Showing Posts For Ascii.9726:

Potential leak of 6/25 changes

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Posted by: Ascii.9726

Ascii.9726

DS-5 will naturally synergise with Fear and Terror builds and would be a huge boost to the build especially with 1 more access to Fear through Spectral Wall.

DS-5 is also an AoE, so 4 or 5 Conditionmancers frontline diving zergs and dropping DS-5 would destroy coupled with Spectral Wall.

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A valued player Condimancer! [PvE]

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Posted by: Ascii.9726

Ascii.9726

The bleed cap i think is the only thing that holds back Conditionmancers in PvE. If you run dungeons with friends and have a 3/2 split on power/ condition condimancers wreak.

I used condition from 1-46 FoTM and i wouldn’t of changed it for any other build. Almost perma-weakness, perma-poison, 15-18 perma-bleed with epidemic.

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6/21 Blackgate/Sanctum of Rall/Jade Quarry

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Posted by: Ascii.9726

Ascii.9726

Don’t see how. Indo will be more powerful.

Indo is being disowned from SoR because he missed reset night after Akitteng 8 hours ago for a drink.

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Posted by: Ascii.9726

Ascii.9726

Is everyone pumped for the leaked balance changes coming on the 25th?

If there true the whole T1 meta will shift big time!

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6/21 Blackgate/Sanctum of Rall/Jade Quarry

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Posted by: Ascii.9726

Ascii.9726

The lag on JQ-BL is soooooooooooooo bad.

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6/21 Blackgate/Sanctum of Rall/Jade Quarry

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Posted by: Ascii.9726

Ascii.9726

Score Update, close one!

Attachments:

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6/21 Blackgate/Sanctum of Rall/Jade Quarry

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Posted by: Ascii.9726

Ascii.9726

Live Score Updates: http://mos.millenium.org/na
Live Map Updates: http://mos.millenium.org/na/matchups/map/779

Have fun, keep the thread clean and send me birthday presents!

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(edited by Ascii.9726)

Terror+Spec.wall will be best combo

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Posted by: Ascii.9726

Ascii.9726

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Potential leak of 6/25 changes

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Posted by: Ascii.9726

Ascii.9726

To be honest, assuming the patch notes are correct a Terror Hybrid build would be killer for WvW.

Ascii’s Terror Hybrid Build©™®
http://gw2skills.net/editor/?fQAQNAodWjMax7dbaaMcKApCPD9IXcBIqQwUKgPdA-jUyAYNBRaBEVBgIAmDLiGb1sIasaGMVKRUt3oIa1SBAxaA-w

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A valued player Condimancer! [PvE]

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Posted by: Ascii.9726

Ascii.9726

Condition Necros (at least in WvW) become 100x stronger when roaming with a partner (preferably an P/P HGH Engineer) because the epidemics become killer.

A terror build Necro will still beat any form of power Necro 1v1 hands down though and terror hybrids will get alot stronger post 25th patch (assuming the leaked notes are correct).

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Posted by: Ascii.9726

Ascii.9726

(happy bday ascii)

AWWWWWWWWW Thanks guys you remembered!

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Next Necro Patch and Rumours

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Posted by: Ascii.9726

Ascii.9726

For a more eye-friendly version of the non-confirmed patch notes:

Death Shroud

  • Dark Path: Fixed a bug where the chill duration did not match the tooltip.
  • Doom: This ability now lists the damage it deals to enemy targets.
  • Death Shroud: No longer removes the Spectral Armor buff.
  • Death Shroud: No longer removes the Spectral Walk buff.
  • Death shroud: New ability #5 – Dark Binding: You tether all enemies within a 600 range, constantly dealing Torment to them over time. At the end of the cast, Dark Binding immobilizes all affected enemies still within the radius.

Heal

  • Consume Conditions: This skill now consumes Torment.

Staff

  • Necrotic Grasp: Increased projectile velocity by 10%.
  • Necrotic Grasp: Increased Life Force gain from 3 to 4.
  • Putrid Mark: This ability will now transfer Blind to enemies it strikes, instead of missing.

