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Axe: Reworking It

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Bhawb.7408

The fact that a caster in cloth running up and auto-attacking with a dagger is the highest dps we can do is pretty silly tbh.

“Casters in cloth” doesn’t exist in this game. Get over the idea of “light” armor meaning puny backline caster, and “heavy” armor meaning frontline. Neither are strictly true.

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Axe: Reworking It

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Bhawb.7408

Yep. Necros do fine in melee. The problem is getting into melee

Considering most of this discussion has involved comparisons to 100b and insane damage numbers, we’re talking PvE. So all you need to do to get into melee range is direct your camera to face the target, then hold W till you’re there. They don’t exactly move a lot.

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will gw2 ever become an esport

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Bhawb.7408

What do you consider an eSport? Does it have to be as popular as LoL? Dota2? SC2? WoW? Does it need X number of players in PvP? Prize pools that are worth $X?

It has potential to be a good eSport. The game is fairly “simple” to understand: relatively low number of skills per person, easy to get game flow, easy to understand winning conditions. It will never reach the popularity of games like the ones I listed at the beginning, because those are perfect spectator eSports. But it could become decent of size.

Realize that its going to take time though. LoL didn’t blow up to what it is overnight. SC2 and Dota2 are both not only true sequels (whereas GW2 is just a second game in the GW2 universe), but game types that are much more “eSports ready”. WoW is the only MMO that was “eSports”, and that was only because Blizzard forced it by throwing insane amounts of money at the scene.

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Axe: Reworking It

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Bhawb.7408

Necros do absolutely fine in melee. I’m not sure where this idea that we can’t be close comes from.

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Grenth's hood?

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Bhawb.7408

Oh, it’s not like that for meta achievements is it? Meta achievements will give 1 of each for pvp too.

To my knowledge meta achievements just give you one skin, and you have to pick for PvE or PvP. I can’t say that for certain though, since I have completed literally no meta achievements ever.

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Grenth's hood?

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Bhawb.7408

“Generally single armor pieces give you one of every type. So for 400 gems, you’d get Grenth’s Hood for Light, Medium, and Heavy armor types, whereas 800 gems would have bought you exactly twice as many pieces, but in one set.”

Is this how the Toxic Gloves and Shoulders currently work in PVE?

It isn’t separated by PvE and PvP. You buy the item from the Gem store, you get a general item in the mail. Once you “open” that item, it’ll give you three skins, one for light, medium, and heavy each. Those skins act just like others do, you double click them, and then you can either apply the looks onto a PvE piece of armor, or convert to PvP use.

And it is how the Toxic Gloves/Shoulders work yes. For 400 gems you get three copies of the skin, one light, one medium, one heavy, each skin can individually be used for either PvE/WvW or sPvP.

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Minionmancer role in sPvP?

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Bhawb.7408

Bhawb,

I was wondering…why leave the treb with a little bit of health rather than destroying it?

Is that so they don’t repair it, and if you came back again you can kill it with a hit or two?

And what two buffs on Spirit Watch were you talking about? I may have missed something!

Basically yeah. It also wastes their time if they leave it too early. Most players, especially lower level ones, will figure out pretty quickly that defending the treb is pointless against an MM. So since they know they are going to lose, they’ll go ahead and assume that you’re going to destroy it, and get a head start on getting the repair kit. Leave it with a little HP, and they waste however much time it takes them to run out a ways, figure out what happened, and run back. Then you can walk back up to the treb, and kill it very easily.

Also, you might have missed it because there are no buffs on Spirit Watch :P I was thinking Temple of the Silent Storm.

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Minionmancer role in sPvP?

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Bhawb.7408

So as I join SoloQ with my MM, I should try to defend home point, rotate to mid to assist, and destroy trebs and take down NPC creatures.

Does that sound about right?

Or follow a spirit ranger around and let my mions use his buffs. SOund good?

So it depends on the map. Normally in soloQ, you want to park on the home point. Then, what you do from there depends on the map.

