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Discussion of 11/15 Necromancer Changes

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Posted by: Ascii.9726

Ascii.9726

My thoughts on all the changes to Necromancer:

Good Changes

  • The Soul Reaping trait line now properly increases maximum Life Force.
    (Needed to be fixed, gives us alot more DS-HP)
  • Ghastly Claws: This skill’s damage has been increased by 10% and updated to indicate the correct life force gained.
    (Nice buff for Axe users, #2 and #3 are the main reasons to use Axe +214 damage for me)
  • *Reaper’s Touch: *This skill applies 4 stacks of vulnerability per hit instead of 3.
    (Additional conditions are always welcomed)
  • Spectral Wall: This skill now applies its recharge at the correct time instead of both during and after casting.
    (Fixes the longer cooldown bug)
  • Dark Path: This skill now applies it recharge at the correct time instead of both during and after casting.
    (Fixes the longer cooldown bug)
  • Soul Marks and Mark of Revival: These traits now work together to grant 3% life force to players when triggered.
    (2 More +3% LF Boosts for Soul Reaping users)
  • Death Nova: This skill now properly activates when using Taste of Death and Putrid Explosion. The internal cooldown has been removed. This skill’s field duration is now 4 seconds, and the rate it pulses has been increased to every 2 seconds. Its poison duration is 5 seconds per pulse.
    (Very nice change for minion users or Bone Minion nukers, nurf on Death Novas pulse time but it adds free damage for Death Magic + Bone Minion users)
  • Weakening Shroud: This trait now functions underwater.
    (Additional conditions are always welcomed)
  • Plague Blast: This skill’s casting time has been reduced.
    (Cast time reductions are always welcomed)
  • Deadly Catch: This skill now pulls enemies to the necromancer in a reliable fashion.
    (Correctly working skills are always welcomed)
  • Summon Blood Fiend: The Blood Fiend’s survivability has been increased, and its attack now heals the necromancer for 200% of its previous heal.
    (Very nice for minion users, boosts there use in PvE by alot too)
  • Spectral Grasp: This skill’s projectile velocity has been increased by 33%.
    (Faster moving projectile is nice, its still quite dodgable but it makes the skill that much more usable for pulling people off in JP’s)
  • Feast: This skill no longer causes damage to the necromancer.
    (Nice our skills dont damage us anymore)
  • Vampiric Precision, Vampiric Rituals, and Vampiric:* These traits have been updated so that they don’t heal enemies when in lower-level areas.
    (Not healing your enemies with your skills is always welcomed)

Bad Changes

  • Spectral Walk: This skill now sets its underwater slot appropriately on recharge.
    (Bug fix, but they have yet to change the bug were going underwater removes all swiftness if Spectral Walk isn’t on your utilities and not just the Spectral Walk swiftness)
  • Mark of Evasion: This trait is no longer a blast finisher when the mark is created.
    (Pretty lame, one less finisher for our already least amount of fields and finishers out of every class)
  • Lich Form: Leaving this skill now removes stability from the player to make the removal consistent with all other transform elites.
    (Now its Lyssa runes, or 30 points in Soul Reaping or GTFO for Stability. I used this alot so its pretty lame even if it was for consistency.)
  • Death Shroud: Moa Morph now removes Death Shroud from the target instead of the necromancer being stuck in Death Shroud and using their entire bar while in the transform.
    (I see this as a bad change, DS asorbing the massive burst that followed Moa Morph was always nice, now it turns Necromancer to a No minion, no defense class vs Moa Morph)

Neutral Changes

  • Spinal Shivers: This skill’s casting effects and audio are now consistent with or without the Spiteful Talisman trait.
  • Mark of Blood: This skill now uses the standard staff scythe cast effects.
  • Corrosive Poison Cloud: This skill’s duration tooltip has been corrected.
  • Frozen Abyss: This skill now lists the vulnerability it applies.
  • Sinking Tomb: This skill now has a correct range of 1200, cannot hit targets above the water, and has to hit the target to cause the sink effect.
  • Signet of Spite: This skill’s description now indicates all conditions applied.
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Eye of Rodgort Scepter Looks and Recipe

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Posted by: Ascii.9726

Ascii.9726

only 2-4g an hour? wow thats low for 161% magic find. I’m getting around 6gold an hour with around 80%

The video i took is not only a karma farming video, not money farming but was also recorded and estimated at a time when ectos was 11s each and other mats were much lower then they are now.

