Showing Posts Upvoted By manveruppd.7601:

Utility skill lag on DS exit?

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Posted by: WinterWraith.5236

WinterWraith.5236

Yeah, it’s quite annoying when you’re leaving DS with low health.

Utility skill lag on DS exit?

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Posted by: BoogerSammich.7189

BoogerSammich.7189

add my +1 to this, what gives?

Utility skill lag on DS exit?

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Posted by: Liquid.9672

Liquid.9672

Yep it’s been reported by Necros for awhile now, with no acknowledgement from Anet that I’m aware of. That one second without being able to trigger a heal can sometimes mean the difference between living and dying. It’s pretty annoying.

Zend(ario/imas/iana/ango) – Engi/Ele/Necro/Guardian
[KnT] – Blackgate

The exodus of TPVP TEAM - MOBA for solution.

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Posted by: Jourdelune.7456

Jourdelune.7456

Since the patch of 26th june, Necro and Spirit Ranger cause OPness and havok.
Many vets are done with GW2 and CORE team are in disarray and mayhem.

The noob, the PUG and all those feeding CORE team are now gone to Soloq. Good riddance but the rippling effect, mix with the devastating patch of June is simply too hard for our community to handle.

Now tonight, we face the same dominating team 4 times in a row. To get rid of that unpleasant evening, my team simply call the night off. Less team to play against, mean that kind of kitten more often… and we are already fed up.

At the same time, we have DOTA2 that got millions of people playing and hundred of millions watching at TV the games. (yeah! Literally… TV shows of gamers playing DOTA 2) Another great Esport, that is free to PVP all your heart. That have a great matchmaking, because they have the critical mass to do so.

Actually, it’s even bigger. They raise the cap to 3 millions dollars for 1 tournament. So, how long before the pro look at a mere 10 000 and dreams of millions?

GW2 should give for free the sPVP section of the game. That way, they can sell more boxes for those who like sPVP enough. Is it so hard to sell things in the shop that goes to the tournament reward like all MOBA do? Please Anet, continue the fight, the community of your TPVP TEAM is dying in front of you….

Please gamers, sign and petition with me against the Exodus of the core team.

Dalardiel

Dal Aï Lhama (Tempest), Dal Lahu Akbar (DH), Lord Dhal of Dharma (Scrapper) 12k+ spvp games.
Former Team Captain of ggwp (ESL weekly), GLHF (AG), MIST[CORE] spvp alliance guild.
https://www.reddit.com/r/GuildWars2PvPTeams/

Fix Staff 4 or Stop with The Stealth Nerfs

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

My new signature:

Stealth nerfs are the perfect fertilizer for mistrust.

Stealth nerfs are the perfect fertilizer for mistrust.
PVE Power and Support Build

Fix Staff 4 or Stop with The Stealth Nerfs

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Posted by: Bhawb.7408

Bhawb.7408

+9001. This was a gigantic nerf to staff.

But of Corpse – Watch us on YouTube
My PvP Minion Build

Fix Staff 4 or Stop with The Stealth Nerfs

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Posted by: anoobis.6179

anoobis.6179

Fix staff 4 and or stop with the stealth nerfs. In the beginning it used to remove all your condis, then it removed 5, and now it removes 3 per target hit essentially making it the same as dagger 4. This was never mentioned in any patch notes. Furthermore staff 4 is no longer removing conditions from allies.

Edit: Punctuation.

Mini Bruja | Wiitch [Necromancer] Pug Star.

(edited by anoobis.6179)

July 23rd patch notes: hidden buffs edition

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Posted by: Bas.7406

Bas.7406

I normally don’t post my thoughts about patch notes, but I would like to point out how amazing these changes are. I mean think about it guys. We were way too tanky to begin with and with being able to be healed while in Death Shroud and taking so little damage while blowing people up and using DS 2 to escape we were dominating every aspect of the game. Terror was way too op, I mean no one has condition cleanses or a good amount of stun breaks. It’s not like they recently added a new condition that is ridiculously overpowered and could possibly have been removed or nerfed to reduce the damage a bit more.

