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Attrition (PvP Spectral Build)+ Video

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Tenderly.7019

I think this is a cool idea, it’s always fun to find builds that are off the beaten path and try to do something different. I personally would change the build up slightly to focus more on keeping a higher retaliation up time and would do something like this:

http://intothemists.com/calc/?build=;08-_;1kH-J084gJVJ0;9;49JJ-J4;049-14;217-4wl6;2qNnCr7YB6Zt

Instead of adventure runes, I went two Water, two Monk and two Rage for the purpose of increasing the retaliation and fury buffs. You can have perma Fury with just flashing DS as sometimes you know you won’t need to go into DS and flashing it would be OK. Also a higher uptime on retaliation with the spiteful spirit.

Also, since this build was on the lower side of condi removal, now has 40% boon duration, and is slightly less survivable without adventure runes, I felt as though Well of Power would counter balance this. It can also give retaliation by converting confusion! Who doesn’t like 3 stun breakers? =)
Also changed to have 5% more crit in axe/warhorn instead of force.

Another thing I might try is having only 10 points in curses and going Foot in the Grave to have 4+ seconds of stability every DS further increasing surivaibility. It’s just really good in PvP in general with DS stomps etc.

Great idea, thanks for sharing, going to mess with this in solo queue for fun.

P.S. Why aren’t there retaliation duration runes =(

EDIT – Ok it seems if you have 20% boon duration increase from runes, like from Water and Monk, no other different type of specific boon duration will add anything more. I.E fury duration, so until this gets fixed, I guess 2 Lyssa would be fine, or even two Vampirism.

(edited by Tenderly.7019)

[Merged] Signet of Vampirism and related changes

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Tenderly.7019

Yeah, I can totally see it now. Zombify will bring in an OP build

Gee, thanks.

The original data mined Signet of Vampirism was actually great, for every hit you take you will heal and do damage, no ICD. I can already think of Blood Magic builds that would heavily center around this and would make the Signet useful and fun.

The new version with an ICD and no passive damage component is just a huge slap in the face to Necromancer. I’d rather remove it altogether and give a Necro-only skin I can wear, that’s about how useful it is.

GW2PvPTV 2v2 Tournaments! Starting 11/23

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What about rez utilities? Are they allowed?

My opinion is they shouldn’t be.

The Community Hang Out

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Tenderly.7019

By the power invested in me, I pronounce you Guild Wars 2 and Teamspeak3, you may kiss the client.

Huge delay spikes

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Tenderly.7019

I’m having this same issue. For every 1 second of play I get 1 second that i miss as the game just “jolts”. This only happens when I enter a SPvP game and no where else. It seems to be network lag, yet I’ve checked every single thing with my network. Going as far as to check every single packet through a program called WireShark. I can tell you that it has nothing to with my internet, and everything to do with the server the SPvP is hosted on.

Please Help.

Good build for SoloQ?

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Though I just started playing necro a week ago this is the build I use in soloq(which is all I do on this character)

http://intothemists.com/guides/614-toa_mirror_match_ladder_necro_1_dfocaxewh

Basically stay within 600range, provide heals and blinds for teammates, generate crazy life force with dagger, watch out for condis(only one full cleanse use it wisely), you have a ridiculous health pool so don’t be afraid to tank a SkullCrack/100b…cause you can..if you get focused by 2 or more, unless you have people with you you should probably not stick around. Your not a glass cannon, you do decent damage and you don’t use typical dd/staff or whatever the condi meta is for necros.

An On-Swap Sigil and an On-Crit share cooldowns, one will put the other on cooldown.

Good build for SoloQ?

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http://intothemists.com/calc/?build=;0_-34;0kHkC084oJkJ0;9;4TJ;0J49A38;538-V;07E;1hoHAhoHA1Vp

In my opinion, probably the best tourney Necro build right now.

A few things to watch out for while playing:

1. Fearing enemy rezzers, stompers, and if needed: focused kill targets, always look for stability on every target.

2. Positioning, never get 1v2’d, always kite away to teammates, use Line of Sight, never want to be on point unless necessary

3. Poison on downed enemies, overall downed body pressure (epidemic)

4. Condi transfers, (epidemic that target afterword for better effect) Always notice your conditions

5. Epidemic after putting massive aoe condi’s in a team fight, pick the target with the most conditions

6. Spectral Wall block enemy opponent or team off from either training someone, nueting a point, thief pooping you, Sanctuary from guardians, Shadow Refuge ganks. Helping a teammate hold a point, peeling enemies off of them. And many more, your imagination is the limit.