Scepter

  • Putrid Curse: Increased Poison duration from 2s to 4s.
  • Feast of Corruption: Increased Life Force gain from 2/condition to 3/condition.

Dagger

  • Necrotic Bite: Increased Life force gain from 4 to 6.
  • Deathly Swarm: Increased projectile velocity by 30%.
  • Enfeebling Blood: Reduced weakness duration to 6 seconds.

Axe

  • Unholy Feast: This ability now removes 1 boon from each target hit.
  • Ghastly Claws: Increased Life Force gain from 8 to 10.

Warhorn

  • Wail of Doom: Added an unblockable skill fact.
  • Locust Swarm: Increased the radius to 210. Increased animation size to better reflect it’s attack area.

Focus

  • Reaper’s Touch: Fixed a bug so that it now applies the Vulnerability before the damage. Updated the tooltip to state the correct amount of Vulnerability.

Underwater Stuff

  • Crimson Tide – Bleed duration 5s – 6s
  • Deadly catch – Cripple duration 3s – 6 s
  • Wicked spiral – Vuln duration 6s – 10s per hit
  • Deadly feast: Duration of feast, 6s – 8s
  • Plague blast: Decreased cast time and reduced aftercast
  • Feast: Reduced weakness duration to 3 seconds.

Elites

  • Grim Specter: This ability can now be cast while moving.
  • Grim Specter: This skill is now unblockable.
  • Plague: Reduced weakness duration to 1 second.

Corruption

  • Corrupt Boon: Reduced the maximum amount of boons converted to 5.
  • Corrupt Boon: Reduced the duration of weakness when corrupting might to 5 seconds.

Spectral

  • Spectral Wall: Normalized the amount of protection gained to 7s for allies. Replaced the Vulnerability with a 1s fear when enemies try to cross the wall. Added 4% life force gain on hit.
  • Spectral Armor: Reduced the recharge to 60s.

Minions

  • Rigor Mortis: This ability is now instant.
  • Bone Fiend and Shadow Fiend now regenerate outside of combat.
  • Shadow Fiend Haunt: Blind Duration increased to 5s.

Well

  • Well of Power: This ability now breaks stuns. Added 1s of stability. Cooldown reduced to 50 seconds.
  • Well of Corruption: Reduced cooldown to 40 seconds.
  • Well of Darkness: Reduced cooldown to 50 seconds.
  • Well of Suffering: Reduced cooldown to 35 seconds.
  • Well of Corruption: Reduced the duration of weakness when corrupting might to 5 seconds.

Signet

  • Signet of Spite: Now applies 2 stacks of bleeding for 10s, blind for 5s, Cripple for 10s, Poison for 10s, 5 stacks of vulnerability for 10s, and weakness for 10s. Recharge reduced to 60s.
  • Signet of Undeath: Increased cast time to 3s.

Spite Trait Tree

  • Signet Power: This trait has been merged with Signet Mastery.
  • Signet Mastery: This trait now recharges signets 20% faster and grants 3 stacks of might for 10 seconds on signet use.
  • Axe Training: This trait has been moved to the Master tier.
  • New Grandmaster trait – Dhuumfire: Inflict burning to opponents for 4 seconds on critical hit. This effect can only occur once every 10 seconds.

Curses Trait Tree

  • Withering Precision: You apply 5 seconds of weakness on critical hits. This effect can only occur once every 20 seconds.

Death Magic Trait Tree

  • Death Shiver: Vulnerability applied every 3 seconds while in Death Shroud has been increased to 3 stacks for 10 seconds, up from 1 stack.
  • Death Nova: Minions now deal damage when death nova triggers.

Blood Magic Trait Tree

  • Dagger Mastery: This trait now grants a 20% recharge reduction.

