Maybe a separate effect, but using Horrors as a “resource”, for hammer 5? I feel like if the hammer is already summoning jagged horrors, it needs to do something with them, otherwise they are just kind of there (and don’t really make sense). I also think its good to have them consumed, like sacrifice effects/shatter. You stack them up and kill them for an effect (wouldn’t proc trait-Death Nova’s direct damage) that gets stronger per horror.
Could be a number of things:
1) applies conditions, more horrors = more/stronger conditions
2) gives some boons (ones that are already on the Necro class, like retal/stab)
3) cleanses/converts conditions
4) rips/converts enemy boons
5) scaling CC
There are plenty of other ideas, just throwing some out there.
Sword:
1) Is this cleaving?
Otherwise, I like the idea, especially the 3 skill.
The rest of the skills I like, but I feel like some need more internal play. For example, Hammer summons jagged horrors, and the first 4 abilities have good synergy already. How about making 5 skill blow up all summoned jagged horrors?
Everything else, I like the idea of. Obviously they’d need numbers, but the ideas are cool.
I have like 4 Necro characters, and all of them are one of the humanoid races.
I despise the way asura look. They look like disgusting little rat-monsters with heads as large as their overinflated ego. Charr are only a little bit better.
But in general your race choice doesn’t matter too much. Asura is the best for sPvP because certain of their animations are basically non-existent, Norn the best for WvW (elite racial), and the rest it really doesn’t matter much. Racials, besides that one for WvW like I mentioned, aren’t that important.
Actually, I love the idea of bringing back conditional things. Especially as more weapons get added, having more niche utilities and more conditional skills (that semi rely on builds) are great.
For the Verata skill: I’m kind of confused, it sacrifices all your minions, and then heals the minions… that are dead? I don’t really see the point.
Some of them are far too strong in their current incarnation, but are great ideas. Besides some number tweaks and the Verata concern, +1 to the entire idea, absolutely love it.
Needs context. Are we talking hotjoins/yoloQ, team queue, or high-level competitive tournaments? Also, skill level of opponents is important. Both are viable and strong, however the relative strength depends on where you are using them.
A well played MM is one of the strongest 1v1 builds out there, and I would argue the strongest 2v2 build with a proper partner. It is very self-sufficient, and has a pretty strong mix of everything. This makes them amazing home-point bunkers, and depending on their build and the map, you can often rotate them to bunker mid after that initial big fight has occurred and things start splitting off. However, once they start getting in fights that are 3v3 or larger, they get less and less effective as there is going to be a lot more residual AoE hitting the minions. This basically forces an MM to always fight 2v2, 2v1, or 1v1, or they really aren’t reaching max usefulness. Paired with fairly low mobility, this generally forces them to just sit on one point and hope the enemy doesn’t send more than 2.
On the other hand, condi Necro is the exact opposite. It really isn’t a strong 1v1 build (although it has good 1v1 matchups), and in fact will get absolutely wasted by a lot of builds in the current meta 1v1. However, 3v3 and larger fights are where the build shines, as it is entirely possible for a condi Necro to wipe an entire team-fight solely with their own DPS, if allowed to. The main problem with this build is a massive lack of mobility, and essentially no defense besides conditions and an HP pool. You rely entirely on your team to defend you.
Basically, MMs are great solo builds. SoloQ, hotjoins, and even team queues, just find as many small fights as you can and you will come out on top because you should win every one if you play well. However, there have literally never been MMs in the highest level tournaments for a reason.
Condi builds, on the other hand, are really weak in soloQ and hotjoins because everyone knows to focus the Necro, and your team will not offer you the protection you need. You can make it work, but it will be very hard. However, a condi Necro is still really strong in the highest level tournaments because you will have voice coms with your team, and they will protect you, allowing you to output the highest AoE DPS in tPvP.
What it should do is deal the damage to your life force, and then remove the remaining damage gets subtracted from your HP. So if you took 5k damage to a 2k DS, you’d lose 3k HP as well.
No idea if its working properly in game though.
They could easily make tome weapons, and it’d probably be one of the easier jobs, with how simple the weapon-making would be.
No content is harder or easier than another. They all have hard and easy parts.
Basically every weapon that physically hit the target would cause bleeding, by that thought process. You don’t beat someone to death without there being a lot of bleeding involved.
