Honestly, I was never aware of high tier Necromancers running carrion over rabid.
It has been proved mathematically that Necromancers benefit from toughness way more than any other profession in the game, so I still see no reason to stack vitality over toughness. Stacking it when you already have a decent amount of toughness makes more sense, but going straight for vitality over toughness is not a good choice.Anyway, Dhuumfire isn’t the only thing which benefits from precision.
Sigil of Earth and Barbed Precision, which might look bad, add quite a lot of damage if paired with high precision because they have no internal cooldown (SoE may have 2s of IC, but the duration is higher).
The chance to have at least one extra bleed per attack are 88% (44% to trigger them both, 22% to trigger SoE only, 22% to trigger BP only) on each critical strike, which means that at 50% critical strike chance you have 44% chances to inflict at least an extra bleed per attack and 22% to inflict 2 more bleeds, which isn’t that bad at all.
Actually no, I’ve seen math to show why we benefit more highly from vitality. Due to base statistics I can understand why people would say toughness, however considering we get an additional eHP scaling of 1.2(?) with vitality due to DS it works out much better. Also Geomancy sigils are far more commonly used, as stacking/bursting bleeds has more value than throwing down a bleed here or there.
Source: I know for a fact that Gibbly and Zombify both use Carrion, or have only recently switched over. I can’t remember if the others I know do or not.
Carrion has been run by the highest tier Necromancers for a long time, although it is possible they switched to rabid solely for the precision for Dhuumfire. I’ll have to talk to them again to see if anyone has changed, but I don’t see why they would when vitality scaling just got a buff.
Rabid is not good for PvP. You just need enough precision to proc Dhuumfire, and then go carrion. Vitality scales better in the current meta and in general, and you don’t want to use on-crit anyway.
@sorrow this thread has nothing to do with the viability of support necros, only what we can do.
As for pros and cons.
Pros: arguably highest sustained healing in the game, lots of offensive support with debuffs, and generally you can still have very strong offensive pressure while still being supportive.
Cons: healing isn’t the easiest to make work, requires intelligent team. Also frankly offensive support via debuffs just isn’t nearly as helpful as buffing is.
(edited by Bhawb.7408)
We give huge sustained healing through easy 100% regen uptime, and WoB easily healing allies for 7k, twice if traited. DS 4, and leaving DS can both be traited to heal. We also have lots of ways to cleanse condis off allies (staff 4 isn’t working anymore though). But mostly we “support” offensively. Perma weakness, perma chill, lots of blinding, poison, cripple, fearing, etc. paired with I believe the highest sustained healing of any class is how we support.
In PvP I’m 20/0/30/20/0 MM, although I occasionally swap over to 30 BM with 20 DM, along with Blood Fiend and Shadow Fiend for a more sustained build. But otherwise I stick with my tried and true minion build for PvP.
PvE I recently swapped over to 30/25/0/15/0, full glass hybrid build, the 15 in BM just gives me some siphoning to keep me alive through longer fights. I’m very slowly getting different gear together, since I want to swap in a bit of berzerker/carrion for the current rampager, since I’ve got more than enough crit chance.
I don’t mind the ICD on Spectrals, so long as they buff other ways to gain LF according to how many people are around. The problem is they seem really fixated on buffing the LF we gain on weapon skills, but nearly every one of them is single target. They should be adding in components to skills like Axe 3, Scepter 2, Dagger 5, etc.; skills that will give you more LF the more people you are fighting.
Bone Fiend fires two projectile finishers, and gives you two effects. That is two finishers.
Jagged Horrors aren’t bad on their own, they are bad because the impact in reality is very small. In PvP you only get one after killing someone, and as a build-type that almost always is geared for 1v1s or smaller fights, it is at best a tool to finish up the Xv2-3 that you just had. Otherwise it is just a little trophy you get after killing someone that dies.
In PvE they are okay, but again the actual impact comparatively is minimal. It will deal in perfect situations maybe 5k damage? Every 30 seconds. But look at other adept minors, they are very often vigor (defensive tree), which can invalidate a 30k hit from a boss every 10 seconds.
It isn’t that Reanimator is absolutely useless, it is thakittens effect is incredibly small and niche, requiring very specific circumstances for it to make a difference. And then you can compare it to other defensive tree traits, and it is pathetic. I’m not saying we should get vigor, or any endurance regen; and the idea is cool. But make it better.
You can tell them who to attack by attacking that person, and that is about the limit of your control over them. And no, it shouldn’t ever be any more than that.
Bone Fiend has two.
You can get 7 fields and 8 finishers in one Necro build too.
Yes, but never at once, which is the point. They can have tons of finishers, but then they get very few fields, or they can have tons of fields but few finishers.
