I’m currently maining a hammer dps warrior, until I find something better at least, and I have to say it’s always funny running into MM necros and watching them scramble after I demolish their entire army with a couple attacks lol
But yeah I used to goof around with builds like that in tourneys, was usually the home point guard (idk if thats even part of the meta now though lol), was fun just avoiding the enemy roamers while my minions wrecked his/her noob face! However good aoe players that roamed ruined the fun
And I must have missed the burn in spite! So essentially necros can now easily apply EVERY condi with ease over and over again? Well I can see why they’d be good!
How do they do against guardians and eles though? Cause before I left condi necros almost didnt exist in tourneys due to guardians and eles instantly removing ALL conditions for their ENTIRE team just by simply dodging around :P lol was that nerfed or can necros just reapply them fast enough now?
Basic counters to necro are still basic counters to necro (so cc warrior, shout guardian, and that kin) we can just melt idiots and punish bad plays really hard now with condi burst.
For basic yolo que and winning in hotjoins id say something like http://gw2skills.net/editor/?fQAQNAW7YjMad7Zbia87JEoH7CuAiRKOmghSB8kOA-TsAAzCuIMSZkzIjRSjsGN+YFw+DA is correct, but just with swapping out the major traits, utilites and sigils you can get a carry necro that is pretty insane (but ofc needs someone to peel for him).
You not seen fiery rush + lightning flash?
LH ele has monster sustained dps. Backstab thief is situational.
Again you show you dont know the meaning of the words you are using.
The LH build isnt a dps build, its just a spread of potential burst for different targets with quite the downtime. Also, burning speed does more with less investment than the FG+LF combo and no BS thief aint situational since all bosses can be flanked, they just aint optimal since you dont do kitten in a actual clear/fractals (still useful for speedruns with reflect and stealth).
As for the video is just more proof of them having to fix the stacking issue of whirlwinds/aoe pulse effects and the generic warrior and mesmer murdering lupi.
(edited by Andele.1306)
Wait for Dire stats combo if you are “new” to necro.
The highest dps class in pve is a LH ele (thats 0 points in arcane). Using life blast or deathly perception is not how you reach maximum dps on a necro.
LH build is still weaker than full build backstab chain thief in terms of dps on any kind of bigger boss. Again DPS- Thief, Burst – Ele, Best of both worlds (but ofc weaker in each a bit) – Warrior.
True, not a native English speaker. :x
But the 1-sec penalty is what I had in mind. Cheers for clarifying!
To actually clarify, aftercast is a animation a character does after doing a action that if canceled actually wont stop the action/for short a animation worthless for the skill but used for the sake of coolness or immersion.
I think they added a small after-cast to DS exit. And it’s awful.
I dont think you know what that word means, especially with the fact that DS (entry and exit) are instants… But if you do get knocked out of DS then you get a 1 second penalty of not being able to use skills.
30%~ less total damage in optimal conditions than a thief ele warrior, good middle of the line in case of a zerker build.
I agree with the thief and warrior,but ele? LOL anyone who says ele has good damage doesnt play the class
Do you know what air arcane burst is? Let me explain its a build that allows for 7 crits, each that can deal around 9 to 15k damage depending on how deep you go into the rotation/how much reaction time you give to the enemy. The thing can instakill a soldier necro from full shroud with a full cooldown rotation in wvwvw. Yeah mobs melt if played right and during bosses (when burst aint that much of a deal) with just 3 trait swaps and 1 utility you can (thats to the improvements that some genious eles made with it using scepter focus) get a medicore sustained crit boon spammer instead.
If you want ask Nemesis how his meeting went with a arcane ele.
Spiteful Spirit (and rename the sodding trait, its; in a rich racist Asian dad voice; “bringu sham to famely”), Grenths Balance, Blood Bond, Blood Renewal, Spoil Victor, All of the order skills.
Major and Superior runes.
… you know lich/plague got a cd on exit and for DS no it would kill shroud dancers.