Wait…hold on….sorry it’s been awhile…um, I can’t be healed in Death Shroud, and now I can’t use it defensively when low on health as well? Wait, you mean the absolute best part of being a necromancer cliff diving is no longer an option. Wait…you mean terror the skill that has been in the game for a long time and no one ever complained about it faced the nerf bat as opposed to the actual skill (dhuumfire) that is so powerful it’s mandatory in every damage necro build.

Well, at least they finally nerfed those ridiculously overpowered spectral skills. Wait…..

Well, at least they either gave us the Greater marks trait because with this DS nerf we will need Greater marks now to stay alive in a fight. Wait…..

Well, at least we can now get more DS so that we can use it defensively more often since it’s based on vitality and so if I run power build I can sit in my 19k health with my 14k DS and not lose it all in one hit thanks to that fix. Wait….you mean there are tons of bosses, classes in wvwvw, and moments when 14k worth of DS will fade away in less than 3 seconds.

So after seeing skyhammer being touted as a great competitive map by their “testers”, I want to know who tested the necro changes before saying, "Yes, we need to nerf the only defensive skill the Necromancers have, because of a map that can’t be used in competitive pvp, because we might be able to live though not climb back up in skyhammer. Did they realize that even if we survived the fall, we couldn’t really do anything once we were stuck down there?

July 23rd patch notes: hidden buffs edition

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Posted by: Fungalfoot.7213

Fungalfoot.7213

Terror was nerfed because Dhuumfire+terror was too strong. Except now you need Dhuumfire to be a condi necro.

Pretty much every nerf came as a result of Dumbfire. Our survivability took a hit along with all our other build options – all in the name of combating ONE overpowered combination. They don’t seem to realize just how much they’re hurting other builds here and that is what truly frightens me.

At this point I’m convinced that Dumbfire just needs to go. Burning isn’t worth the destruction of the entire class.

July 23rd patch notes: hidden buffs edition

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Posted by: Bhawb.7408

Bhawb.7408

Terror was nerfed because Dhuumfire+terror was too strong. Except now you need Dhuumfire to be a condi necro.

But of Corpse – Watch us on YouTube
My PvP Minion Build

July 23rd patch notes: hidden buffs edition

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Posted by: kailin.4905

kailin.4905

I get the logic behind the DS change, and would almost consider it a fix of the way it should have been all along. What I don’t like it the nerf to terror. What about all of us who aren’t running the fotm glass cannon build? And still no sustain. Are they even listening to the community…apparently all they can hear is the QQ about how necro’s weren’t a free kill for a whole 15 minutes and we can’t have that.

I faced a 30/30/10 necro on my thief in WvW

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Posted by: BondageBill.4021

BondageBill.4021

Be honest. Is that burst really any different than what thieves can do to people?

Yeah, it was. Thief duels usually come down to who jumps whom and who’s able to stack their damage better. This Necro used her Deathshroud to block my burst regardless of who engaged and then bursted me down so hard I had to blow pretty much everything to escape.

Now, I’m not saying the spec was OP per se. If I decided to leave the fight, there wasn’t a whole lot she could do to stop me from leaving. But running away was pretty much the only counterplay it had.

My point is just it makes a lot more sense to me now why this spec seems OP. It’s really hard to see how to play against something like this. My build even has pretty good condi clear and recovery, but it wasn’t fast enough. If I were an sPvP player I’d probably switch to Runes of Lyssa and save my Basilisk Venom for it, but them’s expensive for PvE.

So let me get this straight. First, the Necro did not kill you. You decided to engage, got countered, but successfully escaped before dying.

Second, you acknowledge that the Necro cannot stop you from escaping the fight. In other words, the Necro cannot kill your Thief unless you over commit.