As I said, no one is allowed to have lots of fields and finishers. Which means the only place we would see more than 1 added is on our utility skills.
I personally always use movie soundtracks for my machinemas, because they are easier to listen to (unless it is that annoying overused Requiem for a Dream music that everyone and their mother slaps on their videos ).
Movie themes just blend easier with game-footage, and are less distracting. There is of course the issue with copyright laws, but you can fight any copyright claims on the basis of fair use. Those record companies legally have no leg to stand on if you make a none-profit movie based on GW2 footage.
That is the problem though, a lot of people who make youtube videos do so for the monetization, meaning it isn’t non profit.
No, it counts in there for 100% duration.
Lingering curses ups your scepter base condition durations, and thus is not considered “bonus” duration towards the 100% cap.
Don’t use Celestial sets to have one set for every situation. It is good in that it gives more stats overall than other sets, however that only applies if you actually use all those stats. So look at that; do you actually use all those stats in each build? If not, just get separate sets, if yes, then use it, since it will give you more overall.
I don’t use GM anymore in most of my builds. Although I need to redo my PvE build, so that remains to see; but all my minion builds have gotten rid of it and enjoyed the buffs.
1) Yes. Lingering curse increases the base duration of Scepter conditions, meaning that when the game looks for the 100% cap, it doesn’t see any increase from the trait.
2) Only those applied by the scepter skills.
3) No, it is just like the normal +% duration, but only functions on fear.
4) Partial ticks are not a thing. What happens is a “global” timer of sorts is applied when a person is affected by something that is timed. For example, if you are affected by a 30 second bleed, then the timer starts the instant you are hit by the bleed, and expires when the last thing that requires a timer leaves you. Lets assume that 0.7 seconds after that bleed was applied, a 1.5 second bleed was applied. That 1.5 second bleed will stay on for 1.5 seconds only, however it ticks in coordination with the “global” timer, meaning it will tick at timer seconds 1 and 2, corresponding to when it has 1.2 seconds, and 0.2 seconds left on its duration. All ticks work this way, except Torment, which double ticks.
5) As above, every damaging condition acts this way, which is why in sPvP the general threshold was 70% duration on fears, making is the ticked twice very often (this is likely not the case anymore, with the different terror/builds being used).
6) Yes. Conditions still last the full time. However since ticking conditions only tick once per second, after their final tick the rest of the duration is essentially wasted, damage wise. However conditions like poison and terror, which both have secondary effects will still last their full duration. To answer your specific case, yes you will notice a difference, the 1.5 second chill has an extra 0.5 seconds of effect on the target. The bleed again, depends on its duration compared to the global timer.
Yes we generally lack combo finishers outside minions, which are arguably a bad place to have them. Basically the more combo fields you get, the less finishers (minions the biggest exception), and with them all focused in minions its unlikely that we will see many more.
To make it up to you, all of my Necro videos (that I will probably not make) will have a mix of Katy Perry, Taylor Swift, and the Biebs.
Seriously, QQing about the music choice is a new low. Use the mute button.
It still heavily counts. SWall can only protect you from a single angle, and is nullified by stability, 15 SR will get you out of a stun if you are lucky, and now will help protect against burst in 1v1. But 1v1 isn’t the problem, or where positioning is important; if you play condi necro and get caught out in a team fight, you are going to die, flat out. You don’t have any way to get you, at best you take someone down with you.
There are no reasons for necro cry about berserker and stability. Berserker last 8 or 10 seconds, and stability can be converted.
The problem are that necros don’t want challenge, they just want go melee and spam all conditions without any inteligence or hability.
Wut? Do you know anything about Necro? Positioning is the single biggest thing on playing condi necro there is. Without it, you will die every single time someone looks at you funny; all we got recently was now we do enough damage to take one person down with us.
Putrid mark is more than likely bugged
We have more fear sources, so comparatively DPS from terror overall is still up, in general.
We are buffed greatly since pre-Dhuumfire still. Not to say that we still don’t need work, but we’re getting there (albeit with some setbacks).
Stop comparing to Engis. We are absolutely different classes. The problem isn’t Dhuumfire alone, it always has been dhuumfire + fears + huge condi output.
20: II + IX
0
30: III + X + XI
20: II + VII
0
Staff and Axe/Focus, any kind of power gear (at the beginning try soldiers, then work your way into as little vit/tough as you can live with, and as much offensive stats as you can). Run Blood Fiend, Bone Minions, Bone Fiend, Flesh Wurm (Shadow Fiend in open PvE), Flesh Golem. Run runes/sigils to complement a power build.
PvE/WvW/PvP, which one do you plan to use it in?
Yes, I know for a fact that devs watch every single class forum.
