Showing Posts For Yumad.7341:

my new(bold underline)necromancerbuild

in Necromancer

Posted by: Yumad.7341

Yumad.7341

Help a newb please... what am I playing for?

in Players Helping Players

Posted by: Yumad.7341

Yumad.7341

I’ve done pvp, both kinds, didn’t like either.

Well there’s your problem. GW2 is very pvp based, if you don’t like it you’re probably going to have a bad time, since the other option is extremely grindy and repetitive pve with no upward progression once you get endgame and no planned progression beyond that as far as I know.

Why did you choose your race?

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Posted by: Yumad.7341

Yumad.7341

Human is the master race, we must eliminate the inferior scum.

Condition Necromancer and objects.

in Necromancer

Posted by: Yumad.7341

Yumad.7341

Wells and Flesh Golem Charge

I think the point of the topic is to try to get the damage output equal to or at least very close to power based builds, not from absolutely pathetic to slightly less pathetic. Well cooldowns are too long to be anything sustainable and the flesh golem is an idiot.

Not to mention wells are for power builds, condition builds would probably choose blood is power and epidemic as two utilities leaving one free for a well that I would probably take signet of undeath for the rez or a condition→boon or boon→ condition well over a straight damage well, making it even less effective on top of the lack of power in a condition build.

Minions are still not attacking Dec.21st

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Posted by: Yumad.7341

Yumad.7341

The minions only attack if you hit 1. Using any other ability doesn’t send them to attack. If you always hit 1 at the start of combat your minions will attack.

Except when they don’t. I nearly always start with a press of 1 and still have all my minions stop to watch the grass grow a good 70% of the time instead.

Confirming extreme interest in growing grass for minions even when 1 is pressed as well as other exciting activities like watching paint dry, hitting inanimate objects at random and other intelligent and helpful things.

Axe: The Unloved Middle Child

in Necromancer

Posted by: Yumad.7341

Yumad.7341

Questions:

1.) How is vulnerability support? It’s dmg based and on an AA making it virtually free.
2.) How is 8% LF gain on a short cd a “hint of support” when LF accrual leads to more DS use and less impact on our actual HP pool? And what other weapon skill gives as much on as low a cd?
3.) How is 2k power even remotely considered “glass cannon”?
4.) How is Scepter doing Axe’s role better when it hardly generates any LF at all and supplies 0 Vulnerability/Retal?

If you can’t see the synergy between high power (read as: way more than 2k), vulnerability, and retal, whilst applying all three from outside of melee range then axe’s functionality is not your problem.

This analysis gets a 2/10

The LF per second is less than staff1 on single target.

Staff 1 is not a channel and will not track targets – even while they’re stealthed. Giving up 1% LF gain for a significant increase in accuracy and efficiency is an acceptable trade off IMO.

Staff1 doesn’t have a 2.25 second cast that is trivial to interrupt or dodge partway through. Staff1 being dodged is not a big loss, axe2 is a cooldown and therefore a much bigger loss.

USING an axe is a loss of efficiency, a scepter would be better SOLELY for its ranged snare, or dagger for that in your face damage, depending on playstyle. Axe has no place anywhere, 600 range is within range of too many gap closers.

now you’re comparing an AA to a CD skill. not a fair comparison at all.

And why are you discussing it like you wouldn’t use both weapons for a max LF gain build? Toss in Spite VI and Soul Reaping VI, maybe even reduce DS recharge or DS skill cd, and wreak DS havoc. My point is there’s plenty to build around there. Axe isn’t perfect, but the only reason it’s not a must have weapon is because Staff outshines them all and people seem to keep looking at Axe as a replacement for Staff. The largest major issue for Axe is it’s best suited for minion builds and as Minions are hardly working as intended (we hope) Axe’s usefulness is diminished further.

If you use an axe you are not optimizing LF gains, so using the axe for a DS based build is a loss. If you use the axe for a kiting based long range support build using axe as your switch from staff is suboptimal because of its 600 range AND anemic damage, and is a loss. If you are running a close range, high damage or tanky build, 600 range might as well be 130 with the gap closers that reach out to there or close to that point, and choosing the axe over the dagger is a loss in damage output, LF gain and potentially utility since the cripple can be replicated by warhorn offhand at close range or focus chill at farther range, but the dagger immobilize cannot, this is a loss.

The axe fails in every single useful scenario outside of some ridiculous, clunky vulnerability stacking well bomb style build that doesn’t fly when they have a player or 5 using a class with aoe condition removal.

Axe: The Unloved Middle Child

in Necromancer

Posted by: Yumad.7341

Yumad.7341

Questions:

1.) How is vulnerability support? It’s dmg based and on an AA making it virtually free.
2.) How is 8% LF gain on a short cd a “hint of support” when LF accrual leads to more DS use and less impact on our actual HP pool? And what other weapon skill gives as much on as low a cd?
3.) How is 2k power even remotely considered “glass cannon”?
4.) How is Scepter doing Axe’s role better when it hardly generates any LF at all and supplies 0 Vulnerability/Retal?

If you can’t see the synergy between high power (read as: way more than 2k), vulnerability, and retal, whilst applying all three from outside of melee range then axe’s functionality is not your problem.

This analysis gets a 2/10

The LF per second is less than staff1 on single target.

Staff 1 is not a channel and will not track targets – even while they’re stealthed. Giving up 1% LF gain for a significant increase in accuracy and efficiency is an acceptable trade off IMO.

Staff1 doesn’t have a 2.25 second cast that is trivial to interrupt or dodge partway through. Staff1 being dodged is not a big loss, axe2 is a cooldown and therefore a much bigger loss.