Third, you mention that running away is the only counterplay available when you are specifically playing on a hit-and-run themed class. Combine this with the fact that the Necro cannot kill you, and you will find the solution. Engage the Necro repeatedly in order to burn fear CDs and drain life force. Eventually, you will gain the favorable engagement and kill said Necro.

And yet you can still see how this is perceived as OP for the Necro? Pretty sad predicament for the supposed “attrition class,” eh?

“We don’t need to make mandatory gear treadmills” -Colin Johanson

Can't Lyssa-bomb anymore...

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Posted by: Chesire.9043

Chesire.9043

Petty sure the strongest spam boons (protection – down to 25%/10%, aegis*blocking in general* – only blocks damage not actual skill effects, vigor – down to 75%, Might – 25 at 80) will be nerfed in some time soon, so no worries.

Boons need to be less accessible rather than having their effects nerfed; at the very least vigor and protection. Might can be changed around to be less accessible to classes that spam it coughcoughengicough.

It would be a much better change than just making them completely pointless. Rather than making them useless or negligible, they would need to be used strategically and not spammed. I’m not sure if they would even be useful then, though, honestly. Not like Necro’s would ever know the difference, anyway.

If you could have any elite from gw1....

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Posted by: Bhawb.7408

Bhawb.7408

http://wiki.guildwars.com/wiki/Contagion

Make it an aura, remove the self damage, and obviously tune duration, uptime, CD, etc.

But of Corpse – Watch us on YouTube
My PvP Minion Build

If you could have any elite from gw1....

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Posted by: synk.6907

synk.6907

definitely

Arguably one of the best skills in the game, and it made for some really fun necro builds.

Oh how I miss hexes.

If you could have any elite from gw1....

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Posted by: Ehragus.5843

Ehragus.5843

80 Necro(x2) – 80 Guard – 80 Warr(x2) – 80 Engi – 80 Mes – 80 Ele(x2)

If you could have any elite from gw1....

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Posted by: spoj.9672

spoj.9672

Order of the Vampire

http://wiki.guildwars.com/wiki/Order_of_the_Vampire

It should give all party members life steal for 10 seconds and not the pathetic low lifesteal necro blood magic has.

If you could have any elite from gw1....

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Posted by: Softspoken.2410

Softspoken.2410

Grenth’s Balance: A fast life siphon-style skill (2s channel duration) that won’t stop until you and your enemy have the same % of life remaining. If successfully used (Not blocked, missed due to blind, etc) on an opponent with less life than you, no effect & a five second recharge.

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

What's a non-complex, SPvP-effective build?

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Posted by: Ascii.9726

Ascii.9726

Go home Altroll, your drunk.

Vampiric builds are neither bad nor difficult to play (unless your running a trademarked mighty altroll’s mighty meta build, which are all meta by default). Personally i think a minion variation for vampiric builds works best rather then straight up, something along the lines of;

http://gw2skills.net/editor/?fQAQRBIbdG2IjWtepmrG9eCQ6R0UP9kCuBHSxuSD-TwAA1CtIMSZkzIjRSjsGNAZByGhJEA

The idea being you act as a giant CC shield and let the minions do there thing. The thing about minions and vampiric builds is there’s alot of room for adjustment (more offensive or control ect).

Rank 580+ Necromancer WvW Stream
Commander Ascii :: Tempest Wolves [TW] :: Sanctum of Rall :: Best Necromancer NA

Xoms supper ego boost self named builds

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Posted by: Xom.9264

Xom.9264

In this thread I’m going to give out well known builds making up new names like I invented them then I’ll argue with the actual good necros making comments.

First up “Xomfire condition spike build”
30.30.10.0.0

http://en.gw2skills.net/editor/?fQAQNArYWjMad7xbib87JEpCPD0jdBXAxoHHTwoMA-TsAAzCpI+S9l7LzXyvsfNqYVx8DA

The other opition is go with Flesh Golem and 30% more pet damage, then lyssa runes might be a good choice. Traits are not writen in stone nor are the utilities.