On Forest, you can easily solo the boss, just summon your wurm in a hidden spot near home, in case they come so you can get back quickly.

On Foefire, drop Wurm near home point, then when your team is fighting mid, run up to the edge (so you are on the elevated edge near mid) and attack from there. Minions will aggro and run into the fight, and staff will work at that range.

Khylo, on organized teams, I start off the match by rushing to their treb and scaring whoever is on it off. You just walk up, use charge, blow up your minions, and then if they stay you can finish off the treb. Otherwise, if they run, leave the treb with just a little HP and then go back to home. Repeat that every time treb is up.

Spirit Watch depends on if you’re at home or mid. I usually get placed mid (since teamfights there are less common) and then I rotate back and forth constantly getting those two nearby buffs. If you’re on home though… you’re stuck.

Following a spirit ranger is fine, especially if you aren’t the one guarding home.

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Minionmancer role in sPvP?

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Bhawb.7408

MMs have two big strengths:
Dueling, which generally places them as a point defender (whichever point will not see too many team-fights)
In AoE buff comps. This effectively allows them to teamfight by having some ridiculous amounts of buffing to the minions, which will deal some insane focused damage

Weaknesses are:
AoE spam
Generally teamfighting (unless in a strong AoE buff comp)
Lack of Mobility

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Grenth's hood?

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Bhawb.7408

So you can get a full set of armor for 800 gems, or 1 piece for 400 gems. Seems about right.

Why not make a full set of grenth armor for 800 gems? Or if that is too time consuming why not charge a proper ala carte price for 1 piece. 50% of the cost of an entire set is generally not how ala carte anything works.

Not telling anyone not to buy this for the record. I know they will sell tons of these.

Generally single armor pieces give you one of every type. So for 400 gems, you’d get Grenth’s Hood for Light, Medium, and Heavy armor types, whereas 800 gems would have bought you exactly twice as many pieces, but in one set.

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Grenth's hood?

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Bhawb.7408

Are you going to support 400 gem Helms if this happens to be the case? 400 for 1 armor piece?

If its an awesome hood and worth it, yeah I’ll pay the gems for this optional, cosmetic piece of armor. All fine by me.

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Necro Patch Notes - 11-26-13

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Bhawb.7408

Was there any reasoning given to why this change was necessary?

I fail to see how this would be OP except when the opposition is throwing out many conditions? I say if you are playing against a necro you should adjust you game play and be wary of dishing out conditions in the chance they get shoved right back in your face.

It used to remove every single condition off you, and any ally in the radius, and transfer all of those conditions to enemies inside the mark radius.

Just having a full self-wipe of conditions on the CD that Putrid Mark is is actually very strong. But being able to remove that many conditions on that low of a CD was just too strong.

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Necro Patch Notes - 11-26-13

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Bhawb.7408

FYI, the cooldown thing is a bug. We are fixing that for nov 26th I believe.

Source: https://forum-en.gw2archive.eu/forum/support/bugs/Necromancer-Putrid-Mark/

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Death 5: Reanimator

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Bhawb.7408

Because no tree should have mandatory traits that give nearly no meaningful benefit to those that want to take it.

Death Magic is not the minion tree, primiarily. It is primarily the pure defense tree (which it does terribly), which has a secondary focus on minions and staff.

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Necro Minions Master Viable for Dungeons

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Bhawb.7408

Sometimes that’s a good thing, though, so I won’t say they aren’t viable there. While familiartiy with the fractal does make minions less useful, you still occasionally get a tentacle knocking you down just in time for the eye laser while you don’t have a crystal. Minions can help mitigate the pain there. Just don’t summon them until you need to buy time.

This is pretty much applicable in every situation. Minions can really help out and prolong your team’s life in sticky situations, but if everyone is really on top of their game, it won’t really matter that much.

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Reason why you hate dhuumfire ?

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Bhawb.7408

ahh if only they had made death nova have burning condition instead of poison…

Would have made no sense

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Please rethink your diamond skin change

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Bhawb.7408

When was the last time you played with/against Powerr? You might want not want to make that judgment based on the “last few comments” you’ve heard about him.