Would you still love it if every death placed you back at the start of the level (and not cheap save point) and further more the game would only be available to play for one week every 6 months? That is what my gripe is about, not the difficulty of the puzzle itself.
Yeah, and then imagine if the game even reduced your maximum health when you died, and took all of your collected coins, and you had to pay for armor repairs with the money that the game just took away from you. That would be horrible. No one would want to play that…. right?
Point being, even Tombraider 1 and 2 on the consoles did not allow you to save just anywhere. There were fixed save points on Playstation, and dying meant having to redo a lot of the level. So what you’d do, is second guess the traps, or try to spot them before blindly wandering into some seemingly safe corridor. That is what TM is. You know every floor is trapped. Deal with it. Out-smart the designer.
Despite how much i loved both dark souls and demon souls, their type of player instakills shouldnt really be a option, with how bugged jumping tends to be, the terrible hit detection in the first SAB and the general theme of the dev team sucking to actually show aoe indicators/different particle effects or small model changes on traps… well lets just say that if they cannot rip off a boss like Flamelurker or and their Ornstein and Smough (aka naked bluecharr group torpedo arm and gay-team dbz reference transformer rat) had the same bloody weaknesses, i doubt that creative, hard but fair puzzles will come out of the new SAB worlds.
I still think that even post the patch Carrion will be the way to go for a true cond duration/hybridish dungeon necro and on the maxing condition damage rabid wvwvw, but dire will probably be the knights condi equivalent, never actually better than any of the builds but strong enough to compete with both in their strengths while allowing for mistakes/learning time… or plain for lazy people that dont wanna dodge.
You’re dealing with necros. Two dodges is all we get.
Thats why i said it, i mean we already have to eat 80% of what people should usually dodge, devs could plain go and remove endurance/dodge from necros and we would only see a small increase in total necro deaths; as a matter of fact if they designed our traits (and their trees) as well as mesmer ones and returned beta shroud, id give them the dodge option of all my characters (note that my other chars are thief mesmer and ranger).
30%~ less total damage in optimal conditions than a thief ele warrior, good middle of the line in case of a zerker build.
Mid evolution school mario (not the sodding original, its still giving me a sense of rage rarely seen by mortal men) and/or early mega man = awesome
I wanna be the guy trial and error crap = kitten you a-net
I still think that even post the patch Carrion will be the way to go for a true cond duration/hybridish dungeon necro and on the maxing condition damage rabid wvwvw, but dire will probably be the knights condi equivalent, never actually better than any of the builds but strong enough to compete with both in their strengths while allowing for mistakes/learning time… or plain for lazy people that dont wanna dodge.
A couple weeks ago some guy tried to make a thread listing the undocumented changes from a patch on the general discussion page and his thread was promptly locked with a moderator comment telling him there are no conspiracies and to take off his tin foil hat
Forum mods are kinda… well lets just say that a slug in salt would respond better to stuff (threads they closed include the first 2 necro bug compilations, a 2 page long explanation of bugs with vampiric traits and skills with bloodthirst, the old old necro downed hp one, corrupt boon not hitting shiz, epidemic when it used to be infinite/max targeting range, etc).
Well kitten, that’s a lot of kittens.
I think often times that a profession’s “viability” is completely dependent on if it’s fun.
You are using that word in a way so wrong that it makes incest seem right in comparison.
Elementals are better on their own than individual minions because they have non-permanent uptime, no secondary actives, few (if any?) traiting improvement, and there are only two, so stacking isn’t an issue.
I’m fairly sure most of them are melee as well.
2 of them in each case, air being there for team support thus weak long ranged spark attack or if in melee a bit stronger sting (like like all sparks and most devourers); only that fire ele has short range thus can be mistaken for melee (he/she/it does have a weak basic ranged flame attack as all fire elementals) but is rarely used because the evade dive attack and fire explosions are on short cooldowns.
I’m sorry, what do you mean by a guardian reflected grub?