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Agony?

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Posted by: Ascii.9726

Ascii.9726

I would assume its more a control then a condition, like Quickness, Daze or Stealth. Infusion stat points will most likely decrease its duration not its damage.

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Necro or Engi

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Posted by: Ascii.9726

Ascii.9726

Engineers have some very good builds for AoE damage such as using a grenade kit and then Elixer U > 1 1 1 1 1 1 11 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 11111111

Necros bring alot of non-cc control skills to instances, Fearing twice, chill and blinds assist the team alot in pulling out more damage.

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Beginner's questions

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Posted by: Ascii.9726

Ascii.9726

Weapons:

Dagger: Close range quick damage, puts you in hitting range of mobs but does the most damage, has a okish healing skill that does alot of damage.

Axe: Medium ranged decent damage, fast burst skill and AoE cripple, inflicts vulnerability every hit and 8 stacks of vulnerability can be kept on targets which boosts minion + allies damage.

Scepter: Condition damage (DoT) stacks bleed and poison quickly, though in big events your damage will suffer alot due to the 25 bleed stack cap on monsters. 4 or 5 seconds of #1 spamming with scepter then Epidemic can deal alot of damage to a group of mobs.

Staff: Extremely long range and alot of AoE semi-spammable skills. nice for quickly removing conditions from yourself and laying down chill poison combos, builds Life Force very quickly.

Builds
Minion Master: Uses all minions as utility skills and traits boosting minions health and damage. Very strong for PvEas they act as meat shields allowing you to solo pretty much anything. Suffers in PvP due to minions terrible AI and lack of defenses.

Conditionmancer: Uses Scepter and Condition inflicting/ transferring utilities and traits for condition damage & duration. Okish in PvE, suffers in large events because mobs dont survive long enough to deal damage. Can be very effective in PvP small scale fights but tends to suffer alot in larger fights because of all the AoE and self-target condition removals.

Power Necromancer: High power and critical damage that uses bursty skills and wells to drop targets quickly. Can be very effective in WvW PvP with the combo fields acting mostly as perma-blinds in large fights but suffers abit in small scale PvP like the mists because of focused CC. A nice happy medium build for PvE, damage sticks and can be dealt fast.

Hope this helps!

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Agony?

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Posted by: Ascii.9726

Ascii.9726

https://forum-en.gw2archive.eu/forum/professions/necromancer/That-Agony-condition-hmm/first#post711405

Topics been brought up already, its a monster only control that works off % max health. I would assume digiowl it functions like fall damage working off base health not death shroud health and dealing damage equal to that like 100% fall damage killing you even if your in death shroud.

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WVW Kamikaza MM Build

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Posted by: Ascii.9726

Ascii.9726

I retract my previous statement of Close to Death and player critical chance affecting Minions :P (just tested in Mists) Shows you how little i play and know about minions!

I would of assumed minions in larger scale fights would die more easily then you make out but i would at least take 5 points out Soul Reaping for Death Magic and benefit from 5% toughness to power which would be at least +65 power not including armour add-ons.

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WVW Kamikaza MM Build

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Posted by: Ascii.9726

Ascii.9726

Close to Death tops Axe Training any day its no contest. Close to Death boosts minion damage, death shroud damage all utilities.

I am extremely surprised your not using Death Nova with that many minions, 10 additional points in Death Magic would give you quite a nice Power boost too and you could wear Knights Armour (Power, Precision, Toughness) and get even more of a boost.

