Never have i met a warrior in wvw so superior, hammer + mace build stun/knockdown!!
You would think staff – s/d would be to my benefit as longrange, just couldnt nuke cond on him.
Even with full stunbreak skillbar and elite did i managed to escape from 24/7 stun and knockdown.
How do we necros counter such a warrior build.
Casue god forbid me to run with full skillbar stunbreaks just for the sake of that build!
Or is that our ultimate weakness.I made this picture that may help you.
Not to disrupt the picture, but MM are kinda the same as trying to say the old duel mesmers werent op in 1v1. Especially vs a warrior, ranger and the old dd ele.
Still it is true that Necro build adaptability could be a massive help (if only we could swap utilites in combat but with the trade in that it starts on a 20~ sec cooldown).
Better compare a warrior to power necro 1v1, with 15 in SR and Sarmor, then both professions rely on cheezy bad skill design making you invul for half the fight instead of actual positioning or skill X3
Aetherblades are fantastically designed enemies, IMO.
Now if only a-net didnt have a fetish to make more than half of them veterans and give all of them aoe stunlocks (like one stun is ok, but 3 fields that overlap, each stunning you for 1.5 seconds is plain annoying). But at least its better than knockbacks.
I am like dagger/warhorn and axe/focus. I created a build with 1700 toughness 2200 power and 90% crit damage. Its a little low on hp though. I was wondering if toughness is better for death shroud and maybe I could drop the need for vitality all together?
You’ll get waaaaay more benefit out of toughness (it does affect DS) than added vitality. Even a Powermancer has ways to deal with ConD, so toughness will do more for you in the long run.
Right because that additional 10% damage reduction~ is worth 10000 hp and 12000 DS especially since DS is still bugged by having some innate damage reduction that doesnt change with toughness (making full soldier/cleric/main toughness builds more tanky normally than in pre small hits, but zerker/glass cannon builds being way beefier than they should).
Necro and Warrior got a 1:1 Ratio in worth of toughness and vitality, focusing on just one isnt very good (or if you have any points in SR it tips the scales a little bit to the Vitality portion).
We dont have support → looks at Sgrasp, 4 out of 5 wells, epidemic, aoe count and fun little facts called best chill and second best weakness application that have been increasingly more useful with each new fight (well not Tequila but he is a massive cooperation wall/anti leecher system).
Hydro sigils, Well of Darkness, 30 in Spite, 10 in Curses, 30 in SR, Plague.
The real issue is that 5 berserkers are better than a mix of professions and builds.
AR, MF, Quite a bit of fractals and Taco the Saucless are quite the proof that that aint true, lets hope they keep up with it in the new TA path.
If you go that deep, make sure to either have Transfusion or Dinvigoration slotted in to help allies when you do dungeons all the time (transfusion if you can melee/fights are stacked, DE if from range spamming marks and Life Blast or in perma kite mode), going wells with dagger/warhorn and knights (prec, power, vit) gear you should be very sustained and given enough free room to learn the ins and outs of a necro.
I remember in one of the state of the game discussions Anet thought of giving necros an ability to reset a fight but instead they gave us dumbfire.
In its first implementation, it did reset fights, it also made the enemy start it from spawn point, but it did “reset it” X3 then ofc the nerfs came in to everything we loved and some stuff that was hated.
Some of the DS traits are kinda designed to be mutually exclusive or only worth it in combos, or plain not worth the slot in comparison to the rest.
Personally in the DP vs FitG, i always go for stability since its plain way stronger for a necro to even get that small amount of stability from time to time.
Vital Persistence is kinda worthless if you got dagger and/or Soul Marks.
Speed of Shadows is plain bad, unless its a 1v1 (only time i eve slotted it since release was for liadri, just because SW had too big of a downtime and SoL doesnt work in DS.
Spiteful spirit is better than Furious Demise, but the name is heresy vs the original skill and Reapers might is more often than not better.
Overall only thing i want fully changed is the kittenty weakness pulse trait that is so bad that i forgot its name.
Everything else is good (even if it could be improved by relocation or fusion with other traits).
Man, you guys are harsh. I was trying to tempt Svarty into rolling a Necro.
We have enough QQing rerollers, thx :P
Why could that be?