Soul Reaping Trait Tree

  • Speed of Shadows: This trait now increases movement speed by 25% while in death shroud.
  • Decaying Swarm: This trait has been removed.
  • Near to Death: This trait has been moved to the Master tier.
  • New Grandmaster trait – Deathly Perception: You have a 50% greater critical chance while in Death Shroud.
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Potential leak of 6/25 changes

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Posted by: Ascii.9726

Ascii.9726

Placing the new burning on crit trait in spite as a master trait is about the worst thing they could have done. No condition necro is going to be able to put 30 in spite without sacrificing either greater marks or fear does damage and lasts 50% longer. Contrast the sacrifice Necro would have to make to get burning with the relative ease with which Engineers get the same trait. Engineers get 100% chance to cause burning on crit with just 10 points in their power line.

Huh?

30/10/10/0/20

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Posted by: Ascii.9726

Ascii.9726

Oh, let us get that for you SoR, no need to thank us.

It seems you lost SM whilst you PvE’d the spirit.

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Potential leak of 6/25 changes

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Posted by: Ascii.9726

Ascii.9726

Dhuumfire would be good for a might stacking build with life blast, 30/10/0/0/30, even with no condition damage the burning will tick for over 700 with 22+ stacks of might which is very easy to keep up already, even more so with the spectral skills working with death shroud, although the 20% axe and 20% below 50% would still be nice with lift blast hitting for 40% more, both would be great, but it hink dhuumfire would win in the end, with a might build.

To be more specfic a Death Shroud build build purely on pumping out Life Blasts along the lines of Axe/—- with 30/10/0/0/30 using Reapers Might, Axe Mastery, Close to Death, Unyielding Blast, Deathly Perception for 50% critical.

http://gw2skills.net/editor/?fQAQNBHhZakRLcPdTejhPRA949AwZRFAA1j1BAAA-jkyAYLBRCCAJCiIAm8KiGbfoIas6aMlLg2dR127ioVLEwoxA-w

Ouch.

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(edited by Ascii.9726)

Potential leak of 6/25 changes

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Posted by: Ascii.9726

Ascii.9726

Thanks for the organization, ASCII, but I have always liked Necromancer underwater. I seriously hope Arenanet does more underwater stuff (not crap).

You may like it but underwater anything is like 0.1% of this game and rarely happens, i changed it anyway so i don’t uuh… offend you.

I can guarantee noone scrolled through the notes to find the underwater section first.

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Potential leak of 6/25 changes

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Posted by: Ascii.9726

Ascii.9726

Taken the time to write up a more eye-friendly version (copy and paste .txt if OP wants to edit main).

Death Shroud

  • Dark Path: Fixed a bug where the chill duration did not match the tooltip.
  • Doom: This ability now lists the damage it deals to enemy targets.
  • Death Shroud: No longer removes the Spectral Armor buff.
  • Death Shroud: No longer removes the Spectral Walk buff.
  • Death shroud: New ability #5 – Dark Binding: You tether all enemies within a 600 range, constantly dealing Torment to them over time. At the end of the cast, Dark Binding immobilizes all affected enemies still within the radius.

Heal

  • Consume Conditions: This skill now consumes Torment.

Staff

  • Necrotic Grasp: Increased projectile velocity by 10%.
  • Necrotic Grasp: Increased Life Force gain from 3 to 4.
  • Putrid Mark: This ability will now transfer Blind to enemies it strikes, instead of missing.

Scepter

  • Putrid Curse: Increased Poison duration from 2s to 4s.
  • Feast of Corruption: Increased Life Force gain from 2/condition to 3/condition.

Dagger

  • Necrotic Bite: Increased Life force gain from 4 to 6.
  • Deathly Swarm: Increased projectile velocity by 30%.
  • Enfeebling Blood: Reduced weakness duration to 6 seconds.

Axe

  • Unholy Feast: This ability now removes 1 boon from each target hit.
  • Ghastly Claws: Increased Life Force gain from 8 to 10.

Warhorn

  • Wail of Doom: Added an unblockable skill fact.
  • Locust Swarm: Increased the radius to 210. Increased animation size to better reflect it’s attack area.