As minions can crit and crit chance is based of yours, i would recommend Curses over Soul Reaping. Increasing the chance to crit is always better then damage done apon crit.

(Copy and Paste)
http://gw2skills.net/editor/?fQAQRBHbhG2IjWpevmrG9eCQ6R0UPN0jcl25oCID;ToAKkMIJQyikDJJSLCGEsFZKC

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Eye of Rodgort Scepter Looks and Recipe

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Posted by: Ascii.9726

Ascii.9726

You could try Cursed Shore farming. When i was farming for my legendary i was earning 2 – 4 gold an hour with 161% Magic Find. Necromancers are the kings of DE tagging!

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WvW Necro Build pretty solid

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Posted by: Ascii.9726

Ascii.9726

It does annoy me when people like PinCushion assume everyone in WvW except yourself is not level 80, has no gear and cant play the game. In reality i fight more world completionists and level 80s then non.

As for your points:

1) Don’t stand in red circles
Kind of Obvious if you’ve WvW’d for more then 10 mins

2) Condition damage hurts
Try making it stick in large fights

3) Defensive stats matter
In small scale fights or if your a guardian yes, zerg vs zerg/ tower defense, No

4) Pets do damage too
Our minions are also smart enough to stay out of them red circles and survive long enough to do damage, right?

5) It’s usually easier to go around a zerg than through it.
True, Its easier to just Waypoint back before they even see you if theres that many more then your side.

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Eye of Rodgort Scepter Looks and Recipe

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Posted by: Ascii.9726

Ascii.9726

This Mystic Forge recipe was discovered couple days ago and i thought i would share it here for all the Necromancers using Scepters.

This is a very nice in-between for anyone who uses scepters but cant afford a legendary weapon and it does look just as cool as Meteorlogicus.

Lidless Eye Recipe
1 Eldritch Scroll
50 Mystic Coin
250 Vial of Powerful Blood
10 Giant Eye

The Lidless Eye is the precursor if you will for the Eye of Rodgort if you will, once you have that its:

Eye of Rodgort Recipe
1 Eldritch Scroll
100 Mystic Coin
250 Vial of Powerful Blood
1 Lidless Eye

With the current market prices it would cost around 100 – 110 gold & 100 skill points in total.

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That Agony condition, hmm.

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Ascii.9726

Where is everyone getting their info on Infusion, Agony, and the new dungeon/gear? Wading through the general discussion forum is like wading through a sea of cat urine and monkey diarrhea.

If memory serves, Spectral Agony was a special monster hex that only the Mursaat could use. It had something to do with their higher existence within the Guild Wars universe. If you read about the Mursaat, the Bloodstones, and how the gods created Tyria it becomes obvious there are mystical forces underlying the fabric of reality. I doubt it would make sense for mere mortals (players) to have mastery over such forces. That’s why we have to kill spectral creatures like the Eidolon to use it’s essence to Infuse our armor to protect against Agony.

From the um.. home page update

New Condition: Agony

In the upcoming Fractals of the Mists dungeon, we’ll introduce a new monster condition called Agony.

This extremely dangerous condition ticks percentages of player health away and can’t be cleansed by normal means. Players who wish to delve deep into the Fractals will find that Agony makes progress increasingly difficult, until they reach the point where some defense against this condition is a must. The only way to mitigate Agony damage is by building up resistance through Infusions, a new type of upgrade component that can be acquired in the Mystic Forge.

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Recipe: scepter Eye of Rodgort

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Posted by: Ascii.9726

Ascii.9726

Quick calc puts it at around 100 – 110 gold and 100 skill points for the weapon, not bad for a mini legendary look and awesome for Necromancers.

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Ascended and legendary items

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Ascii.9726

I am not – I just want what is there fixed and running smoothly before they go and add stuff oh well

I couldn’t agree more with this actually, the last game i played just introduced more and more new content without fixing old content or even bugs in the previously launched content and the game pretty much died population wise.