Same reason why there are so many warriors and guardians are always, why mesmers, thieves, engies and kinda rangers (spirit, traps, cleanse pet proxy, etc) from time to time get their time in the light. One build gets op in most forms of play thus baddies that dont get the strength of their profession reroll.
I still don’t understand your reasoning. Thief are, in my opinion, one of the hardest classes to do well in sPvP. Guardians are balanced and easier to understand.
Necros are fine and very efficient. Want to come play a few hot-joins to see? I would be more than happy to show you rather than sit here and talk about all the scenarios with no proof. I think many others would agree with me that Necros are great as they are now.
How? What? Ok just give me the drugs you are on; all you need to do on a thief is drop your TP trap, slot in shadowstep and backcap/keep one point neutral the entire game and sometimes pick off a person running around low on hp, its a instant win because people either lose people on defending the point or lose points, as for guardian i dont think that “balanced” is what you call when putting a cat on the keyboard and still living after a fight vs 2 people.
Feel free to run your dumbfireterror build and ignore all problems the profession has had since official release. Ill go back to Tequatl killing.
Necromancers don’t need a survivability buff after the nerfs to Spectral Armor and Death Shroud. If you are still having survivability issues in 1v1s where they are now bloody op, it’s likely a personal problem.
Fixed that for you.
I am not sure what your point is. Is it that Necros lack CC and defense, which they clearly don’t, to be valuable against hard CC classes? We have a butt load of weakness and chill debuffs from weapons on top of DS which is crazy strong in 1v1 settings. Fear is one of the strongest CCs in the game, especially when it is traited to last 50% longer. I honestly think you got smacked around by a really good warrior in a hot join and now freaked out that a good warrior can kick your butt. There are ways to counter them. Chills are your friend.
Point is that necros need stronger either passive defense or cooldowns n cast times as low for offensive skills as other professions in comparison to effects since devs dont want to give necros the mobility, invuls and vigor other professions have.
Fear is the WEAKEST hard cc since its also a condition, even daze is stronger.
And please dont repeat what i said (using hydro sigils and chillblains) and apply what happened to you to some imaginary version of me who bothers to play necros in pvp anymore (seriously its way more fun being on a guardian or thief and just annoying the crap out of the enemy while eating a sandwitch or watching youtube on the side).
Hell even if i was beaten by some good warrior (if i played pvp seriously enough to meet one), its still a fact that devs are afraid of the old Necro thus wont give us the tools we need to be efficient on our own.
I dont give a kitten about escapes, just let me kittenslap idiots that dont cleanse my chill and sit around while im in DS instead of trying to burst it down (seriously that UW life blast would be so much more of a threat instead of a 2-5k hit depending on crit every 1.3 seconds). Also please no more ping pong while im one of the incarnations of death and decay.
How is that a problem? Stability doesn’t last forever and I bet at least 1 person has a boon removal. I have yet had a problem stability in team fights. Only time it’s a issue is when I want to fear while downed. But guess what? I made them pop their stability on my down. I believe stability has the shortest boon duration.
P.S. I like your signature quote. lol
Because Fear doesnt go trough stability n defiant (since it wasnt cc, but a control effect on a condition) like it used to, guess what we got longer cooldowns than other professions and you dont “make them pop stability” they use it, cc you (you SB they cc again) and you die, thats the thing, so unless you got a defensive mechanism in something that cannot be cced (e.g. weapon swap aoe chill) or you cannot be cced at all (invul) or can blink away (kinda possible but both require prep time that you more often than not dont have) the necro is free meat.
Also its ok to have a weakness (ours is actually low/weak mobility), its not ok to have a instant loss effect because the devs are too afraid to return parts of a strong old build that people didnt even bother to counter since they just patched it out post the 2 days it was used.
There’s not like condition removals and blinds…. if you die from a warrior CC, you are doing something wrong. The only way a warrior could 100-1 you is if you were running a berz build with 0 life force.
Personally i dont have a problem with cc warriors (or warriors in general) since i run hydro sigils and constantly keep DS2, S3 and try to keep WH5 up when the enemy aint chilled (pvp and pve), but vs any build with 2+ hard cc and a cc warrior you cannot even think of running, while every other profession has a easy get out of jail card in such a situation. Thats the problem.
