I think the reason why there is no CVT gear comes down to two things: a) power on its own with defensive stats doesnt do much, its mostly precision with crit dmg that increases burst while you can boost cond damage with just duration and make it equivalent to any other condition damage build
b) Imagine if you went with such a build and got onto any item/object in game… yeah have fun destroying that graveling burrow for 5+ minutes.
a) I agree 100% that the elementalist attunment allows for some nice solo comboing. However, it doesn’t add anything new by itself, it just happens that the ele weapons have a ton of combo fields/finishers on them. If necro had 2-3 finishers/fields on every weapon then you could do something similar, and ele’s uniqueness would be basically “I can swap an additional time more than you”.
b) I’m talking completely untraited here. Yeah, bring traits into it and Necro DS has a bit more utility (adding stability in the Soul Reaper line, etc)….but every other class can add a lot of neat effects on their own mechanics as well so can’t just compare traited Necro to untraited other classes.
c) Fair enough. But immobilize, chill, cripple, etc (in other words, the control conditions) still are unable to be removed even if you had the utility for it since you can’t use utilities in DS.
a) I think you dont get the point, thing is no other class can make a 23 button rotation in 9 seconds that if properly timed does raid boss damage (with that i mean instakill a bunker guardian while having him cc locked) while still being a tanky kitten or utterly fail at their class damage and survivability despite identical setup. True having pretty much 2 more weapon sets doesnt sound like anything special on paper since its just a increase of a default feature, but holy fudge you can do a lot with it.
b) Even untraited its a interrupt gap closer and pretty much single burst migration (so you could call it a downplayed/alternate guardian virtues).
c) I know its kinda borderline to a Aunt Sally, but you cannot reply to that with anything but we have a freaking ton of condition removal, also one since no mechanic really does anything against conditions on its own, unless traited for it, and if done so even our DS is kinda one of the best being a 1 condition pre 5 seconds removal (with just CC or Putrid Mark and for 50 points paring a full condition removal signet guardian).
He’s talking about the actual flow of battle. Unless you are using a power build, our game flow is pretty slow compared to other classes; not that we walk around slower.
Mesmers take the same amount of time to setup bleeds via phatasam crits and most power builds (even shatter ones) take just as much time in preping as spam life blast and wait for 50% LF…. In fact the only 3 classes that have a notable difference in combat are warriors, engies and eles…. hell even a thief has to caltrops into blossom, dodge, gap close in any of 99999999 ways, blossom again and then dodge again to apply 20+ stacks… thats around 5 seconds, necro condi burst (but our is to 15 stacks) is about as fast. So i never really thought about anyone talking for combat flow (since its pretty the same with variation of application tricks) in a game that has pretty nice balance and maybe i just played the condi necro wrong at start (since spamming 1,2,5 swap, bip, 2,3,4 was kinda boring), but i never felt any slower than on my thief or ranger in terms of conditions.
a) I have to give you a internet kittenslap for placing ele so low (despite the fact that i only played one to 50ish) Having 4 weapon sets with a 1 second swap gcd is amazing, you can solo combo 4+ combo fields with it in most situations.
Also warrior adrenaline is just a second 5 skill, its nothing special.
b) Ze Necromancer can break a fight with DS, espcialyl when traited, and even if not it will at least be able to eat the strongest burst a enemy has without you taking any damage.
c) Most conditions dont affect necro DS either way because their ticks are on the same calculation timer as DS degeneration making everyone who doesnt have over 1.4k cond damage deal 0 damage to you with bleeds and only 1% more life force loss if you have burning.
if the difference in speed of game play doesn’t kill you I guarantee you’ll love necro.
haha, epic point, Bull zooker.
Technically seen, Necromancers are faster than Mesmers (ability to hold perma swiftness and 25%ms signet), they just have more disengages and actual ground targeted blinks (thus more mid combat mobility).
Personally i haven’t noticed any projectile speed buffed on any of our skills since the Spectral Grasp change donkeys years ago. People can still outrun Dark Grasp and Necrotic Grasp.