ANet, please don’t listen to people who have never played Necro past FotM builds in tournaments. They have no idea about the class as a whole, they jumped on board after we became too strong, and now are acting like they have half an idea about the class, and it is idiotic. I know you know and talk with the high tier actual necromancers, ones who really know and play the class, listen to them.
He literally said he doesn’t check them because its 1am and he’s got crap wifi in China. I wouldn’t go through all of them either when I have one place to get an overall picture. It isn’t that they are ignoring class forums, but one single person isn’t able to read them while he’s on vacation, I think that is more than reasonable.
It degens 4% per second, 3% with the trait. So assuming full DS 25 seconds without, 34 seconds with.
@Sepreh, we stream live here, which is where we chat with the viewers.
It is the natural degen, and it is only worth it if you plan on staying inside DS a lot, in my opinion; such as a build that uses the 50% crit you get from 30 SR.
I don’t believe they stack.
Our damage in a very specific setup, needs nerfing in PvP, pretty much everyone agrees with this.
I think more to the point is that they were suddenly overwhelmed by a rush of people saying a single thing, and it took the other side a while to even realize there was a problem (I don’t think anybody was thinking these changes were going to be considered OP) and respond in kind. The latest quote from Allie Murdock shows that they are hearing the other sides now, and frankly I think they will realize that the idea that Necros are too strong defensively is ridiculous.
Honestly, besides the game breaking, it just doesn’t sound remotely interesting from a gameplay standpoint. Passives are boring, nice in certain areas, but boring.
Overpowered? Rangers can self res with very little skill (I almost never play ranger and can self res) using their elite spirit, and Engineers can generally do it if they down on their Elixer R. It just doesn’t sound like a fun mechanic to me, whereas there is some fun play involved with Rangers (kill their spirit, spike them and catch them off guard) and Engis (wait out the Elixer, get them off it), there is no fun play with a simple res.
It is impossible to have a perfectly polished game that is going to be played by millions of people at launch unless you pull the crap that other games do where they are in constant beta for 2 years. It can be done with single player games, but when you are doing an MMO it just doesn’t happen.
They have been splitting it. It is a good idea, I just think they are a bit too cautious about splitting them.
4 is no longer strong at all. Its a decent hit, and 3 conditions transferred off you. No longer full cleanse off you and allies in the area.
We all know how balanced League of Legends was at launch.
PvE isn’t an issue of Necros being weak, its an issue of PvE being badly designed. Until they fix the design, we will always be sub-par in general.
They aren’t strong enough to need those telegraphs.
TL;DR people in the sPvP forums isn’t capable of looking at things outside the meta. Is spectral armor + DS incredibly strong? Yes, in fact it is almost as strong as these crazy other things that every single other class gets called evades, invulnerabilities, dodges (and vigor), blocks, etc. We don’t have a single one of those, except one dodge every ten seconds. We get a single defensive measure; Death Shroud. It is a single, deplete-able HP bar that we have to fill up in combat.
What happens if we have no DS? We die. What happens when we get CCed? We blow our single stun break, or die. What happens when we get focused? We pray that we have enough DS to absorb it all, or that screaming “HOLY CRAP TEAM HELP ME” in teamspeak is enough to get your team to peel for you. Because guess what; we have no ways to avoid damage, we have no ways to get out of combat, our ways to deal with CC suck. Currently the way to play Necromancer revolves around trying to do so much damage that they aren’t able to go offensive on you OR praying to God that your large HP bar is enough to absorb burst after burst after burst, because guess what, you aren’t avoiding a single sliver of that damage.
The problem is that every high level tPvP player thinks only in terms of what is currently used in the meta. They aren’t talking about support Necros, MMs, power necros, etc. they are thinking about the 30/20/X/X/X, which is still really strong.
It has been that way at the very least since launch.
1. Needs to be looked at, it isn’t 100% whether its balanced or not
2. No.
3. We have that already?
4. Doesn’t make sense consistency wise
5. Yep
6. Yep
What exactly about it shut you down? You should be able to melt spirits (not sure of their HP values) by stacking condis on the pet and Epidemic’ing them, or just a spirit. If you don’t have Epidemic, DS 4/5, Staff 2-5, Scepter 2, Dagger 5 are all AoE attacks, and spirits are only summonable every 60 seconds, so if you cleave them down the ranger is a lot weaker.
It looks like a cool skill, and perfectly fits within catching people. It also finally makes warhorn offhand an actual option in non-dagger/non-tanky builds.
Basically what Queen posted. Support builds revolve around wells, healing power, staff, and then other utilities depending on what kind of build/group you are looking at. They are okay, they heal absolute craploads, but the problem is our healing is all over time, not bursty, and people generally need burst heals in PvE.