Focus

  • Reaper’s Touch: Fixed a bug so that it now applies the Vulnerability before the damage. Updated the tooltip to state the correct amount of Vulnerability.

Underwater Stuff

  • Crimson Tide – Bleed duration 5s – 6s
  • Deadly catch – Cripple duration 3s – 6 s
  • Wicked spiral – Vuln duration 6s – 10s per hit
  • Deadly feast: Duration of feast, 6s – 8s
  • Plague blast: Decreased cast time and reduced aftercast
  • Feast: Reduced weakness duration to 3 seconds.

Elites

  • Grim Specter: This ability can now be cast while moving.
  • Grim Specter: This skill is now unblockable.
  • Plague: Reduced weakness duration to 1 second.

Corruption

  • Corrupt Boon: Reduced the maximum amount of boons converted to 5.
  • Corrupt Boon: Reduced the duration of weakness when corrupting might to 5 seconds.

Spectral

  • Spectral Wall: Normalized the amount of protection gained to 7s for allies. Replaced the Vulnerability with a 1s fear when enemies try to cross the wall. Added 4% life force gain on hit.
  • Spectral Armor: Reduced the recharge to 60s.

Minions

  • Rigor Mortis: This ability is now instant.
  • Bone Fiend and Shadow Fiend now regenerate outside of combat.
  • Shadow Fiend Haunt: Blind Duration increased to 5s.

Well

  • Well of Power: This ability now breaks stuns. Added 1s of stability. Cooldown reduced to 50 seconds.
  • Well of Corruption: Reduced cooldown to 40 seconds.
  • Well of Darkness: Reduced cooldown to 50 seconds.
  • Well of Suffering: Reduced cooldown to 35 seconds.
  • Well of Corruption: Reduced the duration of weakness when corrupting might to 5 seconds.

Signet

  • Signet of Spite: Now applies 2 stacks of bleeding for 10s, blind for 5s, Cripple for 10s, Poison for 10s, 5 stacks of vulnerability for 10s, and weakness for 10s. Recharge reduced to 60s.
  • Signet of Undeath: Increased cast time to 3s.

Spite Trait Tree

  • Signet Power: This trait has been merged with Signet Mastery.
  • Signet Mastery: This trait now recharges signets 20% faster and grants 3 stacks of might for 10 seconds on signet use.
  • Axe Training: This trait has been moved to the Master tier.
  • New Grandmaster trait – Dhuumfire: Inflict burning to opponents for 4 seconds on critical hit. This effect can only occur once every 10 seconds.

Curses Trait Tree

  • Withering Precision: You apply 5 seconds of weakness on critical hits. This effect can only occur once every 20 seconds.

Death Magic Trait Tree

  • Death Shiver: Vulnerability applied every 3 seconds while in Death Shroud has been increased to 3 stacks for 10 seconds, up from 1 stack.
  • Death Nova: Minions now deal damage when death nova triggers.

Blood Magic Trait Tree

  • Dagger Mastery: This trait now grants a 20% recharge reduction.

Soul Reaping Trait Tree

  • Speed of Shadows: This trait now increases movement speed by 25% while in death shroud.
  • Decaying Swarm: This trait has been removed.
  • Near to Death: This trait has been moved to the Master tier.
  • New Grandmaster trait – Deathly Perception: You have a 50% greater critical chance while in Death Shroud.

Attachments:

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(edited by Ascii.9726)

Potential leak of 6/25 changes

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Posted by: Ascii.9726

Ascii.9726

I want to remain highly skeptical on these notes as there just too kitten good but if they are true WvW power well builds are going to become insane backliners.