Arah, Orr, CoE, etc any place where minions are summoned with projectile skills, if you reflect them (as in a skill that will destroy the projectile and cast a version of it that is your own) you are the owner of the summons, most of them will actually follow you around and attack stuff that gets in combat with you.
*also for other posts, yeah skills in game could technically be used by all professions if you got a way to unlock em, for example you can get the thief steal fear in a item and use the ele aura casts via runes (and unlike the combo finisher auras they are actual skills that also proc aura share).
* small side note Ele elementals got 21k 21k 14~K and 9~k (Ice, Rock, Air, Fire).
Yea but only 1 via an elite with <50% uptime + a lesser elemental that’s not as tough and also <50% uptime
Uptime true, but the only difference between lesser and elite elementals is hitbox, 100~150 damage (and so fire and ice in the 700 ranges air and earth in the 400) and about 25% less hp value (took a cornered whirling greatsword in the QJ 3 instead of 4 spins to kill the lesser ice *the best elemental if i might add* while minions die in 2 or 3) So no elementals aint worse than minions, especially if its teamfights or dungeons in question.
1: stab when entering ds counters CC knckdown, interrupt, daze
In addition to what was said about this worthless comment:
You need the LF to enter DS, It doesnt to jack kitten if cast after the stun/uptime doesnt matter if the duration it is worth in a fight is low, Worthless vs mesmer and thief cc locks (strip it) and not to mention that there is still the big problem in the need to use DS for the damage combo. So no CC hardcounters necro more than any other profession (heavys get easy 8+ stability with a good single utility, meduims move themself/enemy around and/or got their nice stealth, both other light professions have massive gap creation/mobility skills n plenty of invuls).
Summon effects =/= minions
The minion traits alter utility skills, not actually units under the same tag/control group as you, same reason why guardian reflected grubs dont last longer nor increase/shatter for mesmers.
But im pretty sure that the Lich rune (6th slot bonus) minion is actually just the reanimator skill being procced so it might drop a DN on death.
Condition duration food (both increase and decrease) is massively overpowered compared to other food type and thanks to koi cakes, are also dirt cheap.
If said person doesnt rune for it/go power/cond dur line, its balanced on stats value transition in comparison to proc food.
It is “op” on a pure cond damage build.
Another very important note, it might be possible that pve and wvwvw minions have different values from pvp ones, since by how much beating they can take in orr farm chain/randomly attacking abominations was: Golem>Shadow>Wurm>Blood>Bonefiend>Bone minions – no minion traits ofc.
- small side note Ele elementals got 21k 21k 14~K and 9~k (Ice, Rock, Air, Fire).
minions are in a “strong” spot in many ways.
1. The flesh golem (when traited) has a higher health than is possible by any player in the game.
2. Bone minions have extremely high self synergy (combo finish with themselves [death nova], large AOE, unblockable, ect)
3. The shadow fiend has the third fastest life force generation out of our utilities.
4.Blood fiend is quite possibly one of the best heals in the game due to passively healing more than 4.5k every 20 seconds and being available for a burst heal.
5. Minions now get agony resistance
6.When siphoned by lupicus, even if all your minions get siphoned at once, lupicus recovers less health than if he siphons one player.
7. Jagged horrors are under appreciated. A free bleed on each hit, and walking death nova bombs? yes please!In all honesty, the only things holding minions back are:
1. Death nova is bugged in that, when a minion is killed by an active skill (putrid explosion, fetid consumption), it doesn’t trigger the direct damage burst.
2. Minion AI is still a little wonky (bone minions hesitate for a moment) but behaves a lot better than how they did on release.
3. Reanimator IMO should also proc off of minions dieing.One thing’s for sure, Minions can’t be controlled directly and I don’t think they ever should. That’s the ranger’s class mechanic.
1. All other elite summons by default (as in not traited) got more hp, golem on the other hand has the hp of a ele… he (as all summons) just got stupid amounts of armor.