7. Spectral Armor into deathshroud while life transfer for massive amounts of damage soaking

8. Calculated Deathshroud condi bursts with doom + tainted shackles, you can more accurately predict Dhuumfire procs because of Fury from entering Deathshroud. Doing the #2 in scepter or staff + weapon switch (Geomancy sigil) + entering Deathshroud is the condi burst and it can be used while being pressured. (aka counter pressure)

9. Plague on point sometimes to hold it or remove pressure from team with aoe blinds. Stomp with stability by pressing stomp + Plague. Decent for downed body pressure in certain situations (poison + bleed).

Just some of the things off the top of my head and not a definitive guide, hope this helps. Enjoy!

5-gambit faceroll as a necro guide

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Tenderly.7019

Staff (geomancy) – Scepter (earth) / Dagger (geomancy); BiP; SoS; Flesh Wurm; Flesh Golem

Geomancy will put Earth on cooldown and vice versa.

Necromancer Traits (FIX Please)

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Wow, that is your argument? “If you can’t get it, you obviously don’t need it”?

No, my argument was more like:

If you think you “need” something for a build to be good, it might turn out that you are the only one with that opinion and hence, you don’t get everything you want.

Also, there should be things you want but are unable to get unless you specialize or else there would be nothing but obvious cookie-cutter builds. This is the problem Anet has been trying to avoid by buffing traits that are not commonly used.

So it’s actually a good thing that the OP doesn’t get every trait he wants because he now needs to choose wisely and weight options. Thus creating build diversity.

Necromancers lack defense?

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I actually like the core idea behind what I think they did with SA. When you combine SA and DS you can actually absorb pretty gigantic hits, and I think they are trying to convert it into a singular burst protection skill, which is fine so long as they continue buffing other things to cover for the lack of multiple-person generation.

That’s just it. They are taking tiny steps into the direction of tanking hits with LF. We can all agree it’s a ton better than it once was. Whether it’s in the right place is still unknown. I would also like to see more LF generation spread across the weapon sets instead of having staff #1 be the best LF generation by a long shot.

Necromancer Traits (FIX Please)

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Tenderly.7019

The current trees are setup the way they are for every class, not only for Necromancer.

Not true; roll an alt.
Also, some classes in certain cookie-cutter builds can get EVERYTHING THEY WANT in one or two trees, easy. Yes, this is taking into account both PvP and PvE viability.

There are Necromancer builds that get “everything they want” too. That’s purely subjective. For instance, the OP has the opinion that they “need” Staff Mastery and Greater Marks.

Necromancer Traits (FIX Please)

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Tenderly.7019

The current trees are setup the way they are for every class, not only for Necromancer. The reason for this stems from the philosophy that you can’t get everything you want and choices will have consequences. If it was any other way, cookie cutter builds would be more powerful than they already are and diverging from them would severely limit a player’s overall effectiveness greatly.

Citizens! Spectral Grasp

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Still the most underrated Necromancer skill of all time!

The combos I can do with this thing are too stronk

Conditions still viable?

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Yes we’re still fine in s/tPvP.

And when he says “fine” he really means it’s the best thing a Necromancer can do in s/tPvP, but not the only thing.

<3

hammer warriors....

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To deal with a hammer warrior, you must use atleast 1 stunbreaker. I personally use Spectral Armor. Spectral Wall is also good versus hammer warriors.

The main thing to watch out for is the Earthshaker ability that jumps in the air to stun you. This is easily dodged. The second skill to watch out for, Backbreaker, has a less noticeable animation, but it looks like he winds up a big hammer hit. It’s slow and knocks down for a while. It is also easily dodgeable.

Your stunbreaker should be used for when you see several stun skills in a row and it is used break his chain if you do actually get hit by a stun. It should be used as a backup. Your Deathshroud tanking ability should also be reserved for this.

In general though, a Necro’s strat should be to kite the warrior and never run toward them, this makes hammer extremely hard to hit for them and easier to see the Earthshaker and Backbreaker incoming. Spectral Wall helps for this and Chill is absolutely devastating for all Warriors.

And as always, look for his Stability and Berzerker’s Stance icons, these are the two major tools Warriors have versus Necromancers, try not to have your skills get immuned on these two monster defensive tools.