I’ll again reiterate that this change is exactly in line with what the community has been asking for over the last 4-5 months. Big change, forces build/playstyle changes, hurts condition builds. That sounds pretty much like exactly what people have been asking for. I’m not saying I think it’s a great trait idea, but charging that the devs are “disconnected from the community” seems pretty odd to me. The evidence seems to point to the devs being connected to the community nearly to a fault.

I don’t play high tier PvP (except on the rare occasion that I play with a team of better players), so I haven’t played against him in a very long time. But I do know a lot of high tier PvPers who do, and I have never heard someone say that he’s a great player.

Realize that this is the person who told us that Putrid mark was intended to go on full CD when interrupted (no skill in the game, to my knowledge, goes on full CD when interrupted unless it takes some immediate effect while casting) because its “one of the strongest skills in the game”, four months after a stealth nerf that destroyed half its functionality – a change that was never mentioned to Necromancers.

The devs have also recently said (I’ll stick to Necros because I don’t know the other classes well) that Blood Magic necromancers are starting to feel good; an opinion not shared by anyone I have ever talked to in the Necro community. It is universally accepted that the only reason people go into Blood Magic is for MMs, or people who really love life siphoning, even though they all agree it is far too weak, and they do it anyway.

There are some times when they are totally on point, like I’ve said (for better or worse), but there are times they say things that aren’t just blatantly ignorant, but so out of touch with everyone else that you cannot possibly think that they even attempt to keep in touch with that group.

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Please rethink your diamond skin change

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Bhawb.7408

Powerr are indeed good players.

From the last few comments I’ve heard from him, and from what I’ve heard of other players, yeah not really. No offense to Powerr, but they don’t seem to be on page with any other Necromancer. And that’s a problem I seem to get from at least a few of the profession communities – ANet as a whole doesn’t seem to understand where we’re coming from. On certain issues they are really on point, on others they say something that just makes you think “are we talking about the same game?”.

There is just a disconnect from the community, and while the recent from Peters (and whoever else helped out there as well) definitely was a big step forward, it’d be nice if that was more common than once a year. It’d help solve issues like this, where it seems like even the people who want eles buffed don’t seem to care much about the trait itself, only that it’ll be a buff to eles (who need it).

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Jon Peters on Conditions in PvE

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Bhawb.7408

that’s another problem i’ll never understand…

Dev1: ok we have WvW where every player has <30k hp and there will be zergs of 50+ players all fighting each other and fights lasting about 20 seconds.

Dev2: Well in PvE we will have players fighting single bosses with 20millionbillion hp with fights lasts 5-6 minutes.

Dev3: Seems about the same, we’ll apply the same balance to both those game modes.

Dev 1: Hey guys, we have over 850 skills in the game, and its already difficult to keep them all bug-free and error free, and it takes a lot of resources to keep them all functional.

Dev 2: What if we took those 850 skills, and made them 2550 skills, that way we could fix each one individually!

Dev 3: Perfect! There couldn’t be any issues with that!

And yes there are over 850 skills in the game, its actually a lot closer to 900, solely including the profession skills, so I’m leaving out all the bundles that thieves get, environmental skills, stuff like that. If you think splitting every single skill into three totally individual skills would make balancing better, you aren’t looking at it from ANet’s perspective. Everything they split becomes a brand new skill. That is another skill that could become bugged, another skill that could have tooltip errors, another skill that could need to have functionality with a trait.

They multiply their workload by 3 if they split every single thing we have, and we all know that they are barely capable of maintaining what they already have.

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Diffrent MM builds, your opinions please

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Bhawb.7408

I understand that you want to reroll berserker as a MM, but I think if I did this I would miss my superior tanking

There’s essentially no need for tanking in PvE, which is why I don’t. The point of that 20/0/20/0/30 build is to have the minions do the tanking for you and the team most of the time, which they do quite well as refreshable high HP meat shields, and then you deal comparable damage to a full berzerker build yourself.