Check again, even with 25 signet you cannot outrun Dark Path anymore (you still can with swiftness, but thats 99% of necro projectiles).
As someone leveling a mesmer right now you are pretty much looking at the same coin from 2 different sides.
Necro aoe are mostly based on a combination of secondary effects and damage in synergy while Mesmer aoes mostly do damage based on their effects making the actual damage a secondary effect, Minions are essencially traited and signeted clones, there for a fight, but you should dispose of them before going onot the next fight (or in mesmer case next target), Staff is still the most valuable weapon you can have.
Overall you just need to take knowledge of each specialization a mesmer has, remove their disengages, but add out of combat movement speed signet(for necros that dont know mesmers dont actually have a 25% ms) and the ability to do each part of all those specializations, but a bit weaker.
Also no projectile reflection, but “op” aoe blinds instead.
Last patch we actually got a buff to DP projectile speed (its about as twice as fast as Necrotic now.
Weres the patch notes on this? If i recall all that happened was it became unblockable, i haven’t noticed the speed increased at all.
No patch notes, just another one of those unnoted thing that just happened (if you recall DP was the same speed as Deathly Claws, now its about the speed of a engie bullet).
Range to 1200 and a buff on the projectile speed would bring Dark Path up to the ‘hard to escape’ image Necromancers are suppose to have.
Last patch we actually got a buff to DP projectile speed (its about as twice as fast as Necrotic now.
Jagged Horrors are literally scaled down Bone Minions. Change one or the other. (I suggest changing Bone Minions, since they seem to get a lot of complaints already for other reasons. Maybe something based on a skeletal canine / wolf, rather than a skale?)
Jhorrors and Bone minions are undead rodents with a human skull pasted on them, a skale have a skeletal fishy head and long tail. Wurm is wurm, Blood fiend is Wind Rider, Bone fiend is a devourer, but bone minions are in no way related to skale!
Even if they somehow are it just shows that the artist was on a wild party got drunk, probably created some roadkill that he then took home, made a picture of it while on crack and then used photoshop and said picture in a very creative way and just slapped undead skale under it the next day with a massive headache and a new plush toy.
Regarding blood is power and corrupt boon: Both of these actually have visual effects, they’re just subtle. I like them; corrupt boon’s reminds me of consume conditions, and the white / black of it implies the dual / converting nature of the skill, while blood is power is a dark explosion at the center of the character. It’s just a deep cut, which is all it does to them, really. Maybe something similar on the Necromancer but with something to indicate an influx of power would work, but it doesn’t feel that necessary.
Those 2 are from GW just remade, BiP (yay for battery) was self cut (the hp cost, in this case self bleed) while Corrupt boon (seems like it) gets its animation from Rip Enchantment or pretty much every other enchantment rip (sparkle and then green/black splash as necro hit animation).
(edited by Andele.1306)
Does this mean you can reflect Corrupt Boon? O.o
Tech seen yes, i managed to reflect a Epidemic with Echo when leveling my mesmer in WvWvW (and was amazed with instant 4 badges under my feet), problems are a) corrupt boon has no cast time b) both are invis and utility cast animations for necro are generic with no special feature and for now i havent seen the feedback bubble reflect any of them thus i dont think it has any special effects on Spvp.
No. Just press F1 in the air. This will probably be fixed, as it’s likely unintentional. Then the trait will be ok.
Actually DS used to not soften the drop blows, then it was changed to actually eat the fall damage thus no it is intentional and here to stay (well at least i hope since changing mechanics at whim for no reason except for change is not a good thing *cough blizz cough*)
I don’t get the arachnid theme being associated with Necromancers. I get that spiders are creepy and necromancers are supposed to be creepy, but frankly they have very little to do with each other otherwise. I much prefer the more realistic connections that this game has given us (like locusts).