Hope this helps.

What build are you running now?

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http://intothemists.com/calc/?build=;0_-34;0kHkC084oJkJ0;9;4TJ;0J49A38;538-V;07E;1hoHAhoHA1Vp

For PvP, 30/20/0/0/20

The Epidemic can be switched to Spectral Grasp for duels, along with plague for flesh golem for the same purpose.

Dhuumfire has upset everyone.

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30/30 build + Nightmare Rune is now seen as the ONLY PvP build.

No, not even a little bit.

Although 30/20/0/0/20 is incredibly strong.

New DS feedbacks

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Tenderly.7019

it is not enough to make people ignore what was once a very effective faux blocking ability that I have practiced using for so long.

Just quoting the conclusion since it’s true, any playstyle change is always hard but that goes along with anything that changes in the game, it’s an MMO and should be expected.

My point is that it’s not a big of a change as many are claiming it to be. In an ideal world, a big hit like an eviscerate should never hit regardless, and if it does during the last 10% of lifeforce remaining, it’s not as big of a deal, that 10% was essentially 20% before the changes.

I’m not saying the faux blocking of the last 10% of lifeforce isn’t a nerf, it just isn’t that big of a deal.

I’m personally very baffled by Necro players who before I thought were very objective and thought-provoking to be complaining about something as trivial as this change.

The amount of buffs received by Necro in the last two patches far outweighs any nerf by an immeasurable amount. And this last patch was an overall huge buff in my opinion.

New DS feedbacks

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Big nerf since in WvW you can take a LOT of spike damage in a short amount of time and DS was our only salvation from being insta killed by it all.

No it really isn’t a big nerf at all actually.

Say you were taking damage in this sequence

3200
2400
3600
3800
1900
3000
2400
2800 —→ DeathShroud ends and this damage is mitigated
3200
2400
3600
3800

You can mitigate one of those numbers fully before the change.

Taking less damage in DeathShroud now mitigates FAR MORE damage than mitigating 1 of those damage numbers.

Now after the change:

2200
1400
2600
2800
900
2000
1400
1800
DeathShroud ends
3200
2400
3600
3800

Damage numbers aren’t perfect but you see my point. Necros really do take A LOT LESS damage now in Deathshroud. Couple this with using Spectral Armor during that burst and you have a VERY buffed deathshroud. This is why I don’t understand any of the complaints about these deathshroud changes.

I can see in PvE where you can get hit by a 22,000 damage hit. Sure old deathshroud helps better there. But no one should ever be getting hit by something that much because dodges exist for these things.

Let's talk about Dagger #2

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The bread and butter of any Bunker Necro build which utilizes the Vampiric trait and perma regen.

At the same time, a ranged attack and sustain ability for Power Necros.

This skill just screams attrition and that’s what Necros are good at. It’s one of my favorites.

So while I somewhat agree, I have to ask, if it’s such a good sustain / bunker skill…

Why is it on dagger? It seems like you wouldn’t put that skill on the weapon with the best single target DPS.

My only guess is that since dagger 1 is really good for Vampiric, and dagger 3 is good for after you fear a target off point to decap it, they want this weapon to be a bunker weapon. Also, having decent damage as a bunker is desired.

At the same time, it’s great for power Necros

Arenanet likes to make all of their skills and abilities to have a dual purpose. Whether or not every purpose is clear is another bag!

Let's talk about Dagger #2

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Tenderly.7019

The bread and butter of any Bunker Necro build which utilizes the Vampiric trait and perma regen.

At the same time, a ranged attack and sustain ability for Power Necros.

This skill just screams attrition and that’s what Necros are good at. It’s one of my favorites.

Greater Marks moved to 20 points??

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Has got to be one of the most amazing buffs to Necro .

Staff is now useable without speccing into 10 points of DM.

The PvP Builds that use staff just gained 10 points they can spend elsewhere.

Coupled with the major DS buffs this patch, PvP Necros are even more powerful than before.

Truth and justice

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Tenderly.7019

well actually you do. with the flesh golem trick you can start the game with 10% which will still help mitigate a lot of damage when using the combo in the video. Like I said, I’m not defending stealth openers. That issue deserves its own thread.

We can start with 30% now since June 25th! Blood fiend, shadow fiend, flesh golem

giggity

1 love

I KNEW IT!!!