Problem was forums posters only account for about 5% of the actual player database, so those who didn’t voice there opinions on old content or buggy classes, skills, maps and so fourth just quit.

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What is workaround for minions not attacking?

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Posted by: Ascii.9726

Ascii.9726

Fixed

You can fix that by clicking on the small triangel above the minion symbol and choose a skill that sort of works…

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WARNING to devs

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Posted by: Ascii.9726

Ascii.9726

They are going to make it harder because the dev post said it should have taken a lot longer to get legendaries. Drop rates are going to be nerfed to keep you on the treadmill now even longer and costing much more gold.
Get it now before the patch or it will be that much harder.

I dont they would increase the cost of legendaries or anything associated with it because of all the people complaining but maybe add in more PvE non-coin items required (like Obsidian Shards) assuming they do change the method.

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Ascended and legendary items

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Posted by: Ascii.9726

Ascii.9726

Complain all you like but the game is crying out for lvl 80 content. Constantly grinding around Orr for mats is just not fun, something needs to change and I am willing to give this update a chance.

World vs. World, SPvP, TPvP, dungeon running for armour looks, farming for your legendary, map completions, achievement point completions, events with your guildies.

I’m 80 and i was 80 in the first 3 days of launch, played all betas too and ive kept myself entertained with about 6 hours game-time aday. People arnt “crying out” for new end-game content as much as people make it out to be, but new stuff to do other then the norm is always welcomed.

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WARNING to devs

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Ascii.9726

There should be no change what-so-ever. The fact people cried so much about precursor prices devs made another method of getting precursors, now your complaining that items to make the legendary are getting more expensive, why not just get it over and done with and beg devs to give us legendaries for free?

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That Agony condition, hmm.

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Ascii.9726

Hey! were apparently getting a non sub-par fix to our Soul Reaping line and its DS-HP increase, we should be over the moon!…….. right?

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1 Clover Recipe vs 10 Clover Recipe?

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Ascii.9726

I use the single clover recipe simply because if I do get an undesirable material (Ancient Wood, for instance) I’m only getting the single recipe’s worth of it instead of the 10x recipe’s worth.

This was the logic i used when i got my 77 clovers. Theres more mats in the clover recipie that are junk then there are useful or ones that make back some of the cost so getting x10 of them would of been a bigger loss.

I think i averaged about 31% chance on clovers when i did mine.

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Eternity in 2 weeks, wait.. WHAT!?

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Ascii.9726

4 Rare 80 Staffs got me my ‘The Legend’ after 32 attempts but on the flip-side ive spoken to people who have tried hundreds of times and gotten nothing.

A professional player in full MF armour playing a 12 hour day could raise about 45 gold farming Plinx chains + surrounding events in Cursed Shore.

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WARNING to devs

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Posted by: Ascii.9726

Ascii.9726

Supply and demand, more people acquiring precursors means more people want lodestones, you should therefor capitalize on that and buy some now.

Also people do need to realize the Scavenger Hunt is just an additional way to get the precursor, not a guaranteed way. Its a more dedicated route to getting it instead of gambling in Mystic Forge or waiting around for temple events and i would assume the odds on getting them are very low.

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What is workaround for minions not attacking?

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Ascii.9726

Not using them, or at least summoning flesh golem until needed. Hes the annoying one that decides to attack anything that moves and the other minions are just like, “maybe we should go help him?”

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Ascended and legendary items

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Ascii.9726

I love it when people say stuff like “A Ton of people have already left gw2” with no actual evidence to back it up rather then theres friends friend saying he might quit.

IMO this is and was needed, its an endgame instance that gives a reward good enough for people to do it, armour up till now is pretty much given to you leaving everyone who finish there storyline with nothing to do.

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Gear Grind coming to WvW?

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Ascii.9726

I dont see what the confusion is about, the update adds a new rarity ‘Ascended’ which is between Exotic and Legendary. At the moment its obtainable via a new instance and Mystic Forge.

