Showing Posts For Zakar.4518:

Does anyone actually Like Necro???

in Necromancer

Posted by: Zakar.4518

Zakar.4518

Honestly, Necros are quite fun and pretty versatile. They don’t really do anything better than any other classes, but they have a nice range of abilities that gives you a good amount of options in most situations.

Where you really hear the whining is from numbers people/min maxers & heavy PvP people. Lack of mobility in WvW and PvP is very disappointing, as is the effectiveness of life steal/healing & support oriented builds in PvP. Attrition works when people are willing to fight you, but most of the time you will find people just run away from Necros once they realize their insta-gib combo isn’t going to work.

I personally find my mesmer & guardian far more beneficial to team effectiveness either in WvW or PvP, but the necro is still the most fun to play. If you want a focused, effective team player, Necro probably isn’t your best option. If you want a versatile class with a lot of tools to solo or small group with, you will probably be happy.

Condition Necromancer and objects.

in Necromancer

Posted by: Zakar.4518

Zakar.4518

“Condition builds can’t escape power anyway, simply because all condition damage armor comes with secondary power stats.”

100% not true. Condition builds typically use Cond/Prec/Tough gear which is ideal for condition necros due to multiple sources of “bleed on crit” procs. Continuity issues aside (doors don’t bleed), there are zero real reasons for destructables not to take condition damage. Just hide the status effect icons but leave the damage intact so condition classes aren’t completely useless against doors/siege/quest objects.

Jon Peters / Developers - X-mas gift?

in Necromancer

Posted by: Zakar.4518

Zakar.4518

I really have to continue to laugh at the stupid “once players master death shroud” line. Seriously, death shroud in its current form has been “mastered” inside and out. Thousands of players have spent hundreds of hours in WvW & PvP, attained R50+, tried every build under the sun, spent dozens of hours testing numbers and damage equations on dummies and against friends. Anyone who thinks there is anything left to “master” has obviously not done any of these things, but still claims to be “worried” for some unspecified reason.

The bread and butter of the necro is they are a semi-effective class with low burst damage, low mobility, extremely limited build options, little synergy in their traits, and still have a LOT of bugs that haven’t been addressed since BWE’s.

Does all that make necros a bad class? Not at all! I still enjoy mine in many situations, but unfortunately, they have a fundamental flaw that has been programmed on purpose. They are an “attrition” based class in a game that is not at all friendly to attrition. Killing things faster and having more mobility is pretty much always the better way to go. My glass cannon mesmer is significantly more durable in WvW than my bunker necro. Why? Mobility and Control. My mesmer hits harder, kills faster, is harder to hit, impossible to keep up with if I want to run, and brings a LOT more group utility with portal, time warp, & mirrored feedback.

Necros are the MMO equivalent of a “jack of all trades, master of none”. Guardians & Eles are better bunkers & healers, warriors & thieves are better dps, mesmers are better control & support. You can do any of those things in a pinch, but I can’t think of anything really unique that a necro brings to the table. ANet could possibly make us more effective at controlling group/enemy conditions, but conditions are so easy to remove and re-apply that it degenerates into a frustrating exercise in herding cats after a while. I’ve found it’s usually just better to focus on DPS and crippling/chilling runners.

The real truth of the matter is there is nothing essentially broken about the implementation of necro abilities, it’s the essential core design that is flawed. That is why we receive so little attention… I seriously don’t think they even know what to do to fix the issue.

Condition damage

in Necromancer

Posted by: Zakar.4518

Zakar.4518

I have close to 1600 unbuffed… Bleeds usually tick for 141 with close to 100% extra duration from traits, sigil, and food. I can routinely pull aggro from warriors and thieves in a boss fight if our group’s stacks aren’t capped.

Depending on play style you may get more mileage out of some power than pushing cond to its limits, but condition damage seems to scale up fairly linearly, even at 1800-1900+. Conditions may not be the best thing in the world for PvP/WvW due to the ease of condition removal for lots of classes, but it works quite well in PvE as long as your stacks aren’t capped.

Precursor Drop Rate From Event Chest

in The Lost Shores

Posted by: Zakar.4518

Zakar.4518

Your numbers are way off. You just guessed “6” for some random reason, when the number is probably 100+. Several of my guildies stockpiled multiple dusk/dawns because the price spiked down to under 150g within minutes with quite a few others buying their precursor for crafting purposes. Our guild has less than 100 members. I can promise you tons of other people across all servers were doing the same.

I’m not saying it was free precursors for all, but the percentage is certainly over 10x what you speculate, probably way over.