Yep, kytan armor ftw~
*ofc Grenth and tux costume would be awesome
(not temples ones, I wish haha)
You can still do melandru solo… it takes around a hour and 40, but you can still do it.
Oh oh oh! Here’s a good answer. As the war jumps in for the hurt or while being hurt, throw up death shroud and….
Fear.
THEN FEAR SOME MORE! Muawhahahahahah
It’s nice that we can cast fear while in DS whenever we want. Even while knocked down.
Edit: I would like to add that my Necros has more burst and aoe burst than any class I have played yet. More than my HgH engineer, shatter mesmer, or meditation guardian. Pretty sure we are good on burst dmg. Heck even our condition builds do crazy burst dmg with dhuumfire.
Because its not like the enemy has stability (that lasts for 8s+ each) or immunity to skills… or blocks… or runes and traits that reduce the impact of your cc/condis. Also its not like there are Shatters, 100b, Nades, Bombs, Traps, Scepter/focus eles or any type of thief in terms of burst.
The problem here is, you’re asking for something ANet’s guys have said is not getting added to Necros. Which is rather meh, when one also considers the “DS Overflow” fix that got patched in. So, you can’t shake off CC, but you also are penalised for trying to outtank the incoming burst damage? What the Kitten?
An idea I put out some time ago was: why not tweak DS (with Traits, if need be) to
“absorb” or “repel” CC more. Things like Reaper’s Protection and similar Traits are
a precedent for “repelling” CC…why not work more with that kind of concept?
And Consume Conditions shows that the idea of “absorbing” could also work out.
Just to note, the overflow absorb wasnt “fixed” it was nerfed/removed, they actually patched it in a couple of times to absorb stuff like fall damage (when they removed wvwvw orbs) and lifesteal healing (3 day pre release day 2) not to go trough the absorb limit.
What i really want is just to return shade. Ok let it not be full effect, let us be chilled, feared, pulled and knocked down in DS (it kinda makes sense), hell even launched (thats not the same as knockback), but to stop our cast and ping pong necros around is just sodding annoying… Or just making FITG increase DS cd to 17~ seconds, make its cooldown start while in DS but also make it a stunbreak.
(edited by Andele.1306)
All of open world pvp is facerolled by minions to around level 60, if half brained ai with op hp was able to beat it so can a smart person, you just need to use some cc or focus priority targets (like there are 2 kind of ettin, the ones that club you and the guys that do the dredge like drill/shockwave stuns).
No weapon is a Utility weapon.
So in addition to our, the Mesmer staff, Warrior hammer mace shield warhorn, thief shortbow, guardian staff hammer, ele focus and engie shield dont exist?
Also all that needs to be done with the 20% cdr is to cause chillblains and blood to be combo fields OR cause chillblains and blood be blast finishers to make it as strong as the best weapon cdr traits.
I’d be happy if they just got rid of the mark-damage trait and made it something totally new.
My old suggestion – Spiteful marks: Evading a mark (so only if noone is hit and at least 1 person evaded it) causes 3 stacks of confusion (to every enemy that evaded it).
(edited by Andele.1306)
WH is pretty much mandatory for the only current raid, if you are lucky you can stop 2 bloaters or up to 3 krait+2vet hylek from the north spawn and LS is massive if you do the triple hitbox mid well bomb during the burn phase.
yellow is ok – seriously its just 1 boss
and when you are zerkee use your zerker gear mixed with yellow soldier but dont need aslong as you dont diemore important is undead sigil on weapon and undead potion
rune of vampirism is fine too on your gear ( i think its op for this fight^^ but plz dont tell anyone^^)
No, if you are zerker, stick to killing the fingers or be in the turret defender groups, thats still helping a lot.
I just wished they focused on colourful and rich content, like the Bazaar. A really beautiful area, achievements that demanded doing a dozen different things, absolutely no need to zerg…
The bazaar was utter kitten, the map was bug ridden, the new skills were based on the bugs of the engine (well the waves in TQ are too but pulse skill hitboxes were buggy since release), the plot when nowhere, inflation and kitten for the economy went down.
Not to mention that the achivements were time sinks instead of coordination and skill.
I still think that ponies (suffering is magic), puppies and chicken would be way more fun skins, but i guess dolls are ok too.
