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Sanctum of Rall needs oceanics and europeans!

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Posted by: Ascii.9726

Ascii.9726

Escorting yaks is boring, I never do it.

When Caedas is escorting yaks, we name them alphabetically like hurricanes and give them back stories. It makes the job much more personal when people try to kill them

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Sanctum of Rall needs oceanics and europeans!

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Posted by: Ascii.9726

Ascii.9726

Allow me to point out some othre key quality points about Sanctum of Rall and why it may be the home for you!

Hope to see you on SoR borderlands soon!

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BP: The BM server

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Posted by: Ascii.9726

Ascii.9726

Omg… PvP in WvW? I agree with you this is distasteful and should be punished, what would the overgrown grub think!!

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Stop with the siege despawning...Please

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Posted by: Ascii.9726

Ascii.9726

Siege limit is one area, not the whole map. De-spawning siege is required to stop night capping guilds capturing the whole map, upgrading and setting up siege for prime time users to use.

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Blood is Power Bugged?

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Posted by: Ascii.9726

Ascii.9726

I use Superior Sigils of Battle in my main weapons for WvW and i haven’t noticed an issue apon switching and not getting the stacks of might.

One thing to remember is all sigils share the same “cooldown” time period.

Example:
Staff (Superior Sigil of Chilling)
&
Staff (Superior Sigil of Battle)

If you proc the Superior Sigil of Chillings effect (2 second chill on crit, 10 second cooldown) and then weapon swap, you will not get the 3 stacks of might.

Using Sigils that have no cooldown period alongside Battle Sigils is the best way to use them, for example i use Axe (5% Crit) / Warhorn (3 Might stacks on switch) & Staff (+3 Might stacks on switch)

Hope this helps!

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Axe/Dagger Or Dagger/Axe?

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Posted by: Ascii.9726

Ascii.9726

Well you cant equip axes off-hand, so that answers the topic title.

For PvE Toughness line is much more effective for leveling using minions, Vitality is really only for heavy healing power dagger builds which arnt that effective even at max.

Just check all the trait lines for there effects rather then going on the +power/ +vitality boosts and find a setup that suits your play style the most.

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Bypassing Soulbound lock for looks

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Posted by: Ascii.9726

Ascii.9726

The item is labeled soulbound, it is bound to that character, plain and simple, moving it or its looks off the soulbound account seems like a bug to me. Its called soulbound for a reason.

Soulbound working like Account bound is a bug plain and simple.

Note: I have not done this, this was a thread brought up about someone else doing it.

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Help! Necro or Thief?

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Posted by: Ascii.9726

Ascii.9726

I’ve been a Necromancer since beta and i wouldn’t change my class for anything.. even a clock and dagger initiative Regen Theif. I run full power & critical damage (3.3k attack, 49% crit chance, 158% crit damage) with wells and i find bursting down people really easy to do.

One thing to remember is even going full glass tank, Death Shroud offers a very nice defensive mechanism. Now they’ve fixed Soul Reaping Death Shrouds health pool is equal to your (max health + 20%) + 0-30% of that depending on Soul Reaping points which at base values offers at-least 24k additional health.

I also tend to solo un-upgraded supply camps and sentry points and a Vulnerability Grenade Engineer + Necromancer can sweep camps in seconds and move on.

Class Strengths to Weaknesses in this order:

Thief
Warrior
Ranger
Guardian
Elementalist
Necromancer
Engineer
Mesmer

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(edited by Ascii.9726)

IoJ vs SoR vs BG

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Posted by: Ascii.9726

Ascii.9726

Looks like the next match-ups are identical, im surprised IoJ hasn’t been knocked down to Tier 3 already. Been fun fighting Blackgate and look forward to another round!

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Swimming state.

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Posted by: Ascii.9726

Ascii.9726

Unfortunately is it working as intended but just yet another annoying game mechanic that takes a dump on Necromancers. I wouldn’t be surprised if they added a new tool-tip to each minion to reflect how easily there de-summoned.

Whats more annoying is Spectral Walk is still bugged and removed all swiftness and not its own Swiftness duration apon going underwater assuming it isn’t on your utility.

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conditionmancer for wvw still a joke

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Posted by: Ascii.9726

Ascii.9726

Conditionmancers do well in 1 v 1’s or small scale but when it comes to stuff like attacking garrisons or such, theres so much passive condition removal floating around the chances of conditions sticking to your target arnt good.