3. Fiend is also the most sluggish cast and really easy to squish.
5. As to all summons and pets since patch, your point is?
6. No a minion has between 9k and 10k as mentioned before (up to 15k when traited), so that is 4 eles getting drained, or in case of a golem/fiend a ranger. Jhorrors are the only that kinda count since they degen faster.
7. You forgot the self degen and the fact that they have a tad less than 2k hp… right that helps a lot…
a) Not a bug devs confiremd it would be op
b) Pathing is still kitten (as is for all) ai actually very functional now
c) Reanimator shouldnt even be a (minor) trait.
That is not direct from a dev,
Was asked on one of the 1000 small podcasts that are around on reddit. Pretty sure it was JC/chap that said both because of easier code and damage.
1. 5
3. 1 pre pulse, up to 5 total/as in if 5 allies are in it
4. same as above but in case of enemies
5. Ritual of Protection gives on cast not pulse to everyone in it.
6. Ritual master gives you a 900 cast range, not bigger wells.
This is why I don’t come to the forums anymore, it’s always about damage this damage that. I went back to my warrior yesterday and then tried my necro that I didn’t play for about 5 months and let me tell you this, my zerk warrior kills about 5 seconds faster than my necro with a new shiny condition build. If killing so much faster (5 seconds) is what you need, roll a war. Let me just remind you this tho, my necro doesn’t feel like he wears paper armor at least.
Its not about damage its about viability of the damage and how much the build provides in other areas. Currently our support is plain crap since people are starting to understand not to stand in giant green/black shiz (and sometimes they even remove conditions), the cc we have cannot deal with the amount of stability and blinks that can be dished out and last but not least, its usually best to move a new player to the top dog of current dps builds because they are (in general) very easy to play.
Two-handed weapons need TWO Infusion slots
in Super Adventure Box: Back to School
Posted by: Andele.1306
Lol guys.. 2h weapons actually can have a bit highter base dmg, but its doesnt mean they do highter dps than 1h.
For warrior highter dps combo is axe+mace.
Many skills on 1h actually does highter damage than 2h.
No actually every single two handed weapon has higher total damage than any one handed…
I figure this is PvE, so a few notes (all of the stuff ren said is 100% true, just you might wanna keep this in mind):
Bloodlust>Corruption as the stack sigil, if you are able to attack more than 80% of the encounter and use 3 at least once every 18~ seconds (dont remember the exact numbers but it was around double the cooldown).
If you got undead runes, the 6% bonus is 110 in full rabid.
Also ascended weapons are gonna be out next patch so we can add another 10%~ bonus to the amount of cond damage weapons give.
And last but not least, if you got dumbfire and use cpc/cb with transfer for higher poison uptime, that cond damage is gonna help there.
It Actually does update pre 10% and infuences the damage delt, the ui just doesnt update, long known bug since release… Really devs did you not know of it?
And you don’t think the weapon used by the grim reaper himself would fit the necromancers style?
You know that the grim reaper/angel of death/anthropomorphic personification of deaths first descriptions were a old man with a beam scale and longsword (that was then kindly taken by Religion and then finally the justice system after a bit of sexualisation, sadly it makes a lot of sense, i mean if Dante could do fanfics about himself that are then big works of art do you really actual people with power didnt? I mean every king/emperor/kaiser/pharaoh was a “son of god” or whatever).
That’s assuming you’re using a warrior with a ton of CC, anyway. Against anything else it’s just lolconditionspam. Blow every cooldown and Fear to win; totally brainless "strategy" which can be repeated over and over in a very short amount of time. They need to tone back down the condition stacking; after that last big patch it’s just way too much to be balanced. If they must do it, at least raise the skill ceiling higher than this button mashing BS we have now.
Yes paper tell me more about how scissors is op and faceroll. *cough stability/guardian/war/ranger/ele are rock*
Yeah so I was right then. They do all take atleast 15 in dueling. Andele was just disagreeing with me for the sake of disagreeing as usual.