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Just something i've noticed:

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Bhawb.7408

In certain parts of the map at least, realize that the game is still based off old GW1. Meaning things from the GW world might be on the map but un-accessible for now. Its probably somewhere that they had or have plans for, or just added for shiggles.

Really? Nobody but anet knows.

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Jon Peters on Conditions in PvE

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Bhawb.7408

By the way, I noticed how a lot of the Risen mobs have way longer fear duration than the player does. And it annoys me, because they have a functional fear, and we don’t. I can fear an enemy away for 1 or 2 seconds, and he comes running right back. But if I get feared, he sends me running halfway across the map (it’s around 4 or 5 seconds I suppose). If I could do that, it would be a viable defense.

It’d have to be PvE only (it’d be obviously broken as hell in PvP), and lets face it, how many mobs that really put you at risk of death could even be feared like that? Most of them that I notice have immunity of some sort.

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Pet blocking

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Bhawb.7408

if it was really that easy
you assume that thief can instantly teleport to target back at any given time
in reality thief is mostlikely chilled, snared, poisoned etc. by mark spam and any half decent necro either stands or runs around own pet so pet soaks all dmg

it was absurd to the point where even though i had necro targeted my character turned to the side and hit pet instead

I agree that changes should be made so that you actually strike what you are targetting, unless something is very obviously in the way. But that doesn’t have to deal strictly with pets at all, it is a related but separate issue if attacks that should hit are not, and it isn’t one that only affects you either.

Also, it is on you as the thief to avoid the MMs CC. If you allow yourself to get continuously stacked with control effects, and end up being unable to fight, that is a separate issue.

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Diffrent MM builds, your opinions please

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Bhawb.7408

Is this thread ONLY pve by the way? That’s important to know because otherwise answers may vary. I’ll just assume so because of the armor-type references?

I kind of listed both PvE and PvP, but judging by the rune and armor-types that OP was mainly talking PvE, maybe a little WvW.

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Please rethink your diamond skin change

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Bhawb.7408

And if you can’t wait/last 8-10 seconds vs a warrior using Berserker Stance, I understand how that’s not exactly “balanced” but I mean cmon…you can’t just rely purely on conditions for your damage, depending on your build though :P you can’t expect one build to do better against every other build …

Except that the entire Necromancer profession is based around the idea of using conditions to deal with your opponent. We get large access to control conditions specifically because they, along with Deathshroud, are the only defensive mechanics we get.

Imagine if someone had one skill that caused a thief to be unable to stealth or shadowstep for 8-10 seconds.

Not that these traits are all far too strong, but they aren’t fun. It doesn’t matter if they have perfect balance introduced into the game via a bunch of passive traits, if the game isn’t fun to play… why play it?

Its the same for all these kinds of traits. In “theory” they are okay because they have counterplay. But then you get down to the reality that entire professions are based around very specific defensive options, and giving someone a blanket, low (or no) skill way to invalidate half of a profession’s defensive mechanics just doesn’t make sense.

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Necromancer Balance Suggestions

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Bhawb.7408

Almost all of these ideas are bad, except for a few that were ideas taken from other forum threads.

You essentially want to add on a 1s aftercast to our abilities, despite them still having a full half-second cast time. Are people in PvP so brain-dead that they need 1.5 seconds to dodge an ability? kitten , you wanted to make Spinal Shivers, of all things EASIER to dodge?

Its obvious you don’t play Necromancer, and don’t want to understand the class well enough to be able to dodge already fairly easy to dodge abilities, so lets just make them impossible to land. Readability =/= making every single auto attack more obvious than a boss insta kill mechanic.

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Adjust minion&spirit&pet size

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Bhawb.7408

yeah i have been saying it for a while
i want pvp_ player vs player and not player vs pet… sadly i see more and more zoo cluster spam on my screen

I know right, PvP should be player only. That’s why mechanics like Lords or Forest bosses don’t exist, or why the same PvP mode that everyone begs for (GvG) totally wasn’t half-PvE.