Second up, this is a typical condition terror build powering DS with spectral utilities and souls marks but ill name it “Xoms totatly new never before seen terror DS battery build”
0.30.10.0.30

http://en.gw2skills.net/editor/?fQAQNArYWjMad7xbib87JApCPH944gVm6B8pzOA-TsAAzCpI+S9l7LzXyvsfNqYVx8DA

0.30.10.10.20 or 0.30.20.0.20 are good varriations on the build the first is droping the 50% more fear for just soul marks and creating a mark of blood on dodge, the second is taking faster recharge on staff works decent in WvW with utilitie changes i can do well small group fighting or zerg fighting.

And what necro guide is complete without a minion build… on second thought ill skip the minion because they are boring.

There are a ton of conditions builds out there all the patch did was make small adjustments to some of the already good builds for conditions the real change was in power builds and hybrid builds they got a nice boost however so did conditions, have no doubt conditions is still top dog for necros.

/cheers

Xomox ~Human Necro/Engineer ET

(edited by Xom.9264)

Potential leak of 6/25 changes

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Posted by: Mad Queen Malafide.7512

Mad Queen Malafide.7512

If these updates are true, I would love to do a little tennis match with another necromancer, by placing a spectral wall on either side of the same enemy. It could be the new pong!

“Madness is just another way to view reality”
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)

New DS#5 - Tainted Shackles - Torment

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Posted by: Arianna.7642

Arianna.7642

“Necromancer Death Shroud 5

As the professions in Guild Wars 2 continue to grow, we will continue to find ways to augment them and add potency to their arsenal of abilities. With the next balance update, necromancers will be unlocking their fifth ability within Death Shroud: Tainted Shackles. This skill will cause nearby enemies to be inflicted with conditions and controlled if they don’t take very quick action.

New condition

_With the introduction of Tainted Shackles, we’ll also be adding a new condition to the game: Torment. This condition is designed to play around with movement, one of our fundamental combat mechanics. Enemies under Torment will take damage periodically; as they move, they’ll take even more damage. In looking to expand the condition diversity of thieves and mesmers, we decided to include Torment skills for those two professions as well."

See, this actually scares me more than it makes me feel optimistic.

Let me preface this by asking; What does one need to take out mobile Professions? My answer is that you need A ) Enough firepower to take them out before their mobility really kicks in, and/or B ) Mobility that is approximately on par with that of their own.

Now, this change appears to, rather than increasing our own mobility, attempt to take it away from our opponents. The issue arises when the benefit from disengaging is disproportionately higher than that of staying engaged and taking the damage. Torment will need to be damaging enough where it is a very serious threat to anyone with enough mobility that they can disengage, or else it is simply another Bleed with a tiny bit of variance in damage output. From Arenanet’s current track record, their take on high-damage conditions that are dependent on what the player is doing is -not- something anyone should be putting a lot of faith into. Retaliation and Confusion being the two examples from the past. On top of all of this, they are additionally giving two of the already extremely mobile Professions access to this condition. What in the kitten? I can guarantee, right here and now, that both the Thief and the Mesmer can and will be using this condition to an exponentially higher degree of viability than we will ever see possible.

That is addressing concerns for Torment alone. Moving on to Deathshroud 5; This, to me, appears as if it is giving the enemy players more incentive to disengage, rather than assisting our problem of remaining engaged. First off, you need to be near an enemy to use it. This means that Arenanet’s intent is a combo based off of Dark Path. #2 -> #5, and pray the enemy is stupid or naive enough to remain in combat with us so that they become immobilized/stunned/knocked down/whatever. This does, literally, nothing for our issue of actually remaining locked in combat with an enemy. The only way this is changeable is whether or not Tainted Shackles has an additional condition built in a la Cripple or Chill. If this does turn out to be the case, fantastic. I hope you’re a Power build so that you can spam away on those Life Blasts while in Death Shroud, waiting for your enemy to get CC’d.