I feel 15 in dueling is a must if you want to at least try to kill someone. I tried no 15 in dueling but its not enough pressure.
Ok guys then give me a link to a build that has reliable conditions and has same base defensive strengths of a terrormancer.
Yeah thats right you cannot, since mesmers do require a playstyle strength, it also cripples them in how much they can apply, a 15/25/0/0/30 condi mesmer for example will have both the bleed burst and good conditions, but gonna be killed by every random aoe burst.
The (quite popular) 20/20/30 torch using setup gave up most confusion power (till now with perplex runes being ok by old standards) and the bleed application speed for good survivability.
Glamour builds have the glaring flaw of massive cooldowns and massive requirements in situational awareness/positioning.
So no, while you were right on the trait side (what is pretty freaking obvius, its the only reliable source of bleeds after all), application speed is a totally different issue, and if you wanna go with pistol in offhand and staff as your second weapon, i welcome you to be in any fight where not all people are present or a necro/engie/ele is going for aoe.
There are many forms of OP and definitions I don’t think anyone knows what it means anymore.
OP = Good as in a compliment not negative at all and not gamebreaking just Good. Example “My OP build” buzzword for views not really OP but has a OP part to it the burst rotation is kind of op.
Kind of OP = I don’t even know what this is besides someone being noncommittal in their argument so they can leave the door open to back out.
Ugh its so dumb seeing OP just slung around you can’t tell if the person really believes something is OP, if its just difficult to deal with, if its just OP as in good or what.
“I fought this ranger build it was kind of OP” What does that even mean ’Kind of OP"?
/rant
No there is one form of op, from the original P&P D&D days, if a cleric could do a 3d10 heal as a rank 3 divine spell 6 times pre rest, that is bloody op.
I think that Warrior with healing shouts /perma banner regen will be the best to play with MM necro as his minions will be healed all the time.
Just to note, Banner effects dont (at least they didnt last tried it like a few weeks before the first SAB) apply on minions, regen and co does.
That’s my cue
Like Bhawb said, every class can make a good combo with a necro.
In PvE thieves’ and warriors’ damage is indeed “good enough”.
In sPvP/WvW those two are actually one of my favourites to team up with if the players know what they’re doing. There might not be an apparent synergy of skills but the playstyles compliment each other very well.
And especially in WvW thieves provide a better life line for you than the group buffs other classes could provide.
Ok if you really want a nitpicky setup, yeah cc and phys based warriors are not only awesome peelers but good finishers for enemies a necro downs in pvp, a regen warrior can be the ultimate companion for a necro in wvwvw if they play correctly with mark/wells/lich to kite/mobility/hp income . Yes a thief is useful no matter where if they player keeps the aggressive annoying person playstyle that fits well with decaps and crippling (not the condition) a enemy on the necro; also stealth.
Thing is they dont compliment their weaknesses in any special way nor do their skill mechancs have unique interactions. The fact that warriors have the best of both worlds in dps-burst and thieves the strongest sustainable pve dps doesnt mean kitten to a leveling necro nor does the roam playstyle help show off the strengths of a necromancer in wvwvw.
TL:DR – Necro works with everything, but cannot shine/be a cloud of doom and death with a lot of setups..
There will be no scythe for a while though xd. I really want a sword. Stygian blade + Malefacterym would look awesomesauce.
Despite the flawed subjective reasoning yeah swords would be good on necros (if possible dual weild, just as axe should…). Also that DS is just Spear from UW… And while i do want the UW weapons (and UW DS) on land, it would be quite redundant if added to DS.
Have you guys not seen how fast mesmers can rack up bleeds with phantasms? Much faster bleed stacking than necro’s when done properly.
Bleed mesmer doesnt have as much strong confusion. If they go for all out phantasam bleeds they are just a kittentier version of a thief (that evade 23/7 with their calt/blossom build), now if you are talking underwater yep i agree 100% (bu those are clones).