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Tenderly.7019

I see the DS changes as an overall buff, at least for PvP.

Using that last 10% of LF to take a huge isn’t available anymore, but in practice this situation is rather rare. This situation is more common in 1v1’s but still doesn’t nerf DS or LF much. And in tournaments a Necro should never 1v1.

But on top of that, taking less damage now in DS essentially increases the overall survivability of Necros with greater than 10% LF.

My only gripe is the 1 second of time my utilities are unavailable after getting hit out of DS, rather frustrating.

July 23rd patch notes: hidden buffs edition

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284 Tenderly.7019

Yeah… a bit bellow 50, and you… you say necromancers are good as they are now ?
You are at that position and you don’t see that everyone else does everything a bit better then us with half the effort ?

Are you doing this to attract attention or why ?… i don’t get it…

You can’t possibly claim that the following situation is fine…

2 players attack thief – thief instantly escapes 5 seconds later appears in another fight, at another point full HP
2 players attack elementalist – elementalists instantly escapes 5 seconds later appears in another fight at another point full HP
2 players attack guardian – guardian blocks twice, invulnerable for a few seconds, another invulnerable, 1 full heal… a few knockdowns… then you may kill him… 20 seconds on average
2 players attack mesmer – mesmer clone stealth blink portal escapes 5 seconds later appears in another fight at another point full HP

2 players attack necromancer – necromancer can not escape / necromancer escapes takes 20 seconds to reach another position

Need i go on ?… you know this, you have to know this, why do you claim it to be otherwise ?

any non necromancer class dies – necromancer takes AT LEAST 5 seconds on average to stomp except if using 180 CD plague form or forced 30 SR build for stability
necromancer dies – any non necromancer class stomps instantly

Are you doing this for the publicity or why ?

Yea, been below 50, solo queue doesn’t exactly help rating as stated previously.

The amount of pure emotion in this post far outweighs any significant objective reasoning or logic that you might have been attempting to convey. For instance, these examples were all gross exaggerations. It’s ok to be upset, but it ruins discussions.

What publicity? From what? This was the most curious part.

July 23rd patch notes: hidden buffs edition

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don’t worry guys, necro still broken op.

Even I agree with that rabid-amulet-wearing euro butt of yours.

I don’t see why any of these nerfs are such a big deal as people are making them out to be

July 23rd patch notes: hidden buffs edition

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Really ?… what rank are you if i may ask, or… what pro team are you part of ?

Did i see you in the last official tournament ? I couldn’t have… since there were NO NECROMANCERS in it, why do you think that is ?…

Been below top 50, I solo queue all the time though, but how are leaderboards any indication? They mean nothing

I play on NA btw, and haven’t had a team for a bit, doesn’t mean there aren’t super-pugs running around tournie queueing and scrimming against high-end teams and/or other super-pugs.

Teams not playing with Necros doesn’t mean Necros aren’t good at high end. I certainly saw tournaments with teams running necros, on NA anyway

This is the most powerful a Condi Necro has been since the launch of the game in PvP.

July 23rd patch notes: hidden buffs edition

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In practice that’s more a choice between weakening shroud and ground targeted wells, but yeah.

Ah yes, my fault, forgot that Focused Rituals is Adept now since June 25th, so it’s not even that big of a hit to the build!

July 23rd patch notes: hidden buffs edition

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From a high-tier tPvP standpoint, none of these changes really do anything to affect how powerful a condition Necromancer still is.

Terror nerf was needed and it’s was very minor.

30/30/10 Wells
Took a hit as unblockable marks in PvP are extremely good and now these players will have to choose between Ground-targetable Wells or Unblockable Marks.

I personally welcome every single change, they’re great. Base mark range increase is what Necro’s have been asking for since ever.

Fixing the bug where we take more damage in deathshroud is amazing, I always had suspicion that I was taking more damage from certain attacks randomly but could never re-create it.

Any nerf this patch was is so ridiculously minor IMO

How do you actually finish a Ranger off?

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If the ranger was just downed, just stomp again after first interrupt, pet rez starts with a 7 second cooldown.

If the ranger is smart and uses his pet to fear or knockdown along with his AoE interrupt to stop your stomps and pet rez after then deathshroud stomp as the pet is rezzing and fear pet while stomping.

To deathshroud stomp use Deathshroud and then the Interact button within .01 seconds of each other.