Apart from the infusion level to help run the instance better (so the more Ascended rarity gear the quicker the farming) it is normal gear usable anywhere, so gearaholics looking for the best setup will need to grind the instance to get it.

Agony is also only inflicted by monsters, not players so the infusion stat isnt a requirement for wvw but the 8% or so increase on base stats vs. Exotics will be worth it (especially for critical damage.)

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Eternity in 2 weeks, wait.. WHAT!?

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Ascii.9726

It could be done i think, i was averaging 15% a day solid map completion which puts that part alone at about 7 days and i was karma/ gold farming at about 16k karma/ 2-4 gold an hour.

125 hours or 5 days earns 2m Karma & 250 – 500 gold, assuming they picked up the precursors cheaply or less then the 275 gold average that would give 3 days to farm money and then some gem buying to make up the last 400 or so gold.

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Ascended and legendary items

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Ascii.9726

I hope you have your legendary weapon, because with only Ascended Rings & Backpacks launching at the moment but Legendary Stats being upgraded to Ascended stats from exotic it would mean Legendaries would be the strongest weapons in-game stat wise.

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11/9 SoS/SoR/IoJ Thread 2

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Ascii.9726

@7:15 AM GMT

PRX 2 min golem rushing fully upgraded fortified home garrison is getting pretty boring now.

Props to whatever SoS dude on our server who kept dropping alpha siege golems on our pushes for garrison to waste pug supply, and then coming back after we took the keep to kill the blueprint so we couldn’t use it.

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WvW Necro Build pretty solid

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Ascii.9726

I would personally drop Signet of Locust and the Speed of Shadows trait. In WvW speed is vital and perma-swiftness classes are one of the most important but when it comes to fighting or running from a zerg, you will die.

What i would recommend is using Signet of Locust when moving between points but swapping it out soon as you arrive, and also using Spectral Mastery for the 12 seconds off Spectral Walk and again traiting it out just before you arrive.

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That Agony condition, hmm.

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Ascii.9726

Of course you can gamefreak! Just expect them to chase wolfs and moose’s and everything but the thing you want them to attack

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What are the best Necro wvwvw builds?

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Ascii.9726

Yea neither one is better then the other, ive played Dagger necro in SPvP for along time now and the damage & immobilize cant be beat but i use Axe for WvW and there are times ive picked people off at range from a zerg with Ghastly Claws.

I do feel warhorn offhand trumps focus and dagger though, the 2/ 3 second daze is deadly when used correctly and its AoE range is huge, but i think it comes down to personal preference here.

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That Agony condition, hmm.

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Posted by: Ascii.9726

Ascii.9726

Monster only condition.

Your silly to think Necromancers would be buffed or get what they want.

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[MOVIE] SS2: Power Necro versus Thief and Warrior

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Ascii.9726

Some very nicely times Fears, Wails and Dodges. Alot of people underestimate the potential usage for Doom but F1 > 3 > F1 is an almost instant 1.25 second Fear that can be used for alot of stuff such as interrupting, pushing people off cliffs and pushing people back into a Necro bomb.

Also loving the use use of Axe in WvW, its taken alot of criticism over the past couple weeks because of its viability but i think Ghastlys Claws channel time and cooldown is too good to pass up when it can put out 6k to 10k damage which you can make stick with Wail of Doom beforehand.

I am surprised your using Weakening Shroud over Chilling Darkness though, i would of thought it would be mandatory when using Well of Darkness for the AoE 1.25 * 5 second chilling, i suppose when they fix Plague of Darkness though you will be using it?

Keep up the good videos!

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Leveling Build - Please suggest

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Ascii.9726

For pure PvE leveling i would recommend focusing on Minions first with your skill points. Minion builds in PvE are really powerful for soloing and you should be able to keep up with your storyline at the same level with them as well as take on large amounts of mobs or a boss.

http://gw2skills.net/editor/?fQAQNAoYWjEa16laua07JCpHRjaTD6x7lmzoKUOA

Staff is a must for AoE farming, and 30 Death Magic points will give your minions a strong boost in damage apon death and boosting your Power by 5% (at least 65 points (916 base + 300 from trait line + 120 from minions + armour & weapon stat)) 10 Points in Soul Reaping for Life Transfer spamming and the soon to be fixed 10% more DS-HP.