Conditionmancers do excel at supply camp raiding with a bunker though, maybe that would be a better role when playing your necro?

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Bypassing Soulbound lock for looks

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Posted by: Ascii.9726

Ascii.9726

@Lamont.5973 I think your just saying that because its something you’ve used. Soulbound items are soulbound for a reason, workarounds to take the look of soulbound items sounds like a bug to me.

All u’ve said is transmuting it turns it from soulbound turns it into an account bound, and as we all know soulbound =/= account bound, they made legendary gifts soulbound so they cant be transferred between accounts so what makes other soulbound items so special?

Will keep this thread bumped until a Mod posts

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ArenaNet plans to address gfx culling in WvW

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Posted by: Ascii.9726

Ascii.9726

Culling/ Rendering issue mod post here, Other updates + Culling mod post here and Rewards progression mod post here.

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ArenaNet plans to address gfx culling in WvW

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Posted by: Ascii.9726

Ascii.9726

Yea sorry to burst your bubble but this was posted acouple weeks ago, the mod posted about them working on a new system for rendering because it needs a whole new overhaul aswell other stuff WvW related, if i remember of the top of my head the post addressed:

  • New system for rendering players to fix the culling issue in WvW.
  • New methods of escaping your spawn point in situations were you get spawn camped.
  • New objectives for servers that have lost the whole map to help them gain some more points.
  • New progression towards rewards.
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Is rune of divenity any good for necro

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Posted by: Ascii.9726

Ascii.9726

So lets see here then:

120 Power, 90 Precision, 12% Critical Damage (45s 90c cost)
vs.
60 Power, Precision, Toughness, Vitality, Healing Power, Condition Damage, 12% Critical Damage. (31g 55s 76c cost)

I would therefor say:

  • If your looking for the most possible damage via power and critical damage, Ruby Orbs would be the best option.
  • If you enjoy your defense or tankiness, or do condition damage alot, Divinity Runes are the best option.
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(edited by Ascii.9726)

Bypassing Soulbound lock for looks

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Posted by: Ascii.9726

Ascii.9726

In response to this thread is transferring the looks of a Soulbound item onto a equal level Basic (white) gear to allow the items looks to be swapped between accounts allowed or is this a bug.

Example:
1) Level 80 Necromancer creates a level 1 Necromancer alt.
2) They buy a low level Basic head armour on the alt.
3) They transmute the look of the Skull Masque (Soulbound item) starter head armour onto that basic armour.
4) They bank it, delete the alt and then use the armour look for there main, taking the look and applying it to there armour.

This would allow people to take any look of any item for other characters via this method.

Thanks!

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Constructive thread: Axe main hand

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Posted by: Ascii.9726

Ascii.9726

This topic was discussed already in depth in this thread beforehand, there really isn’t much more to say.

  • Scepter out-damages Axe in hybrid & power builds with no around 40% crit chance.
  • Axe out-damages Scepter in higher critical chance and damage builds.
  • Scepters “out-damaging” value relys on the bleed lasting the full or almost full duration were-as axe deals direct damage, quick check shows theres at least 80 different ways to remove, transfer or convert conditions.

Axe wasn’t what it was in beta and it does need a buff, and it isn’t right a mixed damage weapon out-damages a direct damage weapon on base stats.

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A Necromancer's Worst Nightmare

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Posted by: Ascii.9726

Ascii.9726

Scepters still do fairly decent direct damage too also i would highly recommend learning minion skills first for PvE over wells, there the best option imo for PvE damage.

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permanent swiftness / increased running speed

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Posted by: Ascii.9726

Ascii.9726

  • 20 points in Curses for Banshee’s Wail (Warhorn effects recharge 15% quicker and last 20% longer) Warhorn off-hand and Spectral Walk utility skill is the bare minimum for perma-swiftness, best for power crit builds.
  • 20 points in Death Magic for the 20% boon duration, Warhorn off-hand and Spectral Walk utility skill is the minimum for any build that scales off or uses Toughness.
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Khilbron's armor

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Posted by: Ascii.9726

Ascii.9726

Advantages over full Carrion? As in why get Khil over Cari?

Superior Runes of the Undead

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Necro Sucks -Proof

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Posted by: Ascii.9726

Ascii.9726

I know what I am doing

You sure dooo

The Karkas skill activate which they usually do first is a barrage of what seems to be icicles that deal pretty mean damage, just dodge that… I’ve had no issues what-so-ever and i was killing them in full rare magic find gear.