Stomp while in Deathshroud

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Deathshroud and then Interact button .01 seconds afterword to stomp or rez in deathshroud.

Good necro Spvp/Tpvp builds?

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I feel as though there are 3 good variants right now to condition builds in tPvP/sPvP.


http://gw2skills.net/editor/?fQAQNArYWjMat7Nbeb87JEJFPD0A9oXwFQMSxxEMA-TsAgyCpI+S9l7LzXyvsfN8Y5xkAA

Plague Signet

**either Reaper’s Protection or Mark of Evasion

30/20/20
Carrion/Rabid or Rabid/Rabid


http://gw2skills.net/editor/?fQAQNArYWjMat7hbeb8bKEpCPD0jdBXAxIFHTwQVAeA-TsAgyCpI+S9l7LzXyvsfN8Y5xkAA

Spectral Walk

30/20/10/0/10
Carrion/Rabid or Rabid/Rabid


http://gw2skills.net/editor/?fQAQNArYWjMat7Vaaa87JEpCPD0jdBXAxoHHTwMMA-TsAgyCuI+S9l7LzXyvsfN8Y5xkAA

Wells

30/30/10
Carrion/Carrion


The 5% crit sigil can be anything but an on-switch or on-crit sigil.

Source:

Rank 51
Over 2k tPvP Games
Over 1500 Hours as Necro
Play with and vs high tier players

Hope this helps.

Plague Signet Worthless - Anyone Use it?

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My bad, I just tested this as well. Well, it’s still a decent utility skill imo ^^

Definitely one of the best utilities right now in tPvP/sPvP. I use it.

It’s the only utility we have that removes immobilize and stun at the same time.

It’s very potent when you can epidemic and plague signet during the epidemic cast.

Plague Signet Worthless - Anyone Use it?

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It’s increcly handy against other necromancers as it also transfer fear

Actually, it doesn’t transfer fear because the first function that the Plague Signet provides is breaking stun which breaks the fear before the transfer function runs.

Tested this.

Undocumented Changes 6/25 Patch

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Base duration of fear on Reaper’s Mark is now 1 sek. Im pretty sure that before it was 1.25 s and 60% condition duration was enough to get 2 ticks of terror. Now 100% condi duration is required.

I’m pretty sure the fear was always 1 second. It does say it’s 1.25 seconds with 30 points in Spite. And having a 1.5 second of fear with a damaging condition already on the target gives an extremely good chance of landing two ticks of fear.

Undocumented Changes 6/25 Patch

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Tenderly.7019

There have been several undocumented changes in every single patch so far.

We should list some recent changes from the lovable 6/25 patch.

Weakening Shroud:
Before this never casted if the animation for Enfeebling Blood on Dagger#5 was still visible. This has since been changed for both animations can cast simultaneously, regardless of each other.

Deathly Swarm:
Now correctly transfers 3 conditions per target hit. (Previously it was 1 condition per hit)

Putrid Mark:
In sPvP seems to be transferring 3 conditions per target within range of the mark. Not sure if this was intended or not. * I haven’t tested this fully yet*

Bone Fiend and Shadow Fiend:
Now grant Life Force from their deaths just like Flesh Golem. It is possible to get 30% lifeforce before the sPvP match starts with some really fast clicking.

Just some I noticed myself, I’m sure there are more!

Xoms supper ego boost self named builds

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Guys, I’ve found out that Greater Marks in 10 points Death Magic is AMAZING in PvP.

You heard it here. Anyone using this trait is breaking copyright laws and will be prosecuted by the long flesh wurm of the law.

Necro downed state fear ignores distortion

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The mesmer probably was feared by Nightmare runes at the same time as you fearing with #2 in down state. Those runes go through everything

The Mighty Necro Build

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Tenderly.7019

If you use Carrion Amulet, you lose dhuumfire, so no.

http://wiki.guildwars2.com/wiki/Furious_Demise

Along with having close to roughly 2800 power and 17% base crit without any crit sigils or crit runes.

DS: Much better, but not quite there yet

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I want to post this for clarity. I dont feel that ds is awful, I feel that as a class mechanic, that the level of synergy isnt where it needs to be for certain builds, con builds primarily.

Maybe we are both speaking in different terms, because when I post, it’s always about sPvP.

I do agree that in PvE Power builds can actually do more damage than Conditions builds and for longer in Death Shroud.
Moreso because the fights are infinitely longer in PvE and actual players aren’t trying to shove their weapons in your hole which dramatically reduces the amount of time one can spend in Death Shroud in PvP.