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What are the best Necro wvwvw builds?

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Ascii.9726

I’ve used Axe + Warhorn, Staff in a 30, 25, 0, 0, 15 trait build with full Berserkers armour and Ruby jewelery for a long time now and i feel it very effective.

The 470 additional range on the Axe over the Dagger means i can keep auto attacks on enemies without puting myself in the direct line of fire and vulnerability stacking is really important when re-flipping supply camps before points ticking over, Well of Suffering > Lich Forms Marked for Death > Rending Claws can stack up 20 stacks from the off and you can keep 6-8 stacks on just by yourself.

Ive played my Necro as a meat shield with combo field support, typically ill bomb it into a zerg head on double dodge rolling to avoid cripples and chills then drop Well of Suffering and Well of Corruption and then going into Death Shroud and Life Transferring to keep it up whilst everyone piles me with my Retaliation on before backing out, Consume Conditions with Spectral Walk and switching to staff occasionally picking off the odd strays with an Axe burst.

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11/9 SOR/SOS/IOJ

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Posted by: Ascii.9726

Ascii.9726

Scores @ 2:40am GMT

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(edited by Moderator)

WTB condtition damage/vitality/toughness

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Ascii.9726

1) Roll an Archer.
2) Buy Condition Damage, Toughness, Vitality full armour & jewel set.
3) Spec pure tank.
4) Keep perma-25 stack bleed on enemy whilst trolling in 25k health and 3k toughness.
5) ??
6) Profit.

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Share your little tricks

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Ascii.9726

  • Swap weapons whilst in death shroud with Superior Sigils of Battle (Main Hand, Off Hand > Staff for most damage) gives you a massive damage boost for Life Transfer & Blast down to 50%.
  • Lich Forms 30 second Stability will stay even if you cancel Lich Form early, Plague Form wont so if your looking for a long lasting stability for escaping or large scale fights use that.
  • Locust Swarm (Swiftness) + Mark Dropping > Death Shroud 100% to 0% > Spectral Walk + Mark & well dropping >Health down to 50% > Consume Conditions > Death Shroud 100% to 0% > Consume Conditions + Mark dropping for escaping lot of people, Works everytime :P
Rank 580+ Necromancer WvW Stream
Commander Ascii :: Tempest Wolves [TW] :: Sanctum of Rall :: Best Necromancer NA

Best way to use Death Shroud?

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Posted by: Ascii.9726

Ascii.9726

I use it initially as a burst combo such as going in dropping wells, death shroud for life transfer whilst moving in front of my target to fear them back into wells then chilling at close range and pumping out life blasts down to 50% and then ill flip in and out of DS for the instant fear and soaking up damage.

I never think twice about using it purely as a shield whilst fleeing though, DSHP to 0, then take hits on full life down to about 20% by then ive built back up about 60% DSHP which i use again, then Consume Conditions as i come out.

Dark Path to chase fleeing enemies down, always!

Rank 580+ Necromancer WvW Stream
Commander Ascii :: Tempest Wolves [TW] :: Sanctum of Rall :: Best Necromancer NA

(edited by Ascii.9726)

Which trait is the worse?

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Posted by: Ascii.9726

Ascii.9726

Reanimator, for the question and for obvious reasons.

For the amended question Death into Life (Spite 15 trait.) Even fully speced out for healing & life siphoning with daggers and wells, the health recovery makes me want to cry compared to a healing speced Elementalist healing 500+ per spell.