PvErs laugh at how easy PvE is while they solo complete dungeons or do entire paths without a single piece of armor on. I think you highly skilled PvPers can handle such the mighty task of PvEing.

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Pet blocking

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Bhawb.7408

You can’t land your skills, therefore I have no skill and should be nerfed. Sounds legit.

You’re in stealth, this means that the minions have de-aggro’d from you, and are returning to me. Even if you’re using your immense skill as a thief to come in from stealth when I can’t see you at all and backstab, minions don’t stand on top of me.

Or, all you need to do is attack me once, to aggro them, as they run away from me towards you, you stealth to me, and boom all of my minions are still 900 units away, and you don’t have to worry about landing such a difficult skill shot.

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Diffrent MM builds, your opinions please

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Bhawb.7408

Sounds great ! Still Soldier armor ?

Soldier armor, Divinity Runes, berzerker everything else. And I might start slowly swapping over to berzerker as I re-learn all the dungeons. Basically you want just enough defense to stay alive, and the rest offense. (For PvE only).

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Diffrent MM builds, your opinions please

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Bhawb.7408

20/0/20/0/30 MM build is offensive right ? Can you explain me why the 30 into Soul Reaping ?

Deathly Perception. You get the two life blast traits, plus that, your minions face tank mobs for you, you jump into DS and sit there pressing 1 for pretty high damage that pierces, stacks vuln, and stacks might on you.

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Deathshroud Stomp

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Bhawb.7408

So how difficult is it to get the timing right to hit the stomp and ds simultaneously?

Depends on your setup. At first I could never get it right, using just my keyboard. But then I bound DS to my mouse as well, and that made it really easy to get. I just press stomp+ds at the same time and it works every time.

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Deathshroud Stomp

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Bhawb.7408

You can’t walk up and stomp a player while already in Deathshroud. What you can do is walk up to someone out of Deathshroud, press both buttons at the same time (timing varies per person depending on setup, but once you figure it out for you it should always work), and then you’ll be able to channel the whole stomp while in DS.

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Reason why you hate dhuumfire ?

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Bhawb.7408

Just so people really understand the context:

Pre-Dhuumfire Necromancers were only picked up in PvP teams if they were amazing players. Even some really, really amazing players had a very hard time playing Necro (Symbolic had to change to ranger, people who didn’t change just had a hard time finding teams). This was for a few reasons.

First off, all of our meaningful damage is done via Bleeding. Yes Terror and Poison add in a little DPS, but you don’t truly die because of those, its the bleeding that does it. Pre-patch, it was trivial to keep yourself fully cleansed and the bleed stacks would basically never stack up to a dangerous amount.

Second, we were very easy to focus down. If you had a Necro on your team, it was essentially guaranteed you had one player on the team whose job it was to make sure that Necro didn’t die. And even with this protection, we were generally outclassed by Engineers.

Engineers didn’t need to hide their conditions, they used Burning. A very high DPS condition that they could readily re-apply, along with tons of might stacking, and direct damage for “free”. Not only this, but they could fend for themselves. Even when Necros were run, they were often done so with an Engi that could “feed” them burning.

The Dhuumfire patch, though, changed a lot. Buff to scepter 1, Burning, Torment, better defensive tools, and teams were generally running less condi-removal spam than before. This meant our Bleeds now had 2-3 more cover conditions (poison got a massive boost in uptime due to scepter 1 buff), and thus were far harder to remove. All of a sudden, our Scepter 1 spam alone could put down heavy pressure on targets, not to mention our AoE bleed bursts that were very hard to deal with.

We went from Zero to Hero in a way. Dhuumfire was needed if we were going to be taken seriously pre-patch. But they put in way too much in that one patch.

I don’t hate Dhuumfire. I dislike that they have implemented it in the way they have.