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Are we ever going to remove the downed state?

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Posted by: Ascii.9726

Ascii.9726

ANets official response when this subject was brought up last time was ‘The downed state mechanic is here to stay’

The downed state itself doesn’t need changing, the class skills and how often they can rally does.

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Final Event Rewards

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Posted by: Ascii.9726

Ascii.9726

So if people don’t get 5 exotics and all make 100g from it then its bloody murder. Thank you guys for making me laugh

Most screenshots ive seen have 3 or 4 linked precursors in.

100+ people per event, 51 servers + x amount of overflows = one highly watered down market place.

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Final Event Rewards

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Posted by: Ascii.9726

Ascii.9726

I got Leaf of Kudzu. I’m a necro…. :/

I forgot your unable to sell equipment if you cant use them, silly me.

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Final Event Rewards

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Posted by: Ascii.9726

Ascii.9726

Zap 112G selling 90G buying so 101G medium.

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Final Event Rewards

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Posted by: Ascii.9726

Ascii.9726

Dusk 280 gold down to 170 gold
The Legend 275 gold down to 160 gold
Lover 250 gold down to 170 gold

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Final Event Rewards

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Posted by: Ascii.9726

Ascii.9726

Pretty lucky in the overflow i was in… shame it wasnt me.

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Spectral Walk - Recall now works properly

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Posted by: Ascii.9726

Ascii.9726

Dark path seems to be working across Y axis now as well. Had someone take an immediate right turn, and drop off a ledge. DP made the same turn and ported me to him on the lower level.

That was a nice change of pace.

It might just be me, but i have noticed Dark Paths tracking seems more reliable and it seems to move faster too, it might just be the new FoV though.

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Death Shroud

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Posted by: Ascii.9726

Ascii.9726

As far I know, Vitality increases the overall life force pool.

Pretty much this, i believe it was worked out on a thread not so long ago that your Death Shroud HP is equal to your 120% of your max health and then +0% to 30% of that figure depending on how many points you have in Soul Reaping.

So me for example with base 916 Vitality (18,372 HP) and 15 Soul Reaping points will have 25,353 (22,046 + 3,307)

So weapons, armour and/ or runes that boost vitality will affect how much health you have in Death Shroud, just remember it wont decrease the amount it naturally depletes (4% of max per second/ 3% with trait), just the incoming damage from players or mobs.

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Spectral Walk - Recall now works properly

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Posted by: Ascii.9726

Ascii.9726

this skill always seemed to work fine for me also before patch, never noticed it was bugged.

Slight terrain raises or drops caused you to recall flat against the terrain above or below it rather then moving to the location, in straight lines it worked fine.

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Hypothetical AMA (ask me anything) with a Dev

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Posted by: Ascii.9726

Ascii.9726

“Will there be a new skill level above Master launched soon for Death Shroud to improve Necros OPness”

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Must I DS?

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Posted by: Ascii.9726

Ascii.9726

4) Lifeblast pierces first, second and third targets irrespective of which one is targetted – someone above claimed otherwise, and having tested it 3s ago with a few risen it’s not the case at all. It pierces normally.

You sure you were not targeting furthest away mob?

I swear i have seen LB stop the moment it hit the mob in front of me if that was my focused target, but go thru anything between me and said target.

edit: ok, tested on mist golems and there it worked. Not sure what i observed, terrain effect or whatever, but i swear i have seen the LB projectile stop after it hits the focused target even when it was traited for penetration.

Life Blast doesn’t naturally pierce but if you use Soul Reapings ‘Unyielding Blase’ it will pierce for the full range, i think he meant that.

I know that. What i am saying is that i had that trait set, but still the projectile stopped after the first enemy. But only if that enemy was my focused target. If said focused target was off in the distance, allowing a second or third enemy to stand between us, it would pierce just fine.

Best guess after testing on the golems is that i ran into a terrain issue, similar to what people have been reporting for Dark Path and Spectral Grasp. Thing is that i could have sworn the place was perfectly flat and the projectile stopped the moment it hit the focused target.

Yea slight terrain raises are Necros main weakness it seems lol.

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Spectral Walk - Recall now works properly

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Posted by: Ascii.9726

Ascii.9726

I activate spectral walk and jump off ledge. Enemy goes to ledge to see if I die. I revert, then F1, then 3. Enemy falls to death.. Who is weak now <.<

lmfao that’s perfect, jump then recall, dodge roll back death shroud doom or staff fear.