Rank 580+ Necromancer WvW Stream
Commander Ascii :: Tempest Wolves [TW] :: Sanctum of Rall :: Best Necromancer NA

Superior siege equipment disappears when WvW reset

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Posted by: Ascii.9726

Ascii.9726

So now we’ve had two back to back game build launched which shuts down WvW during, and ive noticed superior siege blueprints and completed equipment disappears apon it resetting.

I’ve lost two Superior Trebuchets and two Superior Arrow Carts.

Rank 580+ Necromancer WvW Stream
Commander Ascii :: Tempest Wolves [TW] :: Sanctum of Rall :: Best Necromancer NA

WvW Staff/Well build.

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Posted by: Ascii.9726

Ascii.9726

If your looking for tanky power, go 30/15/25/0/0 using the Knight’s (Power, Precision, Toughness) Armour set and Ruby (Power, Precision, Critical Damage) Jewelery.

http://gw2skills.net/editor/?fQAQJhwMMyoXpppxwnAkZ8M2QP2VXnjPgMA;TEAzIA

If your looking for full damage, 30/25/0/0/15 using Berserker’s (Power, Precision, Critical Damage) and Ruby (Power, Precision, Critical Damage) Jewelery.

http://gw2skills.net/editor/?fQAQJhwMMyoXpppxwnAgesruOHzA5lpPUOA;TEATCA

Consume Conditions, Well of Suffering & Well of Corruption would be musts. Warhorn for speed and disrupt i feel is always a must non-SPvP. 5% Critical Chance Sigil is a must, from my testing it was always superior over 5% damage and critical hits cant be weakened.

Both will still be able to 1 v 1 but the Knight’s set will suffer in burst damage alot.

This is what i use for WvW Full Berserkers armour and Ruby Jewelery and i rarely lose 1 v 1’s.

http://gw2skills.net/editor/?fQAQNBHhZakRLcvSTTjhPBA9YXddOmByLTfocA;TkAKlMKJUyqkTJpSLRGiMJA

Rank 580+ Necromancer WvW Stream
Commander Ascii :: Tempest Wolves [TW] :: Sanctum of Rall :: Best Necromancer NA

(edited by Ascii.9726)

Does anyone even use posion cloud?...

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Posted by: Ascii.9726

Ascii.9726

Its an OK skill its just there are better utility skills then this. The poison damage is minimal and effect doesn’t last long and also inflicts weaken on yourself, which is just too much of a negative for a placable skill that has not much usage.

Rank 580+ Necromancer WvW Stream
Commander Ascii :: Tempest Wolves [TW] :: Sanctum of Rall :: Best Necromancer NA

Toughness vs. Vitality for Necros

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Posted by: Ascii.9726

Ascii.9726

Naaa they stated that the increase was not the 1% intended. I did alot of testing and it was around 0.21% after various tests with damage and condition damage.

https://forum-en.gw2archive.eu/forum/professions/necromancer/Death-Shroud-HP-Pool/first#post583355

For all the workings out.

Rank 580+ Necromancer WvW Stream
Commander Ascii :: Tempest Wolves [TW] :: Sanctum of Rall :: Best Necromancer NA

Toughness vs. Vitality for Necros

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Posted by: Ascii.9726

Ascii.9726

To be more specific for Necromancers;

Vitality will increase your HP and Death Shroud HP (20% of your max Health and then +0.21% per 1 Soul Reaping point of that sub total)

Toughness will transfer over as 5% for condition damage for using Superior Runes of the Undead and/ or 5% to power for traiting 25 points in Death Magic.

Rank 580+ Necromancer WvW Stream
Commander Ascii :: Tempest Wolves [TW] :: Sanctum of Rall :: Best Necromancer NA

(edited by Ascii.9726)

Axe vs Scepter power builds

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Posted by: Ascii.9726

Ascii.9726

And that basically sums up the issue with these debates, what works in sPVP may not work in WvW or PVE because how factors like gear and opposition smarts gets involved. So far the best test seems to be going naked and going all out on one of the mist golems, that is the most level test we can perform at present.

