fury I get 80% crit chance. 50 + 10 +20!
NOT (10×1.5) + 20 or (10+20) x 1.5.
I’m pretty sure the DS trait would work the same way, just adding 50% crit chance on top of what you already have.