Highlighted changes would be;

  • Putrid Curse: Increased Poison duration from 2s to 4s.
  • Spectral Wall: Normalized the amount of protection gained to 7s for allies. Replaced the Vulnerability with a 1s fear when enemies try to cross the wall. Added 4% life force gain on hit.
    Well of Power: This ability now breaks stuns. Added 1s of stability. Cooldown reduced to 50 seconds.
  • Well of Corruption: Reduced cooldown to 40 seconds.
  • Well of Darkness: Reduced cooldown to 50 seconds.
  • Well of Suffering: Reduced cooldown to 35 seconds.
  • Unholy Feast: This ability now removes 1 boon from each target hit.
  • Death Shroud: No longer removes the Spectral Armor buff.
  • Death Shroud: No longer removes the Spectral Walk buff.
  • Near to Death: This trait has been moved to the Master tier.
  • New Grandmaster trait – Deathly Perception: You have a 50% greater critical chance while in Death Shroud.
  • Axe Training: This trait has been moved to the Master tier.

My main take-aways from the notes are:

  • With some kind of Terror hybrid build, Spectral Wall will become a monster.
  • 2 major water, 2 superior water, 2 superior monk, 30 blood & 30 soul reaping = perma-stability?
  • Spectral walk, armour & im assuming 15 trait armour in DS = unburstable?
  • Axe 3 removing 1 boon off 5 targets.
  • 100% critical chance DS-1’s to the face.
  • Axe 20% more damage + 20% more damage.
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Jon peters: you will probably be pretty happy

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Posted by: Ascii.9726

Ascii.9726

Stability on a 90 second CD… rofl… exactly what we were missing all along.

To be honest any form of stability would be welcomed, but i think your forgetting about Last Gasp.

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6/14 Blackgate/ Jade Quarry/ Sanctum of Rall

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Posted by: Ascii.9726

Ascii.9726

Troll be trolling.

Mistakes are made, also, this is just a game.

Enjoy the trolling.

Trolling is a problem but I think we can relate this back to education and how we are continuing to try to strive to figure out how to reduce trolls right now that is the biggest problem and i think especially for Blackgaters are seen as the leaders of this so we need to try to figure out how to create education better so that we can solve this problem.

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chaplan_: Necro gets burning via a trait.

in Necromancer

Posted by: Ascii.9726

Ascii.9726

0

You can’t heal in Death Shroud.

ANet have discussed allowing health regeneration whilst in Death Shroud, keep up! snaps fingers

To answer your question Chesire, 900 HP would heal 243 per second, acouple passives that will really help us post-patch;

Regeneration = 130 + (0.125 * Healing Power) per second.
Soothing Mist = 80 + (0.05* Healing Power) per second.
Transfusion = 2,628 over 3.5 seconds (751 per second).

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chaplan_: Necro gets burning via a trait.

in Necromancer

Posted by: Ascii.9726

Ascii.9726

Cant wait for the unstoppable burning damage from Terror builds. Patch needs to hurry up and come already along with DS-5 and its new condition and health regeneration through DS.

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Build for Highest damage in Orr Farming

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Posted by: Ascii.9726

Ascii.9726

During the early days when i was mass farming Orr hours on end for my legendary i used a setup similar to this;

http://gw2skills.net/editor/?fQAQNBHhZakQrYvSTTjeTRIp4ZXbSh3GHkC3rLqClD-jUCBYOCi0fAMDRMRqIaslhA1hMas6IY6VER1+EFRrWEA2EA-w

Heavy fast AoE damage with tons of MF (i was using rare 80 MF gears not exotic).

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WvWvW: Need ORBs to Return

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Posted by: Ascii.9726

Ascii.9726

Unfortunately, this particular mechanic is far too susceptible to any number of hacks of this sort and while we can do as much as possible, it doesn’t prevent it from happening all the time

I’m sorry Devon but i have to jump in here. It has been suggested by me and tons of other people that by implementing a simple mechanic were the Alter of Power is completely invulnerable to damage whilst the Keep Lord is alive would stop the type of hacking we saw during the Orb of Power era.

Has this suggestion gone completely ignored all these months?

Orbs need to return to the borderlands soon with a flat PPT value per orb held and the fail-safe mechanic.

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6/14 Blackgate/ Jade Quarry/ Sanctum of Rall

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Posted by: Ascii.9726

Ascii.9726

@Kaimick.5109

I prefer “Jade Rall” myself, has a better ring to it.