And also what one defines a ‘Power’ build, for example Xom’s linked build of 20/0/30/20/0 with Undead runes i would consider a tank or hybrid build instead of a power mainly because it doesn’t capitalize on the Power as much as one with higher critical chance could, but again that’s my opinion not me stating what a power build ‘must’ be, which just cant be done.

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)

Is that more fair to say? And also please stop making the assumption i only WvW, i do SPvP too just not as much as WvW

Rank 580+ Necromancer WvW Stream
Commander Ascii :: Tempest Wolves [TW] :: Sanctum of Rall :: Best Necromancer NA

Best power spec OH weapon?

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Posted by: Ascii.9726

Ascii.9726

Warhorn in WvW i think is a must, perm-swiftness is too good to pass up and the Daze is deadly if you hit a zerg head on (such as them bursting through the gate)

Focus is what i use in SPvP & TPvP, chill is a brilliant non-CC CC skill that comes of cooldown fairly quick when traited and Reaper’s Touch 9 vulnerability stack + 9% LF can really Tip fights.

Rank 580+ Necromancer WvW Stream
Commander Ascii :: Tempest Wolves [TW] :: Sanctum of Rall :: Best Necromancer NA

newly necromancer

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Posted by: Ascii.9726

Ascii.9726

If your using Toughness with Superior Runes of the Undead i would recommend one Superior Sigil of the Earth with your Dagger & one Superior Sigil of Accuracy in your Warhorn.

Xom is right with dagger Well of Sufferings fast vulnerability stacking is too good to pass up and TheAgedGnome is right that going hybrid vampiric really wont work well because of our poor scaling.

I would recommend:
http://gw2skills.net/editor/?fQAQNBIhZakRrSvdzYjhTBIp45rnU894QK6V3oCID;T0AA2Cooay0koJbTumkNtEZUxRknITCA

Rank 580+ Necromancer WvW Stream
Commander Ascii :: Tempest Wolves [TW] :: Sanctum of Rall :: Best Necromancer NA

Axe vs Scepter power builds

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Posted by: Ascii.9726

Ascii.9726

If you’re going to be testing, you start with a 0 traits test to use as a baseline, and only add in the various traits after that. Otherwise, you’ll be testing builds, and not weapons.

But the comparison here is Axe vs. Scepter in Power builds, not Axe vs. Scepter as weapons.


The problem is there is no real ‘Power’ build that doesn’t use high critical chance. Testing Axe vs. Scepter damage in a full power build with no crit Scepter will come out on top because of its DoT damage combined with normal hits. Add in a average 50% critical chance and Axe will out preform because its base damage plus critical will out damage Scepter on average.

I wont lie though, in the multiple tests i did (afew with 16% crit 0% damage and a few with identical boosted power and condition damage 30,30,0,0,10, Divinity runes) the results were different. A few scepters out-preformed axe and most other times it was +/- 1 second from axe.

But then that brings me onto the issue of what everyone defines as a ‘Power’ build, and when does it stop becoming power and start becoming a hybrid build. For me, a Power build is;

30/20, 25 (If using multiple conditions i.e Blind, Chill, Bleed, Immobilize & Vulnerability from my Chill build) or 30 (If using Withering Precision)/0/0/10, 15, 20 (depending on remaining)
At least 50% critical hit chance including Sigil.

All in all im not trying to say Scepter is weak, or non usable in power builds quite the opposite actually im just saying Axe isn’t as terrible as everyone is making it out to be. Granted it wasn’t what it was in the betas with the damage and vulnerability nurf.

Note: i will be buying a Scepter to use in WvW this week to give it a good try with my build, ill get back to you on that on Friday!

Rank 580+ Necromancer WvW Stream
Commander Ascii :: Tempest Wolves [TW] :: Sanctum of Rall :: Best Necromancer NA

(edited by Ascii.9726)

Toughness in Condition Builds

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Posted by: Ascii.9726

Ascii.9726

The runes are cheap because the materials used to make them are really cheap, not because people arnt using them.

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