Not really. Vampiric Master has a very low actual rate compared to other traits, because the other traits work on your hits and crits, and you hit a lot more than just one target per second.
The only time it really shines above and beyond is Putrid Explosion and Charge hitting multiple targets.
That is exactly the reason why i think that the on crit and normal hit should be mutually exclusive.
Not at the second. It’s speculated via the patch notes that it will with the October 15th patch, but numbers on it are up in the air.
I still feel that, in comparison to the rest of the Traits that we have, that Vampiric Master is going to be far too strong for a Master level trait if it does end up doing armor-ignoring damage on top of good siphons. Not in comparison to the game as a whole, as our siphons are obviously lacking anyways, but when comparing Necromancer traits side by side, there is a clear balance discrepancy. Which could end up being good if a revamped Vampiric Master is our intended balance spot.
The main 2 pve builds for engies and warriors (aside the CoF farm spammer) were based on having 900 damage siphons proc 2-3 times pre second, eles have 200~ pre second, same for theif and ranger, so for pve it wont be a problem. As for pvp i dont think that with our current lack of cleaving and high cd aoes that it will do anything to minions except maybe make people focus wurm a bit more (he is the only minion that can viably kill someone after all).
Sure, but that is the point. Training of the Master increases damage (more than Vampiric does), and Vampiric Master increases healing via siphoning, which happens to also add a bit of a DPS boost.
Does Vampiric Master even deal damage? Im pretty sure that the entire affected by Poison so im not sure if its a siphon and not just a heal…
Sodding exceptions and bugs and complicated for no reason mechanics (reason why i hate my native language, its only real rule is there are always exceptions).
Training of the Master does quite a bit more damage than the increase that Vampiric Master would have.
One important thing to note is that Golem charge heals for quite a bit (especially against a keep wall/bone walls on tequila) if it doesnt moonwalk into a little rock.
I still want 1-3 ice fields…
Let me answer your questions:
1) Only one server, out of all servers, was able to beat Teq on the first day. Don’t see how you think this makes the content easy since it was beaten.
2) BlackGate is full of really really REALLY good players. Really.
3) Having a map full of people does not guarantee a win. See point #1.
4) If you want to generalize the content in those terms, I could say that beating Tequatl requires you to turn on your computer, log in, play, and win. There’s more to winning than your four steps, and I know you understand it.
1) Because they cut the roots of noobs and trolls with a massive guild
2) Maybe doesnt mean that they dont get trolls seeing how they dont continue to kill him.
3) True, but having a full map with 50 idiots not WP rezzing themsef if they cannot dodge or attacking TQ with zerker gear instead of defending since he cannot be crit helps chances than having 50 out of 100 idiots not Waypointing.
4) What he lined up is true, all but 6 people dont really have anything hard to do and the 6 that do have it hard is because of the ui SOMETIMES kitten ing out/game not being designed to shoot aoes at a 20k range or whatever it is (missing the zerg with cleanse despite the indicator being over or some shiz like that; i still think that its just that people on turrets tend to be inept but with so many reports of it there must be some truth).
What i am saying nobody seems to be understanding is if you design a game which promotes community spirit. why design content that goes against it?
Because its not like the first kill was a community (well guild but thats still a community) effort and probably carried around 20-40 people that didnt give a kitten and played like you just sitting afk for rez.
(edited by Andele.1306)
Remember kids, when developing a MMO make sure to turn bugs into features of the profession noone of your core devs play, but always cause 2 gig patches if something is broken on your favs (like sigils not working on some effects).
I support this thread, nice ideas. As a caster class, necro’s skills are far behind elementalist’s skills in terms of visuality.
With how little damage they do in comparison, i think its a fair trade.
Regarding >>>Leaving a Transform – no heals/until buttons for 1sec + lag.
I remember this popping up not too long ago, but can’t remember where we left off on it. I’ve been playing Necro a lot lately and it has been bothering me, too. I’ll talk to the guys on Monday and see what this is all about, and see about taking care of it.
I think it was mentioned at some point there was a cooldown added to prevent unwanted skill executions when leaving a transformation. But again, I’m not sure if this was intended for Death Shroud.