My definition of OP = build/class that requires less "skill" to play/use yet achieves the same or better results the majority of the time. See the influx of new necro’s? Yup, its not cause just now EVERYONE decided they look cool.
(edit) My entire comment is for WvW. No idea if its legit for sPvP at all.
That is bad counterplay *cough stability not letting fear do damage*, not op, something being overpowered is plain numerical strengh being disproportional to the resource cost required for it to be used (e.g. 100b is op in pve, not in pvp because you need other reliable ways to make the target stick in the damage).
Mesmer, Ele, Guardian are on top of synergy (in order being able to: afk trough pve with summons, necro “carrying” ele trough mobs early on while ele keeps necro on 100% and more weapon fun, guardian plain working with everything via shouts, also option to do 3 sweapons+3 minions for just as much afk as mesmer runs)
Ranger and Engie having good leveling synergy, but no real profession combos (but some unique stuff is still there like spirited minion attacks/massive condi burst via epidemic respectively, in both cases double healing “well” that let both of you melee bosses, etc)
Thief and Warrior having no synergy at all, but good enough damage to no need any “flow”.
(edited by Andele.1306)
Mesmers are pretty much middle of the line in condis, not as fast as thief/warrior, better spread of them but less reliable then a ele and just as slow application of their condis as necro, they do have the double shatter condi burst (12~17 stacks of confusion for like 10 seconds with possible other crit effects) and attacking them hurts enough (carmor, block, retal), problem is unlike other mesmer specs it has no real way of specialization and thus quite being weaker than other mesmer specs.
i dont play a class because it’s OP. I play a class for its gameplay.
i’ll be quite happy when cnd necro will be nerf, something legit !
Im sorry but you cannot say thakittens not only a hypocritical thing to say (since in the end gameplay is what matters, since if the noob necro cannot position his wall to stop the cc warrior with medicore skill, the necro dies), but also a very very stupid thing. Personally im not a fan of pvp, but i do know that in order Thief, Guardian, Mesmer, Thief, Ele, Ranger, Guardian were the top dog in pvp, and if you could look at pvp match history you would clearly see that those were the professions i used when i wanted some random killing fun and won most of it *kitten no open world duels*; You have to be plain stupid not to play the strongest thing (or its counter) around in a player vs player game if you like winning. Thus just that line made all your points invalid. Also use any form of cc, please for the love of god learn how easy it is to ping pong a necro (and technically seen a ranger and a thief if you catch those out of evade/stealth/in range).
*yes i know its a very much kittenbag thing to say but it is true and nonsense just bothers me, if the enemy has a nuke in war you dont fight back with the threat of throwing cupcakes at them
I support this change… There is a difference between challenge and impractical. You can but octagon shaped tires on a car. Sure you can call it a challenge… But your suspensions kittened when you get to where you’re going anyways.
Except DS cooldowns are made around its usage uptime vs cooldown, every second DS youll get a 2 and 3, 4 (and now 5) every third or fourth if you used Doom on a quick tap as a defensive tool… Ofc 2 traits kinda tend to screw up the exact timings but whatever. DS cooldowns showing are like on the bottom 5 lines of the “kitten to fix and improve on necro” 10 page list.
PvP Well Build:
http://gw2skills.net/editor/?fQAQNAW4djQaZ6haea8bKApCYP9o7x3OqQxUKKHdA-TsAgzCsI6S1lrLTXyusdN+YVw+DA
Sadly no builder is really up to date for pve so i cant really link it, but the new on swap heal is way better than water sigils and runes depend on type of build/range you wanna be at.
1, Your main point is countered by your second, the perfect imbalance (what is actually just counterplay by power/skill ratio; just how in sc2 2 zerglings meleeing a marine will kill him, but if the marine starts to kite even a little bit he kills them). That happens in a well designed game, having a cycle of counters, thus making it impossible to make a perfect team (even in lol because as russians have shown over and over again, safe play doesnt pay in the end if you are setting back advantages for a small continuous personal benefit vs a good enemy.