Sword definitely makes sense as a condition damage weapon, but it needs a lot more than simply being a condition damage weapon to make it worthwhile. I can chill at 900 range as a condi Necro and put out the highest AoE condition pressure in the game already, so why would I want to get to 120 range to do it?
Sword would need some significant niche to its use besides just being a good condition damage weapon, or it will be overshadowed by scepter (or overpowered).
I honestly don’t think we need an melee condition damage weapon at all, and certainly not a hybrid. We could use melee power cleave, melee control (like a hammer), but unless there was some significant benefit to using it, why would I use a melee condition weapon when our ranged ones do the same thing but better (condi necro is far from lacking in AoE).
Also, the 2 skill will never, ever, even in the craziest peyote induced vision, exist on Necro. Targeted (only) movement is fine, but we will not see it with an untargeted version.
I honestly think that no fully optimized build will find use out of this signet. It can be built around for a build, but that build will not perform up to normal Necro standards in whatever it does.
It needs to be reverted back to its original idea: high risk/reward active, passive siphoning. It can be changed a bit to keep it from becoming too strong via limiters: can only proc up to X times per second (instead of a true ICD), stack limits on the active to keep from being too strong, etc.
But what needs to change:
1) No more full ICD on the passive (implement a max number of procs per second instead, much higher than 1)
2) Add damage back to the passive
3) Significantly lower ICD on the active (or remove it)
4) CD down to 30s
5) Mark should be instant cast and unblockable (healing on active stays at current cast time)
Balance numbers where appropriate, obviously passive healing will go down.
Imo it should be this:
Passive siphons health when hit, up to 3-5x max per second
Active has two parts
1) Applies mark and all stacks, unblockable, instant cast (stacks applied are 10+5*(number of allies up to max of 3)), removing stacks has 0.5s ICD (or none) no healing on active at all
2) Removes half of the current stacks, giving you the same healing as if they had been proc’d but dealing no damage, has cast time of current ability
That’s called being an idiot, and it has nothing to do with Necros, it has to do with the person behind the keyboard.
That said, condition builds are just not that good in PvE content right now. Hybrid is fine because at least they’ll deal damage when you push off every single application of burning, and the warriors push off 10 stacks of bleeding with their 40 DPS bleeds.
But other than that, power builds (minions included) are the best PvE builds we have. Minions just rely on the user to be smart enough to not bring them to fights like Lupi or Jade Maw.
Yes.
Seems lots of players like kitten but only minionmancer likes to take 5 monster kittens at same time. Horrible build, who would want game to play the game for you.
Its fine if you have a dislike of minions for whatever reason, plenty of people do (its a unique playstyle that isn’t for everyone). But stop pretending like any MM that relies on the passive qualities of the minions isn’t just a free kill.
First off, lets be honest, you are exageratting about the three second timer, because that is literally the amount of time it takes to dodge twice. Meaning, no one should ever die in sub 3 seconds; including naked level 1s.
However, the question has basically been answered in your own post. You have no stability, you have no active condition cleanses, and you’re facing the single strongest condition class in the game. And since you are a bunker without the main defensive mechanics that will help against Necros, you don’t even have the Warrior-effect going on where you just murder us in a few seconds of effective invulnerability.
If you really are able to hold point very well against any combination of classes that don’t involve Necros, then your build is probably just fine, and you’ve just found your one natural counter (every build is going to have a counter). I’d suggest you team up with anti-Necro classes (thief/warrior, mainly warrior), and avoid the Necro by either camping your home node (Necros are easily punished for overextending that far) or using your mobility to avoid them (always be at the fight they aren’t).
Short answer is: your build is getting countered.
Combo fields aren’t too weak, some of them are arguably too strong, especially with the disparity of fields/finishers on certain classes.
Development time should be spent on more important things.
Totally agreed, they need a lot more time to buff Warriors.
^
Your class already has fear chains, good condition cleanse, a second HP bar, protection, and the highest HP pool in the game. You don’t need mobility either when you have those. Enough is enough.
I’m sorry, but any idea that Necromancers have too much defense is just ignorant, at best. We have the worst active defense in the game. HP means nothing when you cannot mitigate a single bit of damage that comes in.
- Strength of Undeath - Do we only want increased to match the standard?
- Fear of Death - Is this because it’s a death trigger? We aren’t the only profession with something akin to this, but what would we rather see here? Well of Blood?
