Henge of Denravi
Showing Posts For Ashur.6403:
Henge of Denravi
I’m probably in the minority when it comes to this decision, but imo I don’t believe path of corruption is worth taking with the changes to how dark path interacts with ledges now. I also believe that, with good positioning, flesh wurm is unnecessary.
I’ve been toying with this build and it’s a lot of fun. You are much less mobile with it, but with the extra fear, protection, and life force generation I haven’t missed it much.
Henge of Denravi
I don’t understand why they don’t combine Near to Death and Foot in the Grave as a GM trait. They can’t properly balance Foot in the Grave because Near to Death exists. Just combine both of them and then balance from there.
Henge of Denravi
Nothing useful on necromancer is instant except deathshroud and fleshwurm, such a vulnerable class!
Spectral Walk, Spectral Armor, and arguably Plague Signet. I question plague signet’s usefulness since it’s considered a projectile and projectiles are notorious with LOS.
Henge of Denravi
One thing you must remember when comparing axe to dagger dps is how much are you able to put out in an actual fight? Axe has further range, so you might be able to get out more dps with axe if you can’t get into the fight.
I prefer dagger myself, but I also like a little more utility in the power build. I usually run 4/4/0/0/6. Sure it is a little less dps, but I’m able to survive better, and I do more damage alive than dead.
Henge of Denravi
I just realized my post was deleted, not sure how that happened. Basically I said I was a returning player, put together a build, and wanted some feedback. When I last played 0/30/10/10/20 was popular and wondered if it was still viable. I also asked if scavenging runes were viable, or if nightmare was still too good. Scavenging runes would add around 117 extra condition damage on this build.
Here is the build in question.
Henge of Denravi
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You can teleport with Wurm.
This is basically it. Necromancers are not mobile, and the ability to set up a place to teleport to can’t be understated. The well may convert conditions on you into boons, but the necromancer doesn’t have a huge problem with conditions. Getting focused in a team fight is much much worse and wurm allows you to teleport away.
Henge of Denravi
This is 2015, lets go crazy… remove the stability from foot in the grave and add it to near to death, while reducing the stability to 1.5s. Then make foot in the grave give stealth upon leaving death shroud. A reasonable person would put a cooldown on that, not in 2015. It gets even better when we add to that trait that you regain life force while stealthed. Then just to kitten all the other classes off, give the necromancer a pistol that places a smoke field. Around this time the devs find a bug around since beta that, when fixed, makes DS2 a leap.
I love 2015.
Henge of Denravi
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so you can’t take time out of auto attacking to cast 1 life blast?
besides, after the patch 5% of all of your condition damage will heal you,
think about that when using epidemic in team fights.
You can’t have both the 5% condition heals and burning at the same time. Both are GM traits in the same line.
Henge of Denravi
The sigil of geomancy and sigil of energy on the same weapon set does not stack.
Henge of Denravi
I like how there’s just some random charr in the background.
Henge of Denravi
I’ve put together an unconventional power build and I need some help to figure out which version of the build would be better. The base build is this, the reason I put this together is I wanted to try a power build that wasn’t glass cannon. The problem I was running into was I wasn’t doing enough burst damage when I wasn’t glass cannon. I tried a minion master build but when the minions went down I felt useless; so I decided I wanted the sustain of a minion build, but still do good damage myself, and minimize the chance of losing the minions.
The first variation uses Lyssa Runes and a Berserker’s jewel.Some options are Signet Mastery and Vital Persistance with Signet of Spite/Plague Signet, or Spiteful Spirit and Spectral Mastery with Spectral Armor/Spectral Walk.
http://intothemists.com/calc/?build=;04-_;1kH;1s3oI-K0;9;4T-O-E-8B;149;5UJk6;2KJG4KJG46Be
The second skips precision and crit damage altogether to maximize Power and Might. I like this version a little less but you can get some serious Attack Damage (with little effort) hitting over 4k. I’m just not sure if the tradeoff is worth it though. It uses Strength Runes/Hoelbrak Runes, and a Soldier’s Jewel. Reaper’s Might and Sigil of Battle are used to help stack Might, The adept Soul Reaping trait is left open, Unyielding Blast would be a good choice there. Suggestions for the empty utility slot are Spectral Walk/Spectral Armor.
http://intothemists.com/calc/?build=;04-_;1kH;1s3oI-K0;9;4T-O-E58B;149;5SNk6;2H7W3H7W36gx
Any constructive feedback would be appreciated.
Henge of Denravi
I think the cooldown for the current version of putrid mark is unwarranted. I could understand why Putrid Mark was a 25s cooldown with its previous incarnation, but I think the cooldown should be reduced to 20s for what it is current (I also think that Chilblains’ cd should be reduced to 18s).