USING an axe is a loss of efficiency, a scepter would be better SOLELY for its ranged snare, or dagger for that in your face damage, depending on playstyle. Axe has no place anywhere, 600 range is within range of too many gap closers.

(edited by Yumad.7341)

Axe: The Unloved Middle Child

in Necromancer

Posted by: Yumad.7341

Yumad.7341

Questions:

1.) How is vulnerability support? It’s dmg based and on an AA making it virtually free.
2.) How is 8% LF gain on a short cd a “hint of support” when LF accrual leads to more DS use and less impact on our actual HP pool? And what other weapon skill gives as much on as low a cd?
3.) How is 2k power even remotely considered “glass cannon”?
4.) How is Scepter doing Axe’s role better when it hardly generates any LF at all and supplies 0 Vulnerability/Retal?

If you can’t see the synergy between high power (read as: way more than 2k), vulnerability, and retal, whilst applying all three from outside of melee range then axe’s functionality is not your problem.

This analysis gets a 2/10

The LF per second is less than staff1 on single target.

Axe: The Unloved Middle Child

in Necromancer

Posted by: Yumad.7341

Yumad.7341

Vuln stacking on any weapon1 is a very poor choice of design, vuln should come in bursts from cooldown abilities, like reaper’s touch, as trying to balance around it either leads to the vuln itself being useless due to crap duration or the damage of the ability being useless because they are trying to compensate for the vuln.

Condition Necromancer and objects.

in Necromancer

Posted by: Yumad.7341

Yumad.7341

Oh and “Decay” wouldn’t be able to applied via aoe abilities or the tears from epidemic would be worthy of song, because necromancers aren’t allowed to have anything nice.

Condition Necromancer and objects.

in Necromancer

Posted by: Yumad.7341

Yumad.7341

Bleed/poison/burning turns into “Decay” against objects. Though in fairness burning could really affect objects anyway but a blanket special condition for objects seems less complicated to change.

Axe: The Unloved Middle Child

in Necromancer

Posted by: Yumad.7341

Yumad.7341

I like option 1 best, though the values are too high I think. Option 2 has the issue of being obscenely overpowered, perma weakness is a huge debuff on a target that you can maintain at 600 range indefinitely. Option 3 is boring but workable, which is why I like option 1 better.

Currently no weapon really generates an acceptable amount of life force, dagger and staff are about close on generation, dagger seems to do a complete combo every approximately 2 seconds, and staff seems to cast every 1.25 seconds, generating 3% and 2.4% life force per second respectively. Having a build focused around power (axe) and generating a lot of life force to utilize death shroud more than the other weapons would be perfect.

with gluttony, dagger1 has a perfect amount of LF gen.

staff1 in a large crowd can skyrocket your LF in moments.

Axe2 with gluttony is about a 60% LF fill on a single target from range.

Scepter sucks with lf gen. period.

I’m sorry where are you getting 60% life force from ghastly claws? 8% over the whole channel or 8.8% with gluttony, assuming you crit with every single attack in the channel you’d get 11.44% LF on average if you took the crit for 1% LF trait. 11.44% is a far cry from 60%.

Dagger1 generation would be acceptable if dagger1 had a range similar to Elementalist dagger, it’s not enough at 130.

Edit: Forgot to address staff, yes staff in groups is fine, never said it wasn’t, though it could use a projectile speed boost.

Axe: The Unloved Middle Child

in Necromancer

Posted by: Yumad.7341

Yumad.7341

if you take the marks dmg trait in master spite slot, and the close to death trait, have an axe/focus on offset..

you can get a lot of vuln+ % dmg modifiers on marks. If you set up the vuln, might stacking, and use Mark4, you can get crits of upwards of 5k+ on putrid and around 3k for each of the lesser marks.

I have seen it, and i’ve tested it. Its a good well bombing rig.

Axe is more of a set-up weapon, it’s handy at a medium range, and when you combine its skills with other utilities and trait stacking, you can get some pretty good performance. imho I don’t use it because I find that relying on set-up and combinations is a very risky way to play competitively, because if they cleanse or if you get CC’d in your setup (guaranteed to happen) you will not get those results.

That and the boosted damage from the vulnerability stacks isn’t necessarily worth the time spent stacking them up in the first place, especially with how little time the axe1 stacks last, I’d rather have the increased range of the scepter, aoe targetable cripple with a good radius and attack that doesn’t channel as slow as an 80 year old grandmother driving in the left lane on the highway.

A weapon built around life force gen would be very nice, but may need to be tweaked lest it be overpowered, because APPARENTLY we need to learn to use death shroud.

Axe: The Unloved Middle Child

in Necromancer

Posted by: Yumad.7341

Yumad.7341

I like option 1 best, though the values are too high I think. Option 2 has the issue of being obscenely overpowered, perma weakness is a huge debuff on a target that you can maintain at 600 range indefinitely. Option 3 is boring but workable, which is why I like option 1 better.

Currently no weapon really generates an acceptable amount of life force, dagger and staff are about close on generation, dagger seems to do a complete combo every approximately 2 seconds, and staff seems to cast every 1.25 seconds, generating 3% and 2.4% life force per second respectively. Having a build focused around power (axe) and generating a lot of life force to utilize death shroud more than the other weapons would be perfect.

Minions are still not attacking Dec.21st

in Necromancer

Posted by: Yumad.7341

Yumad.7341

We have F2-F4 unused, why don’t we have a minion attack button? It would also be nice if bone minions exploded regardless of being killed or manually detonated. Either that or allow us to explode them during the summoning animation, because people being able to kill them before they finish summoning and denying any use from them at all is extremely unfair.