Actually arachnids (to be precise the medicine you got from when you brewed the venoms) were quite potent “homebrew drugs”/medicine all the way to feudal times (Eu, dont know jack about apothecary and pagan priest history in US if there even was/is any) Just as the snake is the symbol of pharmacy (and depending on land with a bowl, staff, beam scale or mortar n pestl) a scorpions and spiders were for “necromancers”/priests/shamans/whatever you wanna call a person who knows how to do kitten with the human body that used blood and anabolic drugs respectively.
But the emo sparkly elfs still do have a arachnid fetish… wait does that make them furries? RUN CHARR RUN!!!
Locusts (and true insects) on the other hand have little to do with historical and D&D necros except that they are the representative animal of 1 of the 4 horseman of the apocalypse, but its not even the one we are related to (sure famine is one of the causes of death).
Fun Fact: Symbols that guardians (pallys) were called marks and Necromancer (and most other casters) marks were called symbols in older D&D .
Despite how good WoB is, id say every necro should have CC as his heal (again made twice as good with corruption skills because of the heal bonus) if doing anything solo, however if you have friends/pre made team/random guys from guild you know and are on mumble go for WoB.
Those are not necromancers, it are emo elf sissies that sparkle at day.
Made my day.
Oh i forgot to mention the obvious arachnid fetish.
Just to hop onto the stability thing, as i said over and over again, turning the 3 second stability from foot in the grave into Shade effect (immunity to conventional cc, immob and cripple, but not to blowout, pull and fear) from beta would solve 40% of necro combat problems (other 40% being fixed with sigil of energy on at least one of your weapon sets, 10% by better LF generation on Scepter 3 and Axe 2; and the last 10% depends on when and if ever we get the math on DS).
Most interesting part is when you talk about the traits.
And a homing necrotic grasp would be nice. Allthough the one drawback with a non piercing projectile is an even lower lf regeneration for condition builds. Maybe it could be standard as it is but homing as a trait, like replace jagged horror :P
Necrotic Grasp technically is a homing projectile, problem is its turn rate is as good as its speed… (if enemy moves a mark distance away to the left or right when the projectile just started it will make a small turn to them).
Those are not necromancers, it are emo elf sissies that sparkle at day.
About the transformation part, the Necro took many aspects of the Dervish from the original, sadly not as kitten but we are still the only class with 3 transformations and all of them being actually good.
A few notes, positioning as a necro is quite important, try to hold onto a location that will let you do both dodging back into a quite safe location (into 900+ range for staff) and a easy Dark Path, dodge trough the boss and into a doom behind you (to around 600 range on the opposite side of the boss).
Using Life transfer when ds is almost out might save your life from time to time since it actually heals you for a bit.
On the aggro side, unless you go for PVT or Cleric/Shammy gear you cannot hold the pressure, you need to kite or you die. If you have Epidemic on your bar (what you should most of the time or BiP in case of bosses) use it just before casting consume conditions, i know its kinda a given but people tend to forget it in the heat of battle and its a easy additional 700 hp.
Hence my post is reply to this misinformation about blood sigil.
Sorry, didnt notice that part, i just go over the important posts pre thread…
OK LISTEN UP
Sigil of Blood DOES do damage.
It like life steal food ticks off damage in a different way then normal damage. it comes up as very tiny little numbers flying in a different direction then your regular dmg numbers.
After letting the warrior in spvp grounds beat me up, I sat and beat on golems with half health. Sure enough I saw 452 pop up in tiny numbers over the golems head.
For testing purposes, I put no points into blood, only put points in curses but selected no traits, wore rampagers trinket and made sure my food buff wasn’t on. End result was a 452 tick every 5 seconds.
If you test this with a fully fleshed out life steal build you will have so many number popping out of your target it could be very easy to miss.
And the news is? They are hashes (and myslef) confirmed it in the release week, its also true/shadow damage that ignores armor (you can damage Jade Maw with vampiric since his “immunity” to damage is just a massive armor buff).