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I’d like to see the 15 point trait turned into an AoE blind when entering and leaving Death Shroud, 5s ICD (so you can’t jump in and out of Death Shroud blinding twice).
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The tooltip for Reanimator now reads as a 30 sec. cooldown.
I believe it was always a 30s cooldown.
Henge of Denravi
A good mesmer is going to be very hard to put down. The best way I found fighting them as a terror necro is…
1. Ignore the clones (until they start running at you)
2. Kill the phantasms immediately
3. When the mesmer goes invisible get ready for a spike (go DS and DS5 then DS4, both DS5 and DS4 hit invisible targets)
4. If they are running sword/pistol, you are going to get stunned… go into DS and take the hit. Sword 3 “Swap” makes a distinctive sound when activated, dodge when you hear it. Save any stunbreak for Signet of Domination, that 3s stun on a 1/4s cast is ridiculous.
5. If they are running great sword get in close, when they thrust their sword in the air dodge.
6. If they have Staff stay farish away, hit them with scepter autoattacks when they have chaos armor up, corrupt their boons and transfer the conditions to them.
Mesmers have bad condition clear, try to keep as many conditions on them as possible. If you are having trouble telling which the real mesmer is remember that clones only autoattack. Look for the one that is dodging/using other skills. I’m sorry I couldn’t be more helpful.
edit for reference this is what I run.
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Oh my GOD people are actually complaining about this?
These comments are satire, bhawb. No one in their right mind would complain about removing one stack of bleeding; except for maybe the people that just have to complain about stuff.
edit: I’m not saying the damage reduction is negligible, I’m saying this is an attempt to reduce AoE bleeds. I’ll reserve my opinion on it until the next balance patch. I hope that whatever comes is reasonable. I’ll be happy when the FoTM necros leave. I’ve mained necro since beta, and I’ll ride this boat until the bitter end.
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My character is a sylvari but you wouldn’t be able to tell that most of the time.
Henge of Denravi
Range and instant nature are my guess. When you get into a fight and you aren’t on a point, the Well isn’t that great in PvP.
Not sure if you know this, but there is a trait to make wells 900 range. So being instant and not wanting to sacrifice a trait are more likely the reason.
edit: What surprises me is that Posi isn’t running Epidemic.
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I don’t know about anyone else, but I would like to see an elite well make it in to the game. I have no idea what a good idea for an elite well would be; so I would like to put it up to my fellow necromancers to see what they would like for an elite well.
For example, I was thinking around a 60s to 150s cooldown. With being closer to 60s focused on damage/life force, and the closer to 150s being focused on utility (like a stability/protection well). Would there be a happy middle ground like Well of Corruption? Also, what Combo Field would you like the well to be?
Henge of Denravi
I’ll take a swing at this. I tried to keep them somewhat similar to the guardian’s hammer because I like the idea of a necromancer corrupting a guardians power.
1)
Dark Hammer – cleave foe(s) with a heavy smash 130 range – 1/2s cast
Chilling Embrace – same as above but applies 1s of chill 130 range – 1/2s cast
Oblivion’s Gate – smash the ground creating an area that siphons health from those within (Combo Field: Dark) 180 range – 1s cast
2)
Unholy Scourge – smash the targets face while transferring a condition to them (possible cleave) 130 range – 1/2s cast – 6s recharge
3)
Endless Night – unleash a wave that blinds and damages in a cone in front of you while generating life force – 300 range – 3/4s cast – 15s recharge – 4% life force per target hit
4)
Grim Embrace – damage nearby foes while corrupting 2 boons (Combo Finisher: Blast) 240 range – 1s cast – 20s recharge – unblockable -prioritizes stability and protection because I hate you guardian-
5)
Vampiric Shroud channel for 3 seconds siphoning health and gaining life force; foes are chilled for 3 seconds if still within range when it ends 600 range – 3s cast – 30s recharge – 8% life force per tick
Likely OP but looks fun to play.
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I currently run 30/20/0/0/20 because I feel forced into taking dumbfire, even more so after the terror nerf. Carrion Amulet – Rampager Jewel, 4x Nightmare – 2x Lyssa. Pretty standard build I believe, except for maybe my choices in utilities.
http://intothemists.com/calc/?build=;0_-34;0kHkC014sJkJ0;9;4TJ;0J39A58;529-V;07a;1hoHAhJG41ZK
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Hey dev’s, I’m usually pretty supportive with your decisions not this time though. Thank you for nerfing build diversity, I was having too much fun on 0/30/10/0/30 anyway, I’m so happy I get to be shoehorned into a burning build. Looks like 30/20/0/0/20 is the way to go now.
