Showing Posts For Siggy Kewts.5206:

Necros Are Fodder in WvW

in Necromancer

Posted by: Siggy Kewts.5206

Siggy Kewts.5206

I’ve played alot of Necromancer in WvW, so I believe I have a pretty good grasp on what they can do and cannot do there:

Necromancer is NOT a good roam/solo class for WvW, simply for the fact that we have 0 on demand blinks. Both of our blinks are situational (DS 2, while not terrible for blinking in WvW due to all sorts of enemies, still requires an enemy in a favorable position to blink to) and the wurm requires proper positioning and set up beforehand. While we can keep up permaswiftness, it is simply not enough in WvW when numbers are against you. You cannot freely engage and disengage at your whim (quickly).

Necromancer is a GREAT small skirmish/zerg class, though. With the ability to apply many conditions to multiple people at the same time and zone control via wells and marks, a good Necro in WvW will make sure the enemy group/zerg moves particular ways in order to avoid all of his damage (in the same time putting themselves into a more disadvantageous position against your team). I love leading on small groups to avoid my wells and marks purposefully so as to lead them into a corner or into more of my group (say, into siege?)

Another thing that is highly overlooked about Necromancers is that we have boon stripping. Yes, there’s not a lot of it, and other classes have some too, but by and far, boon stripping is almost non-existent anywhere in the game outside a few situations where it is exceedingly useful. Whenever I’m in a small party, I like to call the targets before I hit them with Corrupt Boon or Spinal Shivers. Everyone has boons on constantly in WvW, and being able to decimate single targets by stripping their boons off is so satisfying.

Don’t forget group support too. DS supporting is so much more noticeable in WvW because:

1) People FLOCK to Necromancers simply because we do not have on demand blinks. They believe it easy to take us out. In some situations (like being zerged), this is true. In small groups, however, there simply isn’t enough damage output to burst you down with DS.

2) DS lets you apply conditions upon activation, apply boons to yourself, and heal allies and conditions. It’s awesome to do this in small skirmishes when they rush you with CC, ESPECIALLY if you have stability on DS activation. So fun.

We also have some great form Elites for small skirmishes and zergs. The two forms are definitely the “oh crap” signal to the enemy team, and for good reason. I love running in and Plague Forming in the middle of a zerg and causing complete chaos with cripple and blind spam. It really is noticeable. Just always make sure you are near the edge of the zerg when your form (and stability) is about to end.

You can go so much more in depth about the uses of Necromancers in WvW, there really is a good amount of viable builds that can do a whole lot in your group and setting. Most important thing is building for what you need: the Necromancer can do that.

The War Starters (TWS) Recruiting

in Guilds

Posted by: Siggy Kewts.5206

Siggy Kewts.5206

Looking for a guild that does a bit of everything? From WvW, to SPvp, to dungeons, to fractal runs, to running around newbie areas and helping out newbies causing mischief, The War Starters like to jump around and explore the world Tyria has to offer.

Located primarily on SBI, we are a small, tight knit group, looking for more people to round out our dungeon/WvW parties for more fun. We like to use a website and vent for communication in addition to in-game chat.

We also don’t require you to “rep” us all the time. We realize you have friends in other guilds, as do we, so it’s perfectly fine if you jump around from time to time. We just ask you rep when you are in guild parties and pop in and say hi.

Those interested can send myself a message in-game or feel free to apply through the website: thewarstarters.shivtr.com

(edited by Siggy Kewts.5206)

Passives for Death Magic

in Necromancer

Posted by: Siggy Kewts.5206

Siggy Kewts.5206

In terms of the Reanimator trait, I don’t mind it in its current iteration if:

1) It added 20 toughness when paired with Protection of the Horde
2) The Death Nova field serves as a poison combo field (like Corrosive Poison Cloud)

I don’t mind it bleeding to death either, but I think that it should last maybe 1-2 seconds longer when bleeding out and it should cause bleeding on its auto attacks ala GW1. As of right now, it serves merely as a distraction (very situational in terms of usage) to anyone speccing into Death Magic but not going MM.

Protection of the Horde is great when you use 3 or more minions. Extra toughness never hurt, and you can notice a small difference even without going a full MM bar. Again, however, it is a wasted passive if you do not use any minions at all. It could be better to bump up the toughness a bit and work it into the major traits and put a new, more generally useful, passive there.

Deadly Strength is great, especially when going for an MM using an axe. I love going 30 in Spite and 30 in Death Magic with Axe Mastery and Deadly Strength. I think it works just fine.