- Speed of Shadows - Ideally, we should get at least Signet passives in DS, but if that were the case, what would we prefer here? If we are doomed to lose passive effects in DS, should we keep this? If so, should it be buffed?
- Mark of Revival - This is meant to prevent stomps, and it does an ok job of it, I think. What could be done to improve it? Well of Darkness?
- Soul Marks - This had the largest number of “relocation” responses… Where could it be moved? People also seem dissatisfied with it’s current iteration – would like to see it buffed or merged with another staff trait?
- Foot in the Grave - Presumably, everyone wants Shade back. However, assuming recent trends continue, and Devs withhold that from us, what would you like to see here? Periodic stability? (I.e. 3s of Stability every 3s or the like.)
1) I’d like to see it increased to match what it actually says: 5% damage. However, at the very least if its going to give power, give a standard amount of power.
2) Its fine, IMO. This trait can actually give your team a fair amount of time to help you, and in a fear build its not bad either. Niche, but fine.
3) DS “fix” or not, this trait is bad. It should just be swiftness for X seconds on entering DS for the easiest fix.
4) It needs to be brought up to par with other revive traits. Either dropped a tier, or it needs to have increased revive stats (like other 20 point revive traits) or some other benefit. Right now its a 10 point trait that costs 20 points.
5) This trait is basically fine as is. It fits the tree (soul reaping = DS tree, soul marks = LF generation), and it would be fine. Its biggest issue is competing with Master of Terror.
6) This trait is fine. Its still massive stability uptime, I just dislike it a bit. Doesn’t decrease its strength though.
There really isn’t a lack of attention, there is a lack of resources. We really do see a comparable amount of attention (the quality of it will be questioned, so will every other class), the problem is that they just plain don’t have the resources to fix things as quickly as we’d like.
Its just 90 power, which is half of what it should be, anyway.
The problem with this, just like all the other proposed nerf to “defensive” conditions: Necromancers 100% rely on conditions to not be worthless. Without chill, just like the rest of our conditions, Necromancers will get pushed further and further towards full DPS builds. As it is now, MM is the only common Necro build that is defensive, the rest have been totally pushed towards full offense because defense is already pretty bad.
So if chill is an issue, then nerf its duration where applicable. It doesn’t make any sense to punish every single class in the game because a few builds abuse chill; just nerf the offenders.
It should be expected that the majority of traits will be rated lower than they really are (with some exceptions). Let’s face it, when it comes to the class you play, you almost always tend to feel too weak, and that your class needs buffs.
Just a note from the feedback graphs:
It seems like, overall, flat statistical buffs are much less liked than things that fundamentally change how something works; with the exception of when that statistical buff is significant.
Not something strange at all, because the things that really change how things function are the most fun. Deathly Perception, for example, while only being a stat buff is an absolutely major one, and is really the main reason DS LB builds work. It is a build-enabler, instead of a build-helper, and so it is very highly rated. Speed of Shadows, though, is a very small stat buff, and one that doesn’t really change anything meaningful, and so is very lowly rated.
Actually, the siphoning is a flat 975 non-scaling, armor ignoring siphon, which is not insignificant, its the same amount as the on swap sigil.
5% chance when hit translates to an average of once every 20 hits (no matter how much damage the hit did), and the on-heal paired with consume conditions adds almost 1k healing, plus 1k damage.
The real strength of this is when you properly pair it up with the on-swap sigils, which proc the same. So every 10 seconds you get the 1k siphon proc from sigils, every heal gives you a 1k proc, and 1/20 hits give you a proc. It translates to a lot of extra healing, and it is a huge backbone of my MM builds.
Flesh Wurm is a staple in many PvP builds (including the meta build) because the ability to immediately get away from a bad situation is way better than a few seconds of mediocre mitigation and face tanking.
Bone Fiend is completely underrated. He has a nearly guaranteed (if you time it well) 4s immobilize that is easily chained into others; unlike other immobilizes no one dodges it.
Bone Minions are the only source of strong non-WoS burst damage we have. 3.2k damage every 20 seconds untraited, with double blast finishers. Without crit chance, they will equal the damage of WoS, on nearly half the CD, and a fraction of the time.
Shadow Fiend is one of few sources of blind, without putting a well on a massive CD or putting your condition removal on CD, along with tying the largest source of un-traited one-hit LF generation.