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My Flesh wurm

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Bhawb.7408

My flesh wurm is my new found best friend, I play with it constantly.. ^^

But i was wondering if it would be possible to make the recall when sacrificed become location bound when in range?

iow, is it possible to place it on a elevated location and actually blink up to that location? i find the limited hight we can blink on quite disappointing.

It has nothing to do with height limitations. It functions as a shadowstep would. Basically if you could shadowstep there, Flesh Wurm can take you there. But it doesn’t allow you to just blanket teleport wherever you can place him, because that would break a lot of the game.

And I like having the ability to teleport outside of range. I would like the ability to desummon him without TPing though.

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Diffrent MM builds, your opinions please

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Bhawb.7408

Second I want to hear your opinions about if you prefer Condition Damage or Power MM builds and why ?
• Fetid Consumption good or not ?
• Necrotic Corruption does it have a reliable source of boom removal ?
• What sigils you use ?
• What weapons you use ?
• what do you think that needs to be changed at minions / any additions ?

Feel free to answer any questions / give advice or give opinion about builds

Power MMs are generally the best for “on their own” fighting. It gives you the most versatility, and the power weapons synergize the best with MM builds on their own. Also, power is just flat better in PvE, which is why I use the 20/0/20/0/30 MM build for PvE. Gives great DPS, and a good amount of team support.

That said, teamfighting MMs that are going to rely on team-buffing generally do better as condi, because most of the buffs the minions are going to be getting are either not affected by your stats, or are condi based (spirits, venoms, combo fields, all have condi-procs). Also, condition weapons are generally better for the team-fighting.

Fetid Consumption is amazing. With a full minion bar, its 6 conditions pulled every 10 seconds, that’s half a wipe every 10 seconds. After you kill something, you have 7 minions. Lich Runes proc? 8 minions. Its an insane amount of condition removal.

Necromatic Corruption isn’t good enough. It would synergize really well with the A/F set (with 2 boon strips) but it only has use in one specific build (anti-tank berzerker MMs that just rush down bunkers), and frankly Death Nova is arguably better still because of the poison/weakness.

Sigils I swap. Mostly 2x Leeching one on every off-hand, and staff, axe always has hobbling, dagger always has bloodlust. However, sometimes I swap out for Hydromancy, because it gives myself and my minions a lot of anti-kiting abilities.

Runes are either 4x Vamp 2x Melandru, 6x Lyssa, or 6x Melandru. In PvE its 6x Divinity.

Weapons were kind of covered above, but usually A/F, D/WH. In PvE its D/F staff, WvW I carry all weapons and switch as needed.

https://forum-en.gw2archive.eu/forum/professions/necromancer/Sikari-s-MM-Duscussion-Suggestions-II/

For changes. Only thing I’d add to that is a party UI so I can see minion HP bars.

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Adjust minion&spirit&pet size

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Bhawb.7408

so u want the elite-golem to be as half as big as an asura? i guess necros wont like ure idea xD

No, no, please do. I’m sure there isn’t anything wrong with having my minions, which already have very few tells (that most players ignore anyway), becoming half the size.

Soon after the change is made we’ll be getting threads asking for them to have more obvious animations, and then threads complaining that the animations clutter the screen too much.

How about we just bring character size to a reasonable point for sPvP? Minions are not that large, they’re very muted colors, if asura’s just stood a bit taller (can we all just finally agree that Odd Job was a cheap character?) then there wouldn’t be an issue.

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MM vs stealthy thief

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Posted by: Bhawb.7408

Bhawb.7408

Bhawb , what runes and sigils should I use to counter him ?

Even when he is not stealthed , most of my skills ( along with minions active attacks ) got missed , I won by luck as my golem knocked him down.

He did not kill any of my minions so Death Nova will be useless unless it works with putrid explosion ( is it fixed ? ).

About Blood fiend , should I replace it with well of blood ?

I don’t think that Fetid Consumption will be usefull too as he is a zerker ( he didn’t use conditions at all , just melee > shadow step at my feet then unleashing devasting attacks )
I heard that wurm ignores stealth , I shall give it a try.