-Bill
It would be all fine and dandy if it happened with the patch that did it (election time), but it has been in game since the first time Ablades appeared… same thing as our weapon swapping in DS getting remove, someone just kittens up and it gets turned into a feature.
Transformations remove utility slot ins, so yeah been so since release (read the tooltips on plague and lich).
[
(also horn 5 would be bloody op as a blast finisher since its a ticking spell)
Oh yeah, because its impossible to let the blast trigger only ONCE when you activate the skill, right?
Life blast: just like Focus#4 and Dagger#4, this skill has all the disadvantages a projectile has, so it should also have its one benefit: being a finisher.
The lack of finishers doesnt even annoy me that much. More the lack of consistency when it comes to skills that sometimes count as projectiles and sometimes not.
A) actually yes, our dear devs are kinda too inept to fix existing problems with the skill combo field interactions (like how engie rifle used to work and still does sometimes when the leap is interrupted or how most leaps; the prominent one being ranger swoop, proc the same field twice if they are in it in the transitional phase between movement and jump effect).
B) LB was a blast finisher UW for quite a while because yay bugs (not sure if it still is).
If an asura can weild a giant sword I think a Necro can.
We dont even need to, a giant demon or one of the reapers from the underworld can hold it for us, i mean if mesmers can trick gravity itself then why can we abuse our connection to spirits for physical tasks?
You mean something like this? It would be cool to look at for sure. Doesn’t even have to hurt that much. :P
Aside from the butchering of history (Oda was rarely on the actual battlefields fighting nor did he have such fancy hair), yeah, even if i thought more of Shaman King, FMA or Blue Dragon in terms of influence.
Either way (for the character) giant black claws (like mini version Shady-Bs) holding a dark/underworld version of the weapon infront/a bit above us that is actually used to attack while the PC just does cast animations (like with staff and offhands) if we get the melee 2h weapons.
Not sure everyone is aware but, Putrid Mark doesn’t need an enemy trigger anymore. Try it.
Wrong, it does require an enemy. Thats a display bug. It shows the “area whatever” when you place in a field but doesnt actually give the effect. It does it again when theres an enemy and works properly in that case.
Actually it’s not a display bug… sort of..
For those who don’t know: Putrid Mark has a double finisher. One for placing the mark on a combo field and the second when it is triggered.
Here’s the tricky part:
The second finisher only triggers if the combo field is still there.
However, for the placement-finisher it’s different: if the “display bug” icon shows up without actually triggering the combo, then that is an indicator for the player that the mark is “charged” with a combo for the entire 30 seconds before the mark disappears.
So even if there is no combo field left, it “remembers” that there once was and combo on enemies if they walk on it much later.
If you see an icon again if the mark is triggered then it’s because of the second finisher with a different combo field.
Same thing with our Trident 5 (so a 3→5 combo if timed and positioned correctly can apply twice the weakness than the normal poison field would; also since 3 is a leap starting in a enemy into a wall is like 34 or so seconds of weakness with my setup at least).
If an asura can weild a giant sword I think a Necro can.
We dont even need to, a giant demon or one of the reapers from the underworld can hold it for us, i mean if mesmers can trick gravity itself then why can we abuse our connection to spirits for physical tasks?
Eh, Necros use the same dagger animation as thieves, so yes they do stabby-stab with them. At least for the Autoattack.
Just to mention, weapon attacks have a same staple of animations (warriors use 2 of the ranger auto attack animations in their 100b); Eles actually also use the dagger slashy/staby/backstab move for some of their skills; the thing is that unlike the thief, when the necro uses them they dont have a physical animation on hit (despite being just as close range), look at it you just pull out the life force of the enemy and start sundering it apart or chewing on it with ghostly chomps, same example with axe 2, its just whirling mid air between the target and you.
Honestly it should stay that way (even if its against my nostalgia going around with a IDS and a keg of dwarf ale slashing and slapping things before eating their life away, the theme is a good one).