And Flesh Golem is… well Flesh Golem.
People don’t use minions because they don’t understand them. They see minions, and they think of minions like in other games where you either go full summons or no summons, and minions have not been made that way.
Just to clarify, you’re talking about WvW I’m guessing, which does matter.
Imo, in WvW you should be running Soldier gear, possibly with a bit of Berzerker mixed in, or Dire. If you are running in a group, then Cleric’s is a viable choice, but I generally wouldn’t try that alone in WvW.
These are all fairly old videos, the most recent is 7 months old, but they are all MM PvP from the old SOAC Profession tournaments, and honestly MM hasn’t ever really changed much in playstyle, just gotten buffs to a few abilities.
http://www.youtube.com/user/TheAdventuresOfBhawb/videos
The idea that minions “aren’t good” without traits is just false, frankly. It stems from the idea that people have that since minions have all these traits, the only time to take them is when you have those traits. People have this “thing” where they either need to take all the minion traits and all minions, or they take none of them.
I don’t think marks should be activated when they are placed at our feet. That single change will be enough to tone down braindead necros and to make marks close to engi granades which actually will require thinking from the necro side to track and predict target movement.
Except marks are not strong enough to demand a post-cast activation. If you cannot dodge the mark in the 3/4s cast time, that’s on you. The problem with the marks is that it is incredibly difficult to tell which one they are casting.
Generally agree with the assessment, just a note though: Necromancers have 0 true cleave, and the commonly played build has some of the worst survivability of commonly played sPvP builds. Dumbfire Necros have lots of AoE (all cleave is AoE, not all AoE is cleave) condition application, which is why they are played: absolutely massive AoE condition pressure that is, frankly, difficult to deal with.
But Necromancers have the worst active defenses in the game, so saying they have survivability is utterly false. Necromancers rely entirely on really good positioning, high offensive pressure, and team support for defense, they have no real defense of their own.
Weaknesses:
Relatively weak without minions
Minions can be killed off
Melee minions are pretty easily kited, and usually die just due to passive AoE
Overall build relies heavily on CC
Build is very slow
The key to fighting an MM is understanding your options and their options, and being very flexible in what you are doing. Unless you are on an amazing burst build and they really screw up hard, it is going to be a long fight, so you don’t need to rush into anything; you aren’t killing them quickly, nor are they killing you quickly.
What you want to do is always apply pressure to the MM, kite the melee minions while applying any kind of consistent cleave to them, and make sure to dodge their big CC and Putrid Explosion (exploding bone minions). That is your general plan, you want to pressure the MM so they don’t feel too comfortable, kite the minions while killing them, both to get rid of them and keep them off you, and then by dodging big skills you really leave them with nothing but very low DPS/healing.
Then, while you are doing those general things, you try to set up openings to burst things away. For example, if possible you can try to get all your enemies stacked up (lead the melee minions into the ranged minion) and then blow them all up with some quick damage. If you find Blood Fiend close enough to you to hit it, just lead the melee minions over there and then blow them all up really quickly, and all of a sudden you’re left fighting a Soldier build with literally 0 self traiting and all utilities on CD. If you see the MM getting fairly low, burst them down quickly, they have very little active defense.
The key to all of it is slowly setting things up so that in one burst of action everything reverses on the MM. They need to have a slow fight to win, they have very little active ways to deal with things (low LF generation, low active healing, low active defense), so once things turn on them quickly, you keep up as high of pressure as possible.
One thing to be very careful of though, is that you need to really watch the HP bars of the minions while you take them down, if the MM has Death Nova. A lot of Sacrifice skills will be used if you just get them low and don’t burst them dead first. And you also need to be sure you aren’t allowing Death Nova’s direct damage and poison to stack on you.
And for those of us that dont run wellomancer builds?
Generally speaking: whatever you need. There is one that is basically just flat damage, the rest have a very specific utility purpose, pick the one that best fills in any holes in your build.
GW2 is one of the least mechanically demanding games out there. Hell even jungling in LoL requires as much mechanical skill as GW2 does, and heaven forbid you compare it to something like SC2.
The skill of being good at GW2 is knowing when to do something, and having the good reactions to accomplish that. But the vast majority of the game is based on knowledge, not skill.
Hate to break it to you, but if you want a game with crazy skill caps and high APM requirements, this isn’t the game for you.