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few questions

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Posted by: Ascii.9726

Ascii.9726

Yes, Putrid Explosion is affected by ‘Training of the Master’ 30% minion damage trait.

Edit: magic the entire thread disappeared!

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Must I DS?

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Posted by: Ascii.9726

Ascii.9726

4) Lifeblast pierces first, second and third targets irrespective of which one is targetted – someone above claimed otherwise, and having tested it 3s ago with a few risen it’s not the case at all. It pierces normally.

You sure you were not targeting furthest away mob?

I swear i have seen LB stop the moment it hit the mob in front of me if that was my focused target, but go thru anything between me and said target.

edit: ok, tested on mist golems and there it worked. Not sure what i observed, terrain effect or whatever, but i swear i have seen the LB projectile stop after it hits the focused target even when it was traited for penetration.

Life Blast doesn’t naturally pierce but if you use Soul Reapings ‘Unyielding Blase’ it will pierce for the full range, i think he meant that.

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Wellomancer's....lets get some specifics!!!!!

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Posted by: Ascii.9726

Ascii.9726

For increasing Wells damage (Excluding Darkness and Power) Power, Precision, Crit Damage or Power, X, X depending on how much tankiness you want to sacrifice for damage. For playing a Well Support build you would want more Toughness or Vitality as wells (excluding heal) act as a dark combo field for blindness or lifesteal for allies.

I tend to view and use wells like this;

  • Well of Suffering for raw damage and vulnerability stacking stacking up to 10 stacks of vulnerability on anyone who remains in the field for the 5 seconds.
  • Well of Corruption for boon disruption, shuts down guardians and warriors. i tend to play this with power too but it can work well in a support tank build.
  • Well of Darkness AoE blind can really help disrupt Thief’s C&D Backstab combo, usually i wont use this unless i trait in Chilling Darkness in Curses to turn it into a chill & blind dark combo field.
  • Well of Power I swap this in when supporting people on siege in WvW or about to engage in a small scale fight. Dropping Well of Power then going into Lich Form pretty much turns you into an unstoppable killing machine for a brief period.

I tend to drop wells whilst running at an enemy when in range, then pass them and Death Shroud Doom them to fear them back into the wells too.

Hope this helps!

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Must I DS?

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Posted by: Ascii.9726

Ascii.9726

Once you master Death Shroud you will master the game…

On a related note if Death Shroud skill arnt your thing you should at least use it as a buffer between heals and to lay down some AoE damage with Life Transfer. Using it more interactively would be using it down to about 50% when damage becomes nurfed before jumping out and rebuilding LF.

You can make some very heavy Death Shroud builds like Stability Stomping ones and perma-fury & retaliation builds but it can be very viable for a source of damage/ survivability even without any specs into it, also with the new fix to Soul Reaping you can have up to 30% more Health in Death Shroud then before.

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Spectral Walk - Recall now works properly

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Posted by: Ascii.9726

Ascii.9726

You can still activate the Spectral Recall half way through falling too lol, time to jump off cliffs in borderlands and recall at the very end to avoid zergs xD

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Hypothetical AMA (ask me anything) with a Dev

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Posted by: Ascii.9726

Ascii.9726

“Why dont you fix the major bugs the Necro community is calling out for such as Gluttony, Reenimator for Instances and Minions poor AI instead of mediocre bugs and give new Necro players hope of a half-decent class?”

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39% Stealth Damage Buff to Necromancers

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Posted by: Ascii.9726

Ascii.9726

The range of Necrotic Grasp has always been around 1500 range but i think noone (like me) had brought before incase it was nurfed however alot of people have been saying it seems to travel quicker then before. Im not sure if thats a stealth buff or it has something to do with the new FoV.

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39% Stealth Damage Buff to Necromancers

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Posted by: Ascii.9726

Ascii.9726

And there was me thinking ANet finally had given us a break with our terrible damage compared to other classes!

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39% Stealth Damage Buff to Necromancers

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Posted by: Ascii.9726

Ascii.9726

I have noticed this damage buff or at least tool-tip damage change is consistent on all classes and not just Necromancer, all seem to be an increase of 38.82% from the original tool-tip on a naked toon which might translate into a different way damage is displayed on the tool-tip for everyone.

I think your right Arvid this was too good to be true!