Problem?

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Posted by: Ascii.9726

Ascii.9726

Rank 580+ Necromancer WvW Stream
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6/14 Blackgate/ Jade Quarry/ Sanctum of Rall

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Posted by: Ascii.9726

Ascii.9726

Live Score: http://mos.millenium.org/na
Live Map: http://mos.millenium.org/na/matchups/map/762

Have fun and keep the thread clean!

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

(edited by Ascii.9726)

But of Corpse: July 25th - Live at Five PST

in Community Creations

Posted by: Ascii.9726

Ascii.9726

I do spvp, more so then before now but in terms of tpvp or high cap competitiveness i don’t think i can compete on that scene yet!

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Will merchant [merchant] remain?

in Dragon Bash

Posted by: Ascii.9726

Ascii.9726

Will the Merchant [Merchant] NPC in LA remain in the game after Dragon Bash is over to allow people to trade in remaining Zhaitaffy.

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Apothecary gear - accessories?

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Posted by: Ascii.9726

Ascii.9726

I’m trying out shaman armor with apothecary accessories – vit/heal/condi dmg on the armor and tough/heal/condi dmg on the accessories. Still trying to decide about which runes to use.

Use Runes of Dwayna at 1100 healing power that 6 second regeneration will heal 1605 health.

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Things I hate the most (Suggestions)

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Posted by: Ascii.9726

Ascii.9726

I hate how Spectral Walk removes all swiftness when you enter water, really needs to be fixed so it only removes SW swiftness only.

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I need help on my power/vit build

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Posted by: Ascii.9726

Ascii.9726

What is this build for, WvW? if so what will you be doing in WvW exactly (such as roaming, havoc or ZvZ)?

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My WvW Build

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Posted by: Ascii.9726

Ascii.9726

I assumed you said you was farming Nightmare Runes for there very specific fear proc for this terror build, this not the case?

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Posted by: Ascii.9726

Ascii.9726

Correct i do use Lemongrass Poultry Soups, sorry was an oversight (i was tired last night after the podcast and making this build xD). I’ve updated the link.

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in Community Creations

Posted by: Ascii.9726

Ascii.9726

http://gw2skills.net/editor/?fQAQNBHhZakRLcvSTTjfPBIz45rnU494xMKeYA-jUzAYrAiugIRQEBQqAQyTZNBKI2GKiGr2GTFTEVbwTkNXr2uDIDAzCA-w

This is the build i use for WvW and will be happy to answer questions regarding this!

Here is the healing effect from transfusion i spoke about in the podcast too;

(forgive the poor quality i made it in a rush).

Here is examples of were to place wells & marks (on the barrcade things i spoke about) on walls to get better coverage.

Attachments:

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(edited by Ascii.9726)

Risen Plaguebearers

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Posted by: Ascii.9726

Ascii.9726

Because we needed just 1 more reason to hate him.

Just 1.

How dare you hate him… Trahearne is the main protagonist of your personal storyline!

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Apothecary gear - accessories?

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Posted by: Ascii.9726

Ascii.9726

To be fair healing power isn’t completely wasted on Necromancers. You could make a half decent condition build based around Runes of Dwayna, Full of Life, Deathly Invigoration, and the general scaling of Consume Conditions. (1/ 0.1 per con)

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(edited by Ascii.9726)

Risen Plaguebearers

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Posted by: Ascii.9726

Ascii.9726

Equally Trahearne has the ability to summon 10 flesh golems, why don’t we have that?

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How it probably happens.

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Posted by: Ascii.9726

Ascii.9726

Is everyone also forgetting Target the Weak? access to burning would make roaming Necromancers that much more bursty.

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My WvW Build

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Posted by: Ascii.9726

Ascii.9726

In terms of damage added by the +5% damage and +10% critical damage it would be 96 onto Life Blast and 441 to 2, 3, 4 & 5 nuke (total) assuming every hit is a critical and you are above 50% life force.