DS: Much better, but not quite there yet

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I remember the devs talking about how Necromancer is the hardest Profession to kill.
This was before launch, so quite some time ago.
They also keep saying how Necromancer is about attrition.
There was a post about it somewhere, I forgot where exactly.

Yet I feel that Necromancer’s Death Shroud has gotten buffs for offense instead of for delaying enemies.
The life force has helped but there’s no “bunker skill” in Death Shroud itself.

I wonder if Arenanet changed their opinion about what Necromancer should be or if I’m misunderstanding what they mean by “Attrition”.

I don’t really care what direction they take Necro to so long as it’s decent and fun to play, but I’m just wondering what their plans are.

Either way I definitely agree about Resurrecting and stomping while in Death Shroud.
If others are allowed to do those things while invulnerable then why can’t we do them in Death Shroud?
It just makes no sense.

And yeah Life Blast applying Bleed is something I’ve been expecting to see for a long time now.

Life Transfer is a bunkerish skill in DS. It quite literally steals Life Force and helps you maintain Death Shroud a little longer. Spectral Walk and Spectral Armor (along with the 15 point Soul Reaping Talent) now work in Death Shroud and this helps with attrition tremendously.

Also, for the record, you can resurrect and stomp in Death Shroud.
Press Death Shroud and your Interact button on downed player within .01 seconds of each other. You can also cast Doom while rezzing/stomping as well.

The fact that Life Force drains every second a Necro is in Death Shroud means that the design for Death Shroud was for them to not remain inside of it for a long time. Say a minute or a longer.

The Mighty Necro Build

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Tenderly.7019

Use Carrion amulet.

DS: Much better, but not quite there yet

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Tenderly.7019

I disagree with essentially every single point that you have made on this post.

Just Doom and Tainted Shackles alone provide a condition Necro with more from their class mechanic than any other class with their respective class mechanic in my opinion. These two skills are the bread and butter of the Necromancer whether they are Power/Hybrid/Condi based. This is not mentioning all of the other benefits Death Shroud provides for condition Necros.

Death Shroud is not something the Necromancer is supposed to stay in for extended periods of time. It would be extremely powerful if we were able to stay in it longer than we already do for any Necro spec.

My only gripe with Death Shroud is my inability to see my utility cooldowns while in Death Shroud and Death Shroud abilities while outside of it.

Runes for Condition Necro?

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Posted by: Tenderly.7019

Tenderly.7019

Just want to note that while PvE calculations are a solid way for figuring out the predicted offensive or defensive capabilities that a mechanic can provide, in PvP they almost always hardly matter and are only there as a reference point.

Death Nova bug

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Posted by: Tenderly.7019

Tenderly.7019

Whenever I think about bone minions, I think about how they could be so much better. I believe that Death Nova should trigger the extra damage on bone minions’ Putrid Explosion.

But on top of that, I also believe the bone minions should run at the target to explode, just like mesmer illusions. The synergy between things like minions dying around the Necromancer and gaining life force from it should be on every minion. Traits that trigger effects when a foe dies should be changed to “when anything around the Necromancer dies” and be scaled according. These are the designs for Necromancer that could have been great but in reality are lackluster but i digress.

I can see why Anet wouldn’t want Death Nova to proc on a bone minions explosion, but it doesn’t seem too powerful to not be in the game.

Maybe I’m just wishing what minions could have been instead of what they are.

Feedback on current tPvP Minion build

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Posted by: Tenderly.7019

Tenderly.7019

And if you have a minion build I’m always interested. I almost exclusively run them, and I always like seeing new ones.

This is the sPvP build I run with minions for fun. With an extra emphasis on minions and pets ha

Take note of the runes and sigils.

While not tournament viable, it’s a blast to a play!

http://gw2skills.net/editor/?fQAQRBHbhG2IhWrepmvG9eCQSR0UP9gbwDHSRuSD-TwAA2CnIQShkDJDSyes9MkYJxGhJBA

Necro has to stay in the fight?

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Posted by: Tenderly.7019

Tenderly.7019

Necromancer is architecturally sound. All of the mechanics and synergy is there. Hence why one could almost choose more trait setups than any other class and perform decently well at a basic level. Necromancers are amazing at the low end of the scale.