Andele, not sure about that – the omnom lifesteal has an ICD of 1s, right? That’s ~300hp/s assumping a decent crit rate and a bit of luck. Mango pie is 85hp/s.
Remember you have to be actually hitting stuff, also its not a 100% chance on crit to actually steal hp, so unless you have multi hitting abilites like locusts or wells on you wont be getting it more than once pre 3~ seconds (or in the case of dagger pre 2 seconds), Id take the 88 hp pre second from mango pie over Omnoms anytime.
BTW the regen pie is better than omnom lifesteal~
Yeah, it’s had a history. But it has functioned correctly for months and people still tried to bring it up on the bug list. :/
The active is still… suspicious, kinda like Swalk vs knockbacks/knockdowns, Plague Signet tends to kitten if you dont have a enemy targeted vs anything that isnt a stun.
I had a post here about pros/cons of plague signet, but I wasn’t sure about it and mostly I’m just glad to see someone recognizing that plague signet is functioning correctly.
As long as i know ,Signet was allways work’d correctly.
Well it started off being a condition cleanse with stun break, then a transfer, then a targeted or nothing happens, then targeted, but stunbreak tends to work most of the time, the passive was pretty much copy all conditions onto you, copy 1 condition onto you pre 10 seconds, transfer 1 condition pre 3 from allies to yourself.
I think i mentioned it a few patches ago it works, 1 condi pre 3 seconds, stun break tends to be edgy but in general works, no surprize.
One question, why bother with fractals anymore? And even that high level ones? Only the svanir and underwater ones are actually fun…
I mean.. a Warhorn? srsly? Didn’t want to give that to any of their favored professions. And that’s what really irks me.
Say that to any warrior (most buffed for no need except change to date class) about the second strongest offhand they have.
Actually the first question that should be asked is what are you using this build for? PVE, WVWVW, or PVP and then ask yourself what do you want to do with the build.
This shows you are blind (do not stand in necro wells) because it was in the title…
Sorry im kinda hazy and just typed a different thing from what i thought. http://wiki.guildwars2.com/wiki/Putrid_Curse
Also there is minion death aoe and using the actual staff 1 trough cpc or chillblains (both also applying poison).
Every build that does conditions has to take duration, the fact that necros and engies didnt was fixed in beta events.
It seems like a common theme with the necro, we just get less for the same investment in a spec than most other professions. – Please learn what efficiency means since we are the very definition of it in GW2, the fact that you want to ultra specialize just means you are playing the wrong class for your playstyle.
(edited by Andele.1306)
On a DS centric hybrid a 0/30/10/0/30 would probably do more taking Weakening Shroud (on every third entry of ds aoe weakness and bleed) , Terror, Lingering Curse, Shrouded Removal (removing BiP bleed instantly and other conditions-can be swapped for 20% off staff for same reason as path), Path of Midnight (more fear and life transfer crit bleed procs), Master of Terror, Near to Death (more ds hopping while Doom and Transfer on Cooldown).
Hey guys, thank you all for the congrats really appreciate it.
@ Andele, I posted the build on the video description and some of the tactics reasoning. I think what you mean is the single green target attack that he throws at random people? That only hits long range if you’re melee it won’t hit you, that’s why I try to stay as close to him as possible on the second and third phase.
No (thats the single target siphon thing he does the channel at at the end of the chain), i mean the first 2 claw hits… maybe it got removed in one of the arah nerfs, but the same after his blackground thing blink (if he doesnt summon the dome or the bubble ground boil thing) he would do the melee attack chain (1 claw hit, a double hit then the long range green channel) that does 15k~ pre hit to light armors during phase 2, but stops during 3 for his random mini aoes.
Thx for the build (kinda exactly what i expected but the shammy gear surprized me).
Really nice use of Dark path and Wurm placement.
Could you post the build (pretty sure you have 25+ in curses and 15 in sr but cant really figure out the rest) and the food consumable you are using (my guess is pizza but who knows)?