Seen as your using dual Geomancy runes you will naturally be close to your target allowing you to land or even combo Mark of Evasion (dodging & swapping) much more.

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Carrion or Rabid?

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Posted by: Ascii.9726

Ascii.9726

If healing power had more uses on Necromancer beyond the standard 6 & regen i would use full ascended celestial trinkets without a doubt.

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How it probably happens.

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Posted by: Ascii.9726

Ascii.9726

Odds are Burning isn’t going to be noticeable or will be hard to apply and we’ll be pigeon holed into some bunker build if we want to survive/facetank the way Anet wants.

I dunno about that so much, the average Conditionmancer has around 1400 condition damage which is 678 burning per second making it 6 times more effective then bleeding.

Most burning in the game has very short duration which makes it alot harder to purify.

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How it probably happens.

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Posted by: Ascii.9726

Ascii.9726

I think its more along the lines of “how can we stop Necromancers from complaining for awhile” then actually trying to improve them out of the fairness of balance.

Taking bets the new trait will inflict burning on critical for 0.45 seconds.

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Official response on the Lag issues please?

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Posted by: Ascii.9726

Ascii.9726

Ashley Segovia, are the NetworkDiag.txt results safe to post publicly on an open forum, it seems to have alot of sensitive information inside.

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My WvW Build

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Posted by: Ascii.9726

Ascii.9726

http://gw2skills.net/editor/?fQAQNArYWjMax7tbib8bKApCPPV47oHEHsxUKKPdA-jEyA4MBRaBI5JQpwioxWfLiGrmBTlSEV7RKiWtUAQsGA-w?

A slightly more even spread between Carrion & Rabid for roaming.

IMO stability stomping in WvW isn’t as fruitful as TPvP. The 784 health from Full of Life and 710 health + 3302 bleed damage from Mark of Evasion would be more effective.

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(edited by Ascii.9726)

Carrion or Rabid?

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Posted by: Ascii.9726

Ascii.9726

Your right flow, my logic flailed. Was a problem with the highlight and drag i used in excel xD.

Mons was indeed right, 13 times @ 49% critical chance with 7.8 being the average (5,719 bleed damage).

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Carrion or Rabid?

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Posted by: Ascii.9726

Ascii.9726

In 24.5 seconds (49 critical auto-attacks) Earth sigil has a maximum of 19 times to proc and is accurate if you proc on the 1st, 2nd, 3rd or 4th hit. 60% chance applied to the 19 hits is 11.4 procs on average.

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

(edited by Ascii.9726)

Downed HP still not fixed.

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Posted by: Ascii.9726

Ascii.9726

Was this meant as sarcasm? If so I suggest using /sarcasm as written word does not translate the sentiment well. If this was not sarcasm then, whaaaaat?

I think ill leave you to work out that one yourself lol :P

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Carrion or Rabid?

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Posted by: Ascii.9726

Ascii.9726

It is a different debate, but it is important to bring up if Earth sigils are brought up; I brought it up with the mention mons put at the end, since Geomancy is almost always better in situations where you can afford to close the distance.

I would be hard to give an accurate figure for Earth damage because of the 2 second internal, with a ‘perfect scenario’ case;

100 hits, with 49 being critical hits.
49 critical hits @ 0.5 seconds per hit takes 24.5 seconds.
2 second internal cooldown applied to 24.5 seconds (with first hit procing) is 19 hits that can proc Earth.
60% chance applied to the 19 hits leaves 11.4 procs.

procs x ((earth bleed seconds x duration increase) x bleed damage) = total damage
11.4 x ((5 × 1.3) x112.8) = 8,358.48 bleed damage.

There it is!

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(edited by Ascii.9726)

Downed HP still not fixed.

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Posted by: Ascii.9726

Ascii.9726

Guys i really don’t know why your stressing about having less health when downed then all the other classes, you should be rejoicing for gods sake! They removed the misleading text from Reapers Might and updated Parasitic Bonds tooltip.

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