2. Trilanes, double mid/double top, double jungle (what is just the really old roamer vs farmer meta) all happened in lol, but got established hard counter comps and are still very very viable in dota (in fact tri-lane is the norm). Just as Ez got stopped being picked for the same reasons, people started using champs like amumu, cho, zed, kha, nauty, talon etc that can negate the advantage ezreal and corki had (who were both very picked adcs for a while because of their reliable escapes). MF on the other hand (with ashe and draven) got in to replace the strengths ez had (strong poke, good fight control and global ulti in the last 2 cases) but replacing a skill that would then be useless with current champs with more power. Same thing tech applied to the mage vs assassin thing, cho, xerath, viktor, annie, nauti and malphite were very strong ap mids still then and beat the kitten out of talon/zed/kha, the problem with them was that a) community didnt want the shift to damage on top tanky build on mid and b) people didnt think that maybe not buying a NLR but a chain west and wand might be a better idea… thats the lack of counterplay by community that is bugging gw2 a lot, mostly because such builds aint viable in other situations/have no stronger role to play.
3. Lol and dota have the problems of having money at stake, you see pros and higher ups in community interaction do funny weird kitten all the time in their personal streams and fan games that work, but you dont risk on that when the next win could make sure you have enough money for a bloody year.
Again new game modes (so equivalents of different strats/comps for mobas), Better defined strengths of builds/stats/traits (good itemization) and plain more fun incentive is needed.
One thing about cooldowns that needs to happen is for them to stop being full duration if you use a instant skill to self interrupt the action… such countless times marks and lich form dont pop but still go on cd just because of dooming or swalking…
Pretty much this. Without knocking the strategy of sPvP, it’s essentially a very straightforward game mode with an extremely pointed goal (no pun intended). Like in Checkers, Chess, or even League of Legends, the meta is always going to be painfully static. Changes can happen (usually due to patch changes), but the game mode will always settle into a repetitive groove once players find the new path of least resistance to victory.
Big difference between chess n checkers vs league n dota and GW2/mmopvp is that unlike in the first (physical) example where everything is static on a set field goal, the second (virtual) case has variables that can mix things up in drastic ways.
Sure the main objective stays the same, but ways to achieve it change, in GW2 pvp its get x amount of points, no matter if you hold all points or not it can be achieved, same in lol killing the nexus only requires one lane to be pushed deep enough.
So big changes in the meta (like Bruiser>Caster>Assassin>Gank/Map control like it did over last quarter of S2 and into the current S3 in lol) are done just with little changes ( New DFG, Khazix mid stream, Shen and TF on same team in tournament), even if the things/“change” is already in game.
The old gods did it.
^“Any situation ever” leads me to believe including WvW, PvP, and all of PvE, in which case there are many situations where minions are viable.
If you really want a rundown
WvWvW – worthless on defending, charge sieges/anything where walls still stand, but good for roam/small groups
PvP – “bunker”
PvE – steamroll all open pve without mass spam aoe (so 99% of it);but a lot of dungeons punish minions because how lethal some skills become with more possible targets
Scarlet is the anti-trahearne.
Well yeah, as I stated earlier:
Traehearne: Oh so perfect Slyvari who took all the glory from former heroes. United good guy factions despite them being more interesting standing on their own rather than merged into one generic blob.
Scarlet: Oh so perfect Slyvari who took all the glory from former villains. United bad guy factions despite them being more interesting standing on their own rather than merged into one generic blob.
Scarlet is Traehearne, only female and evil. With an extra dose of special snowflake.
2 other differences, Saladmancer had a good initial plot (Sylvari personal story) then became the meme for kitten by the community (but for some reason kormir didnt get even half the rage during nightfall) with terrible voiceacting (but cool model/design) while Scarlet had a plain/bad/ass pull initial plot/setup (if you think about what we knew not what could be) but the community had shown how much more awesome it could be with a awesome voice (and a terrible model/they once again were too lazy to put the concept art into the game).