A lot of suggestions here won’t work against a good MM. You will never just blanket AoE a decent MM’s minions down, you’ll need to target them. You won’t just free-cast all your abilities, they are going to chain CC you (which can easily breach 12s of constant hard CC rotation from condition-based to daze/knockdown with the same amount of chill following). You won’t just focus the MM through it all.
Its a balance act, a big game of push and pull, if you want to beat an MM. You take the easiest route, because there are multiple ways to win (depending on build). If the MM stacks all their minions up in melee and runs in with them, you AoE them all down. If the MM is standing right next to all the range minions, drop AoE on that. If the MM is positioning themselves correctly though, you mix between focus-firing the MM (to apply pressure) and kiting the melee minions, while trying to get the minions all stacked together, if possible. You also need to be sure to save your defensive and offensive CDs. Most MMs will want to chain as much CC as possible, break a link of the chain and then use a dodge to screw up their timing. Offensively, a lot of what they do to stay alive relies on a few key abilities, and then very high raw defense. But raw defense crumbles very quickly with no sustain.
Again, a lot of it has to deal with build. A power build will want to deal with things differently than a condi, and it depends on the utilities you have as well.
What is the strongest 1v1 class other than mesmer ? Please don’t answer stupid answers like “4 signet burst thief”, “100b warrior” or “power based rangers”.
Could you please give the build of the recommended class too ?
The OP asked for one thing: the strongest 1v1 class, with mesmer, and “stupid” answers being unwanted. He also asked for the build of anything that was presented.
He didn’t say that he didn’t want to know about what is desirable for a 1v1 build in sPvP; he didn’t clarify anything other than that very specific thing above.
The reality is, that with such little information, we have to make up the rules of the 1v1, because they aren’t all created equal. A 1v1 roaming in WvW is very different than a “fight club” 1v1, which is different from a “proper” 1v1 in a dueling server, which is (generally) different from an organized tournament 1v1, which is different from a practical on-point 1v1. These all have different rules, and end up with highly different builds.
So when we have to make fairly kittenumptions, we use the very little info we have: this was posted on the sPvP forums, leading most people to believe he’s asking about sPvP. So of course people in the sPvP forums reading an sPvP forum thread are going to assume he’s talking about the most common 1v1 you’re going to find.
If OP wants something completely different, he is more than welcome to come and tell us we’re all idiots, and he actually wanted to know the best 1v1 costume brawl setup.
If you’re still using LB as your main source of damage I’d say Axe Training in any non-PvP scenario. In PvP (WvW included), I’d say its more up to what your build really needs more. Many Axe builds are packing Axe/Focus, in which case you probably don’t need even more removal. And that removal is the biggest reason to take Chill over Training.
Axe training, imo, is only really worth it in very specific builds (which probably aren’t optimized anyway) and the 30/10/0/0/30 style of DS builds that use LB (where axe training is really good).
Other than that, Chill of Death will generally do better for you.
Just a note: Conan the Barbarian would probably get along with GW Necros just fine, with maybe a bit of banter between the two about differing opinions of how to bash skulls.
There is no order that we need weapons in. We need a melee cleave weapon, we need a melee condition weapon, we need ranged power, we need defensive off-hands, we need utility weapons that aren’t staff. There are tons of things we need, and none of them should be pushed off for not being important enough.
As for the bow: an auto attack that applies cripple and torment on its own won’t happen. It would allow us to apply up to 6 conditions just by auto attacking: torment, bleeding, cripple, weakness, burning, and chill/vulnerability.
There is no one best well for all uses, it depends on what your build is and what you need/want.
First off, when talking about passive builds: risk-reward. Passive builds have very low “risk”, in that they are generally low skill and have a lot of forgiving mechanics. You just keep the passives going (if you even need to do that much), and you generally have far less to keep track of than an active build. Obviously, then, they should have the lowest power cap, so if played perfectly a passive heavy build should always underperform compared to a high skill cap build.
On to the thing about Necromancers: marks don’t really require skill in general. However, they also have relatively low effect compared to the same things that people try to compare them to if they are just spammed. There have been ridiculous amounts of threads asking for them to be changed, but any change to making them harder to land is going to be accompanied by buffs to their effect. Not saying that its bad, I’d much prefer more skill be required for using the weapon to maybe make it remotely fun, but realize that you’re not going to get things like after-cast pre-effect animations to marks as they are now and keep them remotely balanced.