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(edited by Ascii.9726)

39% Stealth Damage Buff to Necromancers

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Posted by: Ascii.9726

Ascii.9726

Golem always gave Stability to himself while charging. Also my guess would be that they just fixed some tooltip bug

Never had my golem on target during a charge to check, so just an unnoted tooltip change then thanks.

oh sorry ascii, did not look at the name before i posted. my bad. I’m just sorta negative right now.

Thats cool.

You can compare the stats from before on a site that hasn’t updated it yet like http://en.gw2skills.net/editor/ and bare in the mists, i thought it might of been a site error so i checked back on a previous thread with stats posted (The Scepter vs Axe Power build " thread) and i found my post that compared base stats on a bare toon:

“Or to state it more simply, in his Power build his scepter does more damage because hes traited and speced more for additional condition at the cost of crit, and in my build axe does more then scepter because i capitalize on critical chance and damage making the base damage of axe (170) hit more then the scepters (85)

“wel.. The axe 1 x does (2x) x 170 and sectper 1 first attack do 85 and 170 bleed dmg.This info did i find on the gw2skills builder, so even with no gear the scepter do more dmg only on the first attack.”

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(edited by Ascii.9726)

39% Stealth Damage Buff to Necromancers

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Posted by: Ascii.9726

Ascii.9726

dude, did you level up?

-_-’ im level 80 and have been since day 3.

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39% Stealth Damage Buff to Necromancers

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Posted by: Ascii.9726

Ascii.9726

So after comparing all skill damage from weapon before the patch to now, i just noticed we received a 38.8% buff on skill damage across the board.

Going on base stats and no traits:

Attack 1964
Crit. chance 4%
Armor 1836
Health 18372

Axe
Rending Claws 170 (x2) > 236 (x2)
Ghastly Claws 584 (x8) > 888 (x8) (39% + 10% buff)
Unholy Feast 195 > 269

Scepter
Blood Curse 85 (170 bleed) > 118 (170 bleed)
Grasping Dead 170 (298 bleed) > 235 (298 bleed)
Feast of Corruption 279 > 371

Dagger
Necrotic Slash 220 (x2) >302 (x2)
Necrotic Stab 171 > 235
Necrotic Bite 294 > 403
Life Siphon 657 (x9) > 909 (x9)
Dark Pact 183 > 252

It affects Staffs and all off-hands too but not utilities, Death Shroud or Lich/ Plauge Form.

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(edited by Ascii.9726)

Good news for conditionmancers?

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Posted by: Ascii.9726

Ascii.9726

This is actually wonderful news. It’s about time we necros are able to be on equal footing, stat wise, with the other professions.

Other classes can use these too you know its an set buff for everyone not just Necromancers, if anything pistol Thiefs & Engineers will love this more.

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Discussion of 11/15 Necromancer Changes

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Posted by: Ascii.9726

Ascii.9726

Guys, am I glitch or CD of spectral armor and walk were much less? Now it’s 90 and 60s. Can not remember x_x

Spectral Walk was 60 seconds before patch, and Spectral Armour was 90 seconds so there was no change to there cooldowns and Spectral Walks 30 second swiftness buff remains unaffected by the Spectral Attunement trait.

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Commander Ascii :: Tempest Wolves [TW] :: Sanctum of Rall :: Best Necromancer NA

Necrotic Grasp buff

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Posted by: Ascii.9726

Ascii.9726

The range of Necrotic Grasp traveling has always been 1500, i think no ones mentioned it incase it got nurfed but it helps alot in WvW for killing siege equipment or contesting waypoints.

As for the skills projectile traveling faster, it does feel/ look like it is but i think the new FoV and being more zoomed out might have something to do with it.

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Discussion of 11/15 Necromancer Changes

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Posted by: Ascii.9726

Ascii.9726

Ascii, the minion can still die before you as a necro can consume it for a heal when you need to. So best way to use him is summon him and only consume as quickly as possible.

I was referring mostly to PvE, Minions in PvP or WvW with there current AI system and lack or survivability are terrible. For PvE though it means when your farming Orr it will stay out that much longer and heal that much more.

(I use Blood Field, Well of Suffering, Well of Corruption, Signet of Spite, Flesh Golem as my Orr farming skills)

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Good news for conditionmancers?

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Posted by: Ascii.9726

Ascii.9726

Nice stat combo for tank conditionmancers, they are pretty OP

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