Another thing i noticed (since most of the solo vids held my attention for watch utilites and skip to the end to see if its actually dead) and didnt know is do his first 2 attacks in the chain (the claw hits) do no damage when solo, melee or something? (note; i have not dared enter Arah since release/time when it was like 15 eyes pre run and lupi would hit for 20k with basic attacks since it have me flashbacks of AQ40 and some more mental scars)
Other than my question, epic work and all kudos for the lupi solos~
I’m explaining that Necro and Thief have limited access to Poison (Our best coming from Staff 3 and CPC), when other classes have larger access to it, which makes no sense.
I don’t need a strategy guide for application of poison, sir. I’m merely annoyed at the concept of the condition itself, infact I’m annoyed at most of the conditions in this game. Again, if you’re going to make DoTs a primary source of damage, they could’ve atleast made them more… I don’t know… dynamic I’d suppose.
Necro have perma poison just via scepter 1 just like thief with dagger 1, thats no lack.
(edited by Andele.1306)
It feels to me like most of the people defending ArenaNet’s Necro choices are WvWers.
Thats probably because most people like the plethora of aoe that necros can dish onto enemy invaders and thus massing badges, not that i like wvwvw (and i do “defend” the necro profession, despite my wishes to fix a lot of flaws), but i see why people mostly come from a wvwvw standpoint since the necro currently shines the most there.
soiheardyoulikevitality
My only question is why are you using Well of Power?
Protection on cast and on epidemic use?
Yeah, because people don’t dodge Dark Path ever kittenolol
Plague only makes idiots that don’t move out useless. Anyone with speed/teleports can stay out of plague range, and plague armor is not increased — you’ll have more health but will be whittled down anyways since you’re putting out no pressure to shut someone down.
Pistol offhand is amazing for chain blinding melee. Dagger/dagger thieves are not the only builds that exist. In fact, dagger/dagger thieves are the easiest by far to counter.
People rarely dodge out of dark path because it has the same animation as Necrotic grasp but is twice as fast.
2748 toughness, thats how much you get from plague for free so please leave you moronic troll because if you dont know the basics of your class you dont deserve to event talk about it.
D/P thief has 4 blinds, yes, but only 1 is actually worth the initiative (i know my alt is a thief with D/P and Shortbow using the signet venom burst).
1) Get Staff
2) Get Bone fiend till Wurm
3) Place points into Death magic till 3rd manual.
4) No minion is really the best, if you wann use minions you have to use most of em.
@Andele: Wat? They definitely have uses outside of Minion Master builds, just most require some forethought into the build before using them (Bone Minion being the exception). Though I have tried Minion Master since the Axe buff, I don’t actively use it and opt instead to use the Minions as situational utilities that can be useful depending on the situation at hand.
I didnt say they dont have their uses (like aoe chaos armor, well bomb escape if you you cant use Swalk/think youll get cced, ram replacement in wvwvw, etc), its just that they are put in a quite niche role outside of minion builds, what the OP didnt ask for (nor do i think it would be good to go in depth for now since if someone is starting on a class, the last thing you wanna do is swarm him with such information.
(edited by Andele.1306)
Our current access to blind is pretty limited if you also factor in our lack of utility boons.
You… i mean… just… WHAT???
Plague + WoD with chilling darkness > all blinds a thief can ever apply with all weapons and entire kit.You do realize that Plague turns your offense into garbage —- you’re just stalling your death— and WoD costs one utility slot, has a way larger cd than thief/ele blinds, and is ground limited and requires a trait to land on ranged targets?
kitten what ya talking about, both makes 5 enemies useless and plague gives you so much armor that a zerker 100b deals like 500 damage if it manages to hit, also why the hell do you need a trait to land it if you have a pretty good gap closer on your profession mechanic. Sure a theif can spam blinds, but they cost him way more damage via the initiative he has to waste to proc it than taking WoD and Plague (only comparison can be blind on stealth and smoke screen, both utilites you do not use in any of the offensive theif builds, so on not a single one that matters).
Our current access to blind is pretty limited if you also factor in our lack of utility boons.