Because thats how necros are set up, if you wanna ask about fields and finishers ask why we dont have ice fields or leap finishers instead of requesting skills to be turned into a finisher (also horn 5 would be bloody op as a blast finisher since its a ticking spell).
theres a fine line between, challenging and stupidity, it gets crossed repeatedly. That being said, this is deffinetly on the stupid side, imo. I keep hearing/ reading, “not enuff ppl”, " not enuff experience", fight is a gear check", “ppl don’t know how to play” etc…. None of this sounds “fun or entertaing”. Personally i find nothing “challenging” about being 1 or 2 shot regardless of my gear or ability to play. It deffinetly is not for “random groups of ppl” , They will get crushed every time or spend mor e time getting “rezz’d” then actually playing. Might be a good fight for the “elite players” but for the average guy/gal it’s just one more thing taht frustrates and makes you look for other entertainment.
Actually most instakills in the fight are bugs… check the combat log.
Only actual instakill that can happen is if you are stupid and walk in the putrid ground created by 5+ fingers (wave hit by itself only does 1600 to 2800 damage in soldier if you got stability and walk towards it, but if it bugs out/you get knocked around in it, yay for up to a 12 multihit from the same skill).
No its just that a dev has a knockback fetish.
a. bears are bad pets for… pretty much everything
b. passive cond removal is bad
http://wiki.guildwars2.com/wiki/Empathic_Bond – has two major downfalls; it transfers to your pet (which if you played ranger you’d know was very important) and its every 10 seconds… what are the chances of that removing burn? (oh… and its a GM major trait)
http://wiki.guildwars2.com/wiki/Signet_of_Renewal – again 10 seconds, again to the pet and 60s cdthe only decent condition removal rangers have is healing spring… but the condition removal is applied after the heal… so if you dont have evasive purity you’re screwed by poison (which engi and necro -standard condi pressure classes- have plenty of) and you have to say within the aoe
oh yeh… lets waste the SoNRs active to cleanse conditions(!) brilliant suggestion(!)… i think youll find most decent players kill the spirit so the ranger cant res off of it (or CC it after the ranger goes down)… so most rangers only bring it out when they (or a party member) is about to die
(im split on healing springs supposed change in the upcoming patch too… 2s pulses instead of 3s helps with cond removal… but over less time – and ranger is a sustained damage class – with less water field combo time)
Because being the only type of pet that can survive stuff that would kill anything that aint a warrior or necro in case the person doesnt dodge is bad and its not like passive condi removal procs on combat, and in all cases but wvwvw you are guaranteed to have at least 1-2 conditions on you. For conditions transfering to pets, its totally a harsh thing, its not like you can, oh i dont know make the pet despawn and replace it with a new one every 20 seconds… (not to mention that EB kinda has no alternative for the slot because Bark skin is just as kitten in comparison as Withering vs LC).
Btw you might need to get your eyes checked, you missed the entire point of SoN, that in case you get downed by condis, it also clears them, not to wase a self rez effect and a elite cast on random no use. Either way mesmer complains about lack of condi removal are more valid than ranger ones and even then they barely get the point across.
One thing that needs to get fixed is wave/pulse skills (yes that includes Fgreatsword, normal greatsword, burning speed, etc) to only hit the one intended time, the tequila wave has the element of luck if it instakills or just does 2~3k damage depending on how unlucky your landing/how many ticks of it hit you, same with overlapping spells of the same type on the same enemy (40 poison clouds in the same area are still just one poison, it shouldnt do 40 ticks of random nonsense damage if its the same spell/skill from the same source doing all the damage.
Groups are killing it with time to spare ([TKS] had 2:24), once everyone is coordinated 15 minutes is actually a generous amount of time. The issue is communication (message suppression).
And the fact that only god knows who is on the 6 carry spots.
You know this has been so for a while already… many people reported it even directly to dev/red posts (with the putrid mark being bugged and only transfering 3 condis and not cleansing allies).
Oh is it time to post funny pictures that still dont make sense, ok then here are mine:
How golem should be summoned – http://host.trivialbeing.org/up/transformers-jul8-aircraft-carrier2.jpg
Lich form – http://www.zerochan.net/244531#full
Death Shroud – http://media.animevice.com/uploads/1/11232/561113-bakura.ryou.full.213947.jpg
Traited Death Shroud vs mesmer moa- http://static.fjcdn.com/pictures/Discord+vs+Queen+Chrysalis.+discord+is+best+villain+also+dedz+to_6f4750_3618927.jpg (mesmers can turn us into moas, so we should be able to turn mesmers into mm necros~)