I use approximately the same form of build. An extremely strong skirmisher, decent point control, but terrible in Zergs.
Your sustainability is through the roof, and anyone saying otherwise hasn’t tried the build. The biggest downside is two-fold; You have less condition manipulation than most Necros, and the Minion AI. Assuming Minion AI is fixed [eventually], the only real downside is the lack of condition control you have in comparison to other Necromancers.
Make sure you use the Mango Pie consumable for 80 HP/sec and 70 Vitality on top of the rest of your healing, as well as the Consumable Boon of Regeneration if you’d picked any of them up before the vendor got disabled.
Funny enough, the only Profession I’ve found capable of beating me in a legitimate 1v1 are… Condition+Plague Form Necros. Yay for countering yourself, huh.
Edited in: Your AoE damage is abysmal, but your single target damage is actually on parr with a glass cannon, assuming all minions are on the same target (Which tends to be relatively rare due to the atrocious AI, sadly).
Downside; Power/Toughness/Vitality gear is absurdly more difficult to obtain than other similar-stat crafted gear to the point where it is extremely, -extremely- disheartening to obtain, unless you have a very good dungeon group that can and will farm SE and HotW. Even then, obtaining Exotic accessories is yet another massive grind you’ll have to go through.
(edited by Arianna.7642)
I think it’s moreso because our base damage is absurdly low in comparison to the vast majority of the other Professions, and our Power scaling is just as pitiful. And sadly, from the looks of it, Thieves and Warriors in particular seem to be in a good spot from Arenanet’s point of view (At least, according to the 0 changes in this patch). So when people are “look[ing] at the numbers”, it really -isn’t- a large damage increase in comparison to the other Professions.
In terms of Conditions, it’s more or less flat damage, but burst is and will always be king in any form of PvP. Especially concentrated burst; You’re not going to be dropping anyone with 25 stacks of bleed nearly as fast as having two Warriors pop Hundred Blades on an immobilized target.
Which means that we need some major tweaking on damage numbers, or some of these more bursty Professions need to be hit with the nerfbat- Hard.
Imho, the biggest use of Bloodthirst is for Life Siphon on the Dagger. Nothing else comes remotely close. Every tick of the channel will proc the normal ‘Vampiric’ trait, on top of the actual heal from Life Siphon. So that’s 40×9 + (Whatever your actual heal is from Life Siphon). And if you have Bloodthirst, Life siphon’s actual heal is being increased by 50% as well. It’s pretty much a slightly smaller healing skill on a 12 second Cooldown without any Dagger CD reduction traits.
We would all like to know that. But what they tell use is exactly what i just said. That is all that changed.
Wish they’d just come out and tell us instead of beating around the bush and being all hush-hush about it.
A definitive ‘Working as intended’ would suffice for most bugs at this point; At least we’d know whether or not to move on or keep our hopes up.
My question is whether the other two are supposed to be effected by Bloodthirst, or whether it is currently working as intended where they do not scale off of it.
I’d also love to know whether our Trait Life Siphons are supposed to scale off of Healing Power, considering our Dagger Siphon does, albeit minutely.
First one’s my cute little Zoomancer army. Surprise, eh~?
Second one is my current setup. I’m kicking myself for not finishing off the Farming runs for the Arah chestpiece though.
Life Siphon gains like 1 HP/tick for every 30 points in Healing or something absolutely ridiculous. It’s so inconsequential that it may as well not even be there.
The Traits are too buggy to draw any conclusions at all.
I don’t think anyone knows what the full intent of the Life leech effects were; Were they supposed to be a flat scale, were they supposed to increase with Healing, were they supposed to increase with Power (Somehow?)… It’s all unknown. Just like a lot of the ‘bugs’ we have. I can’t tell what the hell is a bug or exploit, and what’s working as intended half of the time.
Take ten points into Blood and grab Mark of Evasion if you’re in dire need of a (Semi-reliable) Blast finisher for whatever reason.
Are you basing all of these numbers off of tooltips or actual testing in-game?
Most of them look similar to what I’ve found against the Practice Dummies in LA (Which seem to have 0 Armor), except for the Golem. The damage on the tooltip only seems to account for the damage the first two attacks in his combo do.
Ie, He will do 700, 700, and spike for 1.2k. The tooltip damage doesn’t seem to account for his third ‘spike’ hit. This is a consecutive thing, which leads me to believe that his damage output is actually higher than stated in here.
Other than that, the numbers look approximately equal to what I’ve noticed. Much thanks for the information on the Life Force generation though, I’d been wanting to get around to checking on that but hadn’t bothered to.
+1, seriously.
I really don’t think I should need to farm WvW for Badges of Honor in order to get Power/Tough/Vit accessories when they should have been baseline craftable from the get-go.
It’s a bit ridiculous, actually. I’d ratherplay thekittengame instead of farming.
Mark of Evasion is a blast finisher upon Mark of Blood trigger. So we essentially have a Blast Finisher on a 5 second CD.
Too bad I don’t know if it’s a bug or intentional due to massive amounts of bugs plaguing our Profession.
This is an honest to god serious question. I understand the concept behind scaling in a gear treadmill game that has new content released on a bi-monthly basis that increases stat levels; Obviously the Minions would fall behind if this were the case.
But that is not the case. Exotic gear is capped stats. Aren’t Minions based around those stats? Wouldn’t having Minions scale actually -decrease- their effectiveness moreso for anyone not in full Exotic-tier gear (And for the rest with full Exotic, their effectiveness would be approximately equal to what they currently are, if I’m not mistaken)?
Is the ‘Minions need to scale’ outcry just a knee-jerk reaction to the gear treadmill games with no actual thought put in that this is not one of them?
This definitely is not about Minion AI. That needs to be fixed, obviously. I’m specifically asking about their stats/effectiveness and the opinions on that.
Necro underwater is easily the most painful thing in the game. It’s horrible.
Engineer underwater is worse, but necro comes close second.
What. All I’ve been hearing is how brokenly strong the Grenade kit is underwater.
From what I’ve seen, this is not a craftable item set. Does this mean my only option of obtaining an exotic set of it is through a massive Karma investment, dungeon grind, or a massive WvW investment?
And if so, is this intentional, or am I missing something? I thought A.net was strongly against the concept of grinding to obtain entry-level gear. At this point I couldn’t care less what my avatar actually looks like. I simply want the Exotic set’s stats so that I can Transmute them to whatever gear I enjoy aesthetically. Any tips outside of farming the Lyssa chain in Orr?