You… i mean… just… WHAT???
Plague + WoD with chilling darkness > all blinds a thief can ever apply with all weapons and entire kit.
It doesn’t scale with a lot of things, but has quite strong scaling with Well of Blood, which can be traited down to 32 seconds, plus you can pick up a trait that drops a second Well of Blood on its own separate CD whenever you pick someone up. With perma regen via Staff 2, and some other sources of healing via siphon/transfusion, you can get a lot of persistent healing on a necro, it just doesn’t have the burst heals that others do.
Not quite true, its timed periods of healing what technically does count as burst (being able to give a 800~ hp/s for 10 seconds with wob (1k pre second with regen up) and 700~@ hp/s with transfusion for 3 seconds. In addition to a 600 heal aoe every 5 seconds from deathly invigoration, you get quite the numbers, all of it being medium sized aoe. The 2 things that compare to it is the book elite heal from the guardian (what can be used in any build) and a dodge water based staff ele wasting all his dodges for healing (but it does cleanse conditions).
Overall necro support wont help against strong chain hits with long downtime, but does negate all hit and run or timed damage effect of most enemies.~
Btw WoB has a 3.4 to 4.0 ratio of healing power (depends on rng of game calculation ticks, like all other wells) and invigoration a bit over 0.3
Bifrost, but mostly because i have a thing for collecting main weapons for my characters and im not actually bothering with mats for legendary, just picking stuff up if i can get it; I do have Venom, so maybe ill finally get to be at least 3/4 of a krait (pull, snakes and shredded chain clothes)~
You gave me a crazy idea with all the vitality talk.
What if Life Force increased your max HP in real time? Here’s an example, but ignore the numbers I use in terms of balance or not, just need to have numbers for the example: Lets say your max HP is 20,000, but when you gain life force, it slowly increases, and then eventually you have 30,000 (100% life force). If you are at 20,000hp while gaining life force, your current health does not jump up (keeping percentages), but you can now be healed up to that amount. With this change, the amount of life force you have should be able to let you take more hits, since the additional HP will ALWAYS be in effect (unlike currently where you need to activate Death Shroud to use it’s additional HP). When inside Death Shroud, you use the life force and the additional HP over your main amount when hit (so it functions like it currently is), but since it uses that top bit, it would and decrease your maximum (non death shroud) HP simultaneously (so if you enter with 30,000 total HP and take damage or use all your life force, you’ll have at 20,000 hp after warping back because it also controls your max and you decreased that)
Problem with that is, Magis gear with well of blood would make the necro a night unstoppable monster, imagine this, you drop to 10% hp, use up your life force and then drop well of blood with the amount of healing power you have youd jump right back up to around 40 or 50% and then regen to 100% (hello 3.4 healing power ratio), with how fast you regen LF in a Dagger/WH and Staff setup with soul marks, you would actually need a zerg of 40+ people to kill 5 necros infront of a door if they chain their WoB and Swalls in wvwvw or 5 people pre cap in sPvP popping pretty much all of their cooldowns on 1 person (well you could tech seen do the same with eles in Apothecary, but thats off the point and they are locked to set cooldowns and would need perfect timing).
The Necro’s problem is, and always will be, a lack of active defense. No blocking skills, no evading skills, no reflecting skills, very light on hard control, mediocre on soft control, no vigor, very little stability, and bad stun breakers. Death Shroud doesn’t stop attacks insomuch as it puts those attacks into a different HP bar that starts out empty and slowly fills depending on what skills you use and how many kills you get.
Unfortunately, the devs have stated that they want it like this. So, the necromancer’s selling point will forever be “this class is meant to take 100B to the face”.