Bhawb , can you record a video that shows MM vs stealthy thief ?

Death Nova has worked with Putrid Explosion for a long time. It does not proc the extra direct damage, but blowing up both Bone Minions will apply a massive amount of poison (100% uptime if he stands in the poison field) and good weakness. And while the thief probably wouldn’t have activated Death Nova or Fetid Consumption often, that was just general advice, not necessarily against the thief.

The Runes/Sigils I use are 2x Leeching sigil one on each weapon set, then depending on what else I have: dagger MH gets bloodlust, axe MH gets hobbling. 4x Vamp Runes, 2x Melandru. Every time you swap weapons and attack, 975 healed, 975 damage dealt (which is a lot when most thieves are very low HP), every time you heal, that’s an extra 975 healed, and again deals 975 damage. And then randomly during the fight you’ll get the 2 proc for another 975/975. It adds a deceptive but very strong amount of sustained healing and damage into your kit.

Blood Fiend is generally more difficult to use, and will make you weak to stealth thieves. It seems like you are playing in WvW, so this will be a very common encounter you have, and Blood Fiend is really going to hurt you there. CC is your best option, WoB isn’t that great with such low healing power.

I could try, I’ll start trying to remember to record, I just don’t know how great my FPS is when I do it :P (I play with 20-30 normally, recording drops that to like 20).

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Well of power.

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Posted by: Bhawb.7408

Bhawb.7408

1) Because stun breaks shouldn’t be interruptable skills. So it got stability to cover its casting duration
2) No.

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New game mode maps: GvG and Arena? (pics)

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Posted by: Bhawb.7408

Bhawb.7408

We shall see. Wildstar may be out before we see these new modes, and if that happens I am probably moving on.

I don’t see Wildstar being much direct competition with GW2. They are both MMOs, but with very different philosophies, different economic models, etc. Its like the old GW1 vs WoW, they were both MMOs, but tended to appeal to different people.

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MM vs stealthy thief

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Posted by: Bhawb.7408

Bhawb.7408

What build did he use exactly? Was it D/P, or a pistol MH condition build?

I haven’t lost a 1v1 to a thief in a long time.

Few notes:
Blood Fiend is going to put you at a severe disadvantage. He isn’t going to be hitting often, so his overall effective healing will go way down. I don’t usually bring him along.

Shadow Fiend is simply subpar atm in general situations. Flesh Wurm hits just about as hard, but is ranged (can’t be kited), and he will save you from a big burst at least once per 1v1, by stun-breaking the basilisk venom, or by getting you out of the way when he hits you with the immobilize. Plus, unless they fixed it, he ignores stealth.

You don’t have Fetid Consumption or Death Nova. If you’re going 30 into either DM or BM you just… need them. They are far too good to pass up. Drop BT, slot transfusion there, and either grab Death Nova or Fetid Consumption.

As for the rest, I’ll check in a second, since the website went down and I can’t see your build.

Generally speaking though, every time he comes out of stealth he should be fearing for his life. Dark Pact, Rigor Mortis, Charge, Reaper’s Mark, all should give him a lot of pain, and be combo’d together so that he’s forced to blow major CD’s. Thieves are majorly squishy, landing one decent combo will take him down half his HP.

Save Doom for when you get surprised by something, pop DS and fear him away. And use Dagger 2, DS 4/5 when he goes into stealth to keep up the pressure, along with dropping marks all over him.

Also, I’d suggest a new rune set (how you manage to live with one active condi removal is beyond me), and new sigils.

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Dec. 10th Balance Preview (Necromancer)

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Posted by: Bhawb.7408

Bhawb.7408

1) Give us a reliable disengage. No I’m not talking a worm that allows your opponents to catch you with in 2 seconds because they have the ability to actually move faster than a snail on Prozac.

You can’t fix the Necromancer by going directly against the design of the Necro.

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Jon Peters on Conditions in PvE

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Posted by: Bhawb.7408

Bhawb.7408

Jon Peters also indicated that a condition cap fix was pending nine months ago; I imagine that he will be making similar assurances during summer 2014.