Also, people need to realize that a lot of what is considered “passive” builds aren’t. GW1 MM was an “AI” build. It also had one of the highest skillcaps in the game if you were going to micro the enchants and everything about the minions. Not everything that has a small passive aspect is a passive build.
My build for warrior or thief?
And why does capping or decapping a point have anything to do with this? The topic is “best 1v1 class” not “Best 1v1 class who can hold a point”
Because we’re on the sPvP forums, and except for dueling for funsies, the majority of your 1v1s are going to be on fight. And even if you win 100% of your 1v1s, if you can’t control the point at all while you’re fighting, you’re pretty useless.
Hey guys I’m finding Minion master necros to be op for 1v1…. I can’t seem to kill them… especially my friend… Minion masters have good hides..good cc/s, anyone knows how to beat them? Please reply if u can pls…this will help the others too. thank you
What build are you running? Like the full thing.
MM builds are strong 1v1, they are definitely in the top tier of 1v1 builds, so if you’re trying to 1v1 him without a very well designed dueling build, then yeah you’ll have issues.
That said, MMs are certainly beatable, especially if they aren’t very experienced.
If you were a thief, that “trip” would have killed you.
Reanimator needs to go even if it had no CD and spawned 30 with every kill, protection of the horde even more so.
Have it be similar to GW1. You have a team of 5, all 5 must belong to and be repping the same guild. They queue as a team, their positioning in the guild-based team ladder qualifies them for “open” tournaments every so often. Their placement in those open tournaments gains them qualifying points for the closed, big tournaments. A few closed tournaments feeds into the season-end big tournament. This can be done at multiple levels as well (like LoL does), if the playerbase supports it, or you could use the weekly/monthly/yearly system to phase the best teams up and out of the “normal” brackets and into their own higher brackets. So if you qualify into a monthly tournament, you are not competing with my scrub team for rewards, but others like you.
Teams are encouraged to stay together because the guild is what gets you into the big, important events. You aren’t directly punished for splitting up, but a new team = new positioning, so teams who stay together a long time will get the best seeding into the tournaments.
Rewards should include unique skins. If you win a season-end tournament, you should get skins that are impossible to get any other way. Even if you use the base model of a “normal” skin and just spruce it up (like you did for the gem store recently), the winners should be able to join a game with that unique skin, and everyone should know what they won. Obviously include lower rewards as well: skins that can only be gained via weekly and monthly tournaments, and rewards based on division.
Bow, just like any other weapon, can be “made” to fit our theme just fine. Its actually not that hard to make every weapon fit the spellcaster classes, because they can use magical effects that would otherwise seem strange.
For a bow, you could do things like shooting an arrow with a spectral connection, that binds the target to you, and then channels, each pulse transfering conditions to them. Shoot a spectral “bomb” that corrupts an area of the ground, chilling and draining LF from everyone inside (ice field).
The only thing they need to do to make a weapon feel really good is:
1) Make the weapon “fit” in some way. For casters, all it needs to do is be used as a “source” of the magic, like a ritual tool, and it feels okay: look at dagger OH.
2) Give some kind of consistent theme
3) Make the skills cool
I guarantee even if they gave us a flower as a weapon, if they did it right it would make an awesome weapon.
Because condition necros were nerfed, meaning you have to actually be a good necro to play that build now. So people who are still decent players will still stay condi, but all the rerollers who came over to the class w/ Dumbfire have swapped over to MM.
And let’s all be honest here, bad MMs are free kills. Good ones are scary, but the majority of MMs you’re going to find aren’t just bad players, but bad MMs.
Depends on what 1v1 rules you are going by, and the two builds involved. For example, Thieves are by far the best 1v1 class for WvW because if they play smart they can reset fights all the time, and eventually the other person is going to screw up or run out of CDs.
If you’re talking 1v1ing on a point, most strong “bruiser” builds (high defense and offense) do well. MM Necros (played well), Spirit Rangers, Warriors, Engis are all fairly solid options.
Something to remember though, all builds have a bit of rock-paper-scissors that happens in a 1v1. DPS Guards are really strong 1v1, but I absolutely wreck them on my MM, and I get destroyed by lots of builds on my MM. So one build that is really strong 1v1 might be really difficult to beat another build just because of the matchup.