Necros didnt even have active defense before, we had passive (perma retal and stability via DS, Lich dropping a phylactery where your body/cast time was and unable to be damaged till it was destroyed and you lost all hp, being pretty close to sticking in DS for a entire fight, etc), sadly since other classes werent that polished nor explored (like i said in BWE3 that DD ele is too strong, but since noone bothered to really explore into combos they did it was overlooked), necros having a easy time on the defensive side was “OP”, i still have hope that in the “rework” line A-net is doing that we will get that power back since the classes are mostly explored and most weaknesses are known (for necros being kinda a all in playstyle/weak escape power, location based combat and longish cast times and/or cooldowns on stronger abilites compared to most).
We haven’t reached that point in the game yet, nor does GW2 require much min/maxing in its PvE content (at least yet). Only if you are looking at very specific things like speed runs will most people actually kick you out of a group. You might have to deal with people complaining, but I haven’t ever actually been removed from a group for being a necro yet. This might not be the case in high level fractals though.
I think i mentioned it a few times already, except in mass farms of maw, even post 20 or 30 people wont kick you, just have enough AR (e.g. having 25 despite only being level 16 on fractals, but was in a nice count of 30+s), hell you can even be missing one or two infusions if you can generate LF back fast enough for DS to eat the agony.
Overall i have said this time and time again, perma stability and retaliation (while in DS), ok/maybe, but i dont think necros will ever get a on demand vigor without having to turn and combo with WoP, nor that we actually need it when we get our turn on the full rebalance.
If you really need vigor in addition to rune of the adventurer (that works with all necro builds) and sigil of energy, BiP+WoP give you vigor.
(edited by Andele.1306)
Let me put it this way, a lot of people like the saying “The best defense is a good offense” no matter the situation.
As for the guardian, again it depends on build, but the main trick to think about here is the fact that while aegis does stack on time, its gone on 1 hit, but there are multiple skills they can use that block enemy attacks (be it just the next one or for a amount of time), so reducing incoming damage can go either way, its just that using the blocking skills tends to be more efficient than just stacking toughness since damage isnt calculated with subtraction, but division and unlike a eles continous burst of healing, guardians have more passive and multiple small bursts of healing like removal of aegis, dropping a symbol, regeneration, virtue of resolve, dodge roll, attack chains/effects, etc. (with 1 full heal that depends on a long cast time, a consecration heal stong as the healing skill that pretty build specific and popping a elite or using said healing skill being the only heals i can remember that can pop bigger numbers.)
On the same note what i said about damage calculation about the guardian applies to the mesmer, having a low hp pool, not matter how high the toughness and no chainable burst disruption (like eles with auras and cantrips have), if a theif catches a high armor low hp enemy, using the signet, baz venom, mug (optional CND depending on traits) into backstab (being around 21k damage for now, then going into other optional bursts like headshot infiltrator pistolwhip or onto shortbow for a easy escape doing hit and runs) will get the person killed, same thing if Bullrush, 100b, Whirl, Bola, Charge, Arcing (if timed right or used with frenzy you are stunlocked while getting hit for 42k~ damage- not calculating might or non base toughness -and either forced to stunbreak and/or cleanse to dodge away or die unless you got DS or use a evade skill), such damage bursts, no matter how high the toughness, wont let you survive especially if the enemy has a follow up or catches you with less than 100% hp on a low hp character.
The real difference between vit and toughness kinda the same as between being a investor for a project or investing in the stocks market, getting a nice chunk upfront or potentially more over time.
Yeah I am not worried about this. I have played MMO’s before and one week/month/year one class is the bees knees the next it’s at the bottom of the barrel and visa versa.
Well now that that is settled just need to choose between Human and Sylvari!
Sadly unlike in WoW with shammies and Spriests, necros were high in beta but low since because while not being able to perfect any of the roles, they excel at being good in all of them (only a example; instead of 10, 3, 3, 3, 3 you get a 7, 7, 7, 7, 7 in terms of damage, survivability, control, support, tricks), only engies being able go push out as much general build utility, but being tied down with lower build versatility.
Also if you have any interest in lore might i suggest going sylvari, they have by far the most interesting starting plot arcs (being based on the legends from the British Isles and not making a character you meet later on as much of a kitten pull as he seems to be).