Soon™

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Jon Peters on Conditions in PvE

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Posted by: Bhawb.7408

Bhawb.7408

(to be honest, if you are specced for +condition damage this would be better than spreading other people’s incidental ones anyway)

Spread conditions use your condition damage.

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Well's Apply Protection.

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Posted by: Bhawb.7408

Bhawb.7408

I don’t recall it ever working that way.

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What if "Chilling Darkness" worked both ways?

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Posted by: Bhawb.7408

Bhawb.7408

The trait is already arguably too good for a 10 point trait, when you have plague.

If we could blind someone every 5-10 seconds on top of that? Sign me up for the pain train.

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Sikari's MM Duscussion & Suggestions [II]

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Posted by: Bhawb.7408

Bhawb.7408

Bhawb/Ron: Do either of your run MM without TotM ever?

Yes, but its niche.

The only times you’d drop TotM is if you have Death Nova and Fetid Consumption at the same time, which is when you are going for a full bunker build, if you have a defensive condition build (0/20/20/20/0 for example), or if you’re doing something like Gibbly’s old MM build which was 0/0/20/20/30. But overall, TotM should be in 90% of your MM builds, you’d only drop it for specific needs.

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Class with strongest condition damage?

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Posted by: Bhawb.7408

Bhawb.7408

I am pretty sure MESMER can max out condition damage to the highest level of anyone. If you are talking about raw stats. They have a 180 condition damage signet, and +200 I believe when wielding a scepter.

I won’t go into condition output, as that is completely situational around time you have to apply, number targets, type of targets, etc.

I might argue that because of this, and what/how Mesmers can do their conditions, that they are arguably the best in PvE.

However, I think because of the way that PvP ends up working, Necromancers simply out-pace everyone. The raw number of conditions we can put out (theoretically every one in the game), and the fact that almost all of that can be done at 900 range, AoE, with fairly low CDs, and pretty limited telegraphing, just adds on.

Oh, and Epidemic. Anyone who doubts the almighty power of Epidemic needs to play a game with 2-3 Necros all with Epidemic.

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Sikari's MM Duscussion & Suggestions [II]

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Posted by: Bhawb.7408

Bhawb.7408

Couple things. I’m fairly certain Bhawb and I both have had more than 750 hours each on MM as that’s basically all either of us play (or at least a major part of what he did? Can’t speak as of now). So this isn’t an hours spent race.

I actually MM more now than I did before. I used to only MM in sPvP and loosely in open-world PvE. But since the HP changes I’m full on-MM. Even WvW, unless I’m zerging (which is rare on my server, and is just a simple trait/utility swap from my MM build).

Anyway, that’s a bit besides the point. Its fine if you dislike the changes, I’ve disagreed with other people about how to change minions plenty. But could you list your reasons for it? He put forward… well a ton of changes. Do you universally hate every single thing he said? If so why? If not, could you specify what it is you like/dislike.

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Marks going on full cooldown

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Posted by: Bhawb.7408

Bhawb.7408

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AI must be reworked

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Posted by: Bhawb.7408

Bhawb.7408

No one said that AI was all equal. All of them work in diferent ways but all of them do the same… damage you /control you / kill you.
AI=Computer playing, not player playing,

All AI should have drawbacks when used. At least in PvP.

First off, every AI has drawbacks: an HP bar. In general, they can also be kited, LoS’d, and AI can be screwed with (like running up and down a ramp).

Also, they are some mix of passive and active abilities. There aren’t any that have super strong passive and active effects in one. The ones with strong passive abilities all have drawbacks as well, whether it be weak actives or low uptime.

But its not like they “play” the game for you. AIs are just moving spells. No different than a Necromancer well that you put down and then it takes its effect over time, or any of a number of things in this game that happen passively. And in certain cases (like some Phantasm and most minions) require a lot of active work by the person controlling them, or they fall flat on their face.

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