The real issue is something they actually outlined very blatantly.

This condition is designed to play around with movement, one of our fundamental combat mechanics.

movement, one of our fundamental combat mechanics.

We. Do. Not. Have. This. That is the issue. Right here. No amount of damage is going to change this. A re-work away from the ideals of simplicity into something that can be remotely complex (Leeching movement speed away from an enemy and turning it into our own, some form of Hex that hinders the enemy while being harder than a standard condition to remove, some form of debuff that actually makes the enemy fear becoming disengaged with us) is what is necessary at this point. This is also what made Guild Wars 1 such a fantastic game. It was not simple. There were counters to counters that were then countered by specifics that were built to do nothing but counter a counter. We don’t have that right now. And until we do, nothing is really going to change. The core mechanics are simply “What you see is what you get”.

New DS#5 - Tainted Shackles - Torment

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Posted by: infantrydiv.1620

infantrydiv.1620

I’m looking forward to this patch, I main a necro especially in PvP. The main problem I have with it is chain CC’s. I feel most vulnerable against engies and eles in general. I don’t understand why people here are complaining about fighting thieves…necro eats thieves… wells and marks hit them even in stealth and most of them are glass, well of darkness destroys heartseeker spammers. I already find the necro quit a decent 1v1 class, so this will be interesting

Ranger//Necro

New DS#5 - Tainted Shackles - Torment

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Posted by: Nemesis.8593

Nemesis.8593

Nemesis approves…

Doesn’t solve some of our attrition problems, doesn’t solve the problem of being ganked all the time with no escape because of we are the only class that can’t escape chain CC…

BUT !…

Definitely solves the problem that i have kept trying to showcase every time i could. I even brought this subject up a few times in the podcasts i was invited to.
There are some classes that because of the mobility they possess… they fight you and win… or fight you, don’t win and run away, with absolutely no way of countering that.

Finaaaaaally… no more “you either lose, or you get a chance to lose again in a few moments”.

Nemesis thanks you ArenaNet developers… Nemesis also refers to himself in the 3rd person for some reason, maybe it’s excitement ?…

Nemesis Youtube channel - necromancer & mesmer tutorials, PvP and more…

Nemesis live-stream channel - focusing mainly on Guild Wars 2, League of Legends and Dota II.

New DS#5 - Tainted Shackles - Torment

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Posted by: mrmadhaze.8706

mrmadhaze.8706

Pyromancer

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Posted by: Bweaty.9187

Bweaty.9187

Could make it green & call it ‘Burning Itch’ ?

New DS#5 - Tainted Shackles - Torment

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Posted by: Bhawb.7408

Bhawb.7408

Just an off-note, thank you Devs for giving us something really easy to talk about on the podcast tonight :P

But of Corpse – Watch us on YouTube
My PvP Minion Build

Make Corrupt boon not poison on miss.

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Posted by: ronpierce.2760

ronpierce.2760

Better idea: make corrupt boon not miss? :p

I’m for it.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

PvP 3 wishes -what do you want most in PvP?

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Posted by: Achilles.2197

Achilles.2197

1) GvG
2) GvG
3) GvG

I’d compromise for my monk back.

Âchillæs – Jade Quarry – GvG’ing before you knew what it was

Flesh of the Master buff idea

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Posted by: ronpierce.2760

ronpierce.2760

I had a suggestion as a way to buff minion survivability (especially in AOE) while also gives the Necromancer some thinking/skill growth. What if “Flesh of the Master”, in addition to the 50% hp increase (which honestly isn’t enough survivability for these poor things) also gave 50% of the healing the master receives to the minions? Flesh -> of the Master. (Direct healing only, not AOE, as it would double dip in healing) It makes sense, would help these poor things live longer, and is dependent on the master. I think it’d be pretty cool and make it a pretty interesting trait which would read as such:

“Increases the health of minions by 50%, and 50% of the direct healing received by the master also heals their minions.”

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

(edited by ronpierce.2760)