In my opinion, the problem with Necromancer right now is the scaling of certain mechanics at the high end of the scale. Things like Life Siphon and Sustainability through Deathshroud need to increase. Naturally our Attrition based fighting style will be more viable in turn.

Access to disengage, boons, and mobility is not what Necromancer is all about.

Most noob friendly tPvP spec?

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Posted by: Tenderly.7019

Tenderly.7019

Look at Gibbly’s build (it is the generic condi damage build that most people use), it isn’t really difficult to use at face value, has a lot of growing room where you can expand towards the skill cap that the build allows.

http://gw2skills.net/editor/?fQAQNAW7YjMat7xbib87JApCPH944gNm6B8pzOA-TsAgyCuI+S9l7LzXyvsfN8Y5xeBA

According to the link, in Soul Reaping it has Soul Marks. But it should be Foot in the Grave for Deathhroud stomps/rezzes.

Source: Know Necro and Gibbly.

Feedback on current tPvP Minion build

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Posted by: Tenderly.7019

Tenderly.7019

I see what you’re trying to do with the build and wanted to share what I would change about it.

First, things I don’t agree with. (Don’t take it personally)

- A stunbreak is rather essential in tPvP, regardless of how good or bad it is. Luckily there’s one that synergizes great with your build!

- Well of Suffering, outside of dropping it on a downed body, is rather useless without using dagger #3 to immobilize inside of it. Players just move out of it. I understand that using Putrid Explosion on a Well is cool, but it isn’t good enough IMO.

- While healing is a great idea, I wish our regen would heal us in deathshroud. Dagger #2 is a big reason for healing and you don’t run it (which is okay). In my opinion, clerics amulet is the worst amulet for Necromancers at this time.

- Having minions recharge 20% is a good trait but for cohesiveness of the build I would rather choose something else. Also, once the minions go down, the build suffers a bit and quicker cooldowns won’t help that much.

- My favorite necromancer trait (Mark of Evasion) is awesome but the regen from Focus #4, Staff #2 and Full of Life should be good enough and more sustain can be achieved through another trait.

So keeping in mind all that you have, I did not want to change the build too much or giving a whole revamped version.

http://en.gw2skills.net/editor/?fQAQNAW3djMal6ta+a07JAJFPT90DvBnbIF5KNA-TsAA2CqIcS5kzJjTSnsLNCZBxOEA

The sustain with life siphon + regen + minion heals is the best it’s going to get in this build (along with almost 30k health). Also your personal damage is increased with crits. While 20% minion cooldown would help this build, I find that it isn’t good enough to take over anything else.

Valkyrie’s Amulet is also a good choice here if you want to use Mark of Evasion and Minion cooldown. You could take out Vampiric Precision. I just find Knight’s to have better synergy. Once pets die, you can still rely on your personal damage. Also vitality is always better as a defense for Necro in PvP than toughness, no matter how much anyone tries to convince you.

Don’t take my word as law, everything here is my opinion, and I like the way you’re building your Necromancer. If you have any questions or don’t agree with me, I’ll can gladly discuss it!

One last note: I have a minion master build that I would run if you’re ever interested. (Once they buff minions and make the melee ones attack 100% of the time, it will be better)

Thanks for sharing the build.

- Tenderly
Rank 50

So you thought necrotic traversal was bugged?

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Posted by: Tenderly.7019

Tenderly.7019

the ridiculous continues.

now you are telling us all game balance depends on “having certain spots that you can teleport to amazing spots from”, or they will have to give teleports to everyone.

cmon, as said before it’s been done in other games.

I think you are the one not understanding also. I didn’t mention if I thought teleports were too good or not good enough. In fact I think they need to be toned down a bit.

But when you try and convince us that either having them work in only some “secret” spots or we have to give everyone instant teleport are our only options it just shows how little you have thought this through.

So what you are saying is that teleports should be toned down a bit yet you should be able to teleport all around anywhere you please? I believe that’s a contradiction sir. They exist in the fashion they do now for them not be too powerful and anyone can learn the spots.

It’s a logical conclusion to think that if teleports enabled a player to reach spots that were previously harder to reach, they increase in power. It would be easier to use them and lowering the skillcap. In turn, classes with worse or no teleports will need to compensate, and the easiest way to do that would be to give them teleports or make ones that they have better. It’s by no means the only option, and there are certainly other ways to compensate obviously. My word isn’t law.