Another thing that I find weird, Sharp said he wants us to be the “master of condition and boon manipulation” yet we get a nerf last patch to Corrupt Boon and a stealth nerf to Putrid Mark. Then this patch the mesmer’s Null Field gets a buff by reducing its cooldown to 40 seconds. Let’s take a look at what you get with it:
Null Field
Create a field of energy that rips all boons from foes, and cures all conditions on allies.
Duration: 7 s (bugged to be 5s)
Radius: 240
Combo Field: Ethereal
Range: 1,200
I fail to see the dev’s logic in these recent decisions.
Henge of Denravi
These builds are super effective. New meta.
Btw Xom do you have a necro school?
Xom’s Necro University… get a doctorate in necronomics.
Henge of Denravi
I nominate calling any 30/30/10 build “Xomfire”. And anyone that says otherwise should be punched in the flesh wurm.
Henge of Denravi
friend of mine did a power build and claimed to get 6k crits auto attack in death shroud and nearly 100% crits. i would say, this is kind of op.
I could get that pre-patch, the tradeoff with those 5.5+k crits is you are incredibly squishy. The cast time is still fairly long and the projectile can be easily dodged. It wasn’t a problem beforehand, I don’t see it as one now.
Henge of Denravi
If this one is true the Near to Death nerf really upsets me, probably more than it should. I had a lot of fun on this build, the 100% uptime of fury was amazing.
Also, maybe I’m just not seeing a synergy somewhere, but who would spend a master level trait to get 3 seconds off of death shroud? The only place I can see that being useful is a boon duration build to try to get as close to 100% stability uptime. If this is the case and it isn’t useful to any other build, why not combine Near to Death and Foot in the Grave as a grandmaster trait. If 30% is too much cooldown reduction, make it 25%.
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I was underwhelmed about the idea of using DS as a defense. I’ll reserve any rage until I see the changes they talked about. I believe the increased life force generation is a good thing, but without easier stability access we will continue getting CC’d making our extra hp from DS useless.
I think more access to blind would help with this instead of giving us stability (which was said they don’t want to do).
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Just tried listening to the podcast, is Black Avarice’s voice fixed because his replies are blank. Also the video says it is private and is not viewable.
Sorry about that it’s fixed now. the replies are blank on the audio?
Sorry I worded that terribly, still early for me, haha. I haven’t listened to the video version yet but in the audio version Black Avarice cannot be heard (at least at the beginning, I haven’t got far into it).
Henge of Denravi
Just tried listening to the podcast, is Black Avarice’s voice fixed because his replies are blank. Also the video says it is private and is not viewable.
Henge of Denravi
2a) pvp 1v1 (where both players are about equally skilled…so no help from team)
Imho, I would say that toughness, conditions, minions, and healing power would be the best combination for 1v1. You’re not going to be spiking anyone down but you should win just about every fight.
For example: http://intothemists.com/calc/?build=;044Z;2IkI0s3oI-K0;9;4J-JT-08;219-27A;1VZ-7;2jwmAjwmA9cl
Henge of Denravi
Yesterday I was messing around in moshpit with a dagger power build. Ended up seeing a lone mesmer on a point with a greatsword, to my amazement I actually landed an auto attack with my staff and it crit for 1,800. I ended up winning the fight, but that’s not my point. My point is I actually landed an auto-attack. I feel like I should get a reward for that.
http://intothemists.com/calc/?build=;04-_;1kHVH0A4JI-K0;9;5JJ-T;147-15;215BURk6;2F-03F-035Bc
(incase anyone was wondering what I was running)
Henge of Denravi
when you only use it to tank some ‘key hits’, why do you use vital persistence?
I do use DS offensively when switching back to the staff, it’s good for waiting for cooldowns. I use vital persistence to try to keep my LF above 50% when I use Life Transfer and Life Blast.
Henge of Denravi
I’ve been running my necro differently, popping in and out of death shroud, only using the life force to tank key hits. It’s kind of built like a thief but it’s incredibly fun.
http://intothemists.com/calc/?build=;04-_;1kHFJ0p3FJ-K0;9;5JJ-T;137-15;219BIRk6;2DsV2DsV25BG
Henge of Denravi
I keep seeing ideas for more damage from a condition, honestly condition builds don’t need more damage.
We need some form of escape since we are so slow, a teleport would do. To focus on the escape mechanism, make the skill trigger from where you teleported from, not where you are teleporting to.
Oblivion’s Gate – Teleport to targeted location
50 second cooldown – 900 range – 180 radius – consumes life force(?)
Combo Field: Dark
Chill 3 seconds – Confusion 5 seconds (10 stacks) – Weakness 10 seconds
(new condition)
Maybe the new condition could be a cover condition that lifesteals on removal.
Henge of Denravi
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