Showing Posts For Brew Pinch.5731:

Necro vs Glass Mesmers/Invis Thief/ D/D Ele

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Posted by: Brew Pinch.5731

Brew Pinch.5731

For Mesmers and Thieves I try to keep them on the defensive with staff marks and weakness from OH Dagger. AoE is the key here, providing pressure while they are stealthed. Maintain poison on them and wait for knockdown/immobilize cooldowns to drop some DPS. If you can maintain your health and get lucky with enough cc, you’ll be able to get them down, otherwise just try to maintain the fight until someone else arrives.

Currently have no strat for 1v1 dd Ele’s aside from trying to chain cc (fear/knockdown) when they are in fire/lightning attunement to run their defensive boons down. Fortunately, success in that build requires quite a decent amount of skill which means there aren’t too many players that are capable of pulling it off properly and everyone knows how bad unskilled Ele’s are.

(edited by Brew Pinch.5731)

Necromancer focus skins

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Posted by: Brew Pinch.5731

Brew Pinch.5731

Check out the Corrupted Artifact focus skin. Recipe requires some grinding to acquire the mats, but nothing like getting a legendary and it looks epic.
http://wiki.guildwars2.com/wiki/Corrupted_Artifact

Best staff skins

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Posted by: Brew Pinch.5731

Brew Pinch.5731

What armor skin did u get ?

I have got the staff skin , but what about the best looking daggers ? ( Thank you mates for sharing )

I use Wraith mask, Arah shoulders, chest and gloves, with CoF pants. My boots have the common Cabalist skin that drops everywhere, I really like those boots :P
I dual wield Orrian skinned daggers currently, they look brilliant (that dripping water animation ) but I might change. Perhaps Charr T3 or Corrupted…

Weapon size morphing

in Bugs: Game, Forum, Website

Posted by: Brew Pinch.5731

Brew Pinch.5731

When unsheathing weapons they grow in size. On my human Necro staffs increase ~30-50% and daggers perhaps even more in size!

Happening to anyone else? Sorry if this has been mentioned before, couldn’t see it in a quick forum search.

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(edited by Brew Pinch.5731)

Best staff skins

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Posted by: Brew Pinch.5731

Brew Pinch.5731

My favorite headgear is wraith mask! I transmuted it all the way to a level 80 exotic.

Mine too! Although I deleted mine at early levels and had to take a new Necro to lvl 10 to get it again! Worth it.

My Necro in Christmas colours:

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The future could be interesting.

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Posted by: Brew Pinch.5731

Brew Pinch.5731

Not OP, but balanced. The class is designed entirely around the fact that we do decent damage and have great survivability with minions. Kill the minions and we are gone.
That is why the class has no cc breakers, weak cc and (when minions are slotted) almost no condition removal.
It’s for this reason that I really disagree with most of the “buff this” “buff that” posts we have on this forum. Fix the bugs and we are a solid, balanced class. On par with Warrior, Guards, Mesmers and Ele’s. Start buffing our damage and giving us cc breakers and movement abilities and when the bug fixes finally come rolling in we become so kittenedly OP that we get nerfed back to where we are now with no hope of return…

(edited by Brew Pinch.5731)

Signet of the Locust - back to 10%?

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Posted by: Brew Pinch.5731

Brew Pinch.5731

It SEEMS to slow down after being hit sometimes, until out of combat. Bit weird.

thats how its supposed to work….

Perfect! Working as intended then from what I can tell

A little help...

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Posted by: Brew Pinch.5731

Brew Pinch.5731

There is limited AoE on wells if you don’t want to use staves, but Necro AoE damage is tiny on staves anyway, they’re more for applying debuffs than damage. You’re not going to be doing realistic AoE damage as a Necro outside of epidemic condition manipulation.

Signet of the Locust - back to 10%?

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Posted by: Brew Pinch.5731

Brew Pinch.5731

It SEEMS to slow down after being hit sometimes, until out of combat. Bit weird.

Petition to disable Reanimator

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Posted by: Brew Pinch.5731

Brew Pinch.5731

Thought I’d chime in on the horrors/lupi thing. The grubs still definitely spawn on Jagged Horrors, I ran the dungeon traited in toughness after reading rumors it was fixed and had grubs spawn on the minion multiple times. 100% confirmed broken.

Do Necros counter Elementalists?

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Posted by: Brew Pinch.5731

Brew Pinch.5731

Depends entirely on builds, but a good tPvP level dagger Ele will always beat any necro save a well bomber when the ele’s escapes are on cooldown. The majority of the time you won’t see an Ele that good and it plays out as Andlat Helsonr says.

(edited by Brew Pinch.5731)

New Necromancer Mechanic: Rot

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Posted by: Brew Pinch.5731

Brew Pinch.5731

When they fix all our bugs and we find out where the class is at in reality, then we can discuss buffs/nerfs. For now, it’s not even worth taking about.

(PvE) Defiant Change Ruins Necro vs. Bosses

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Posted by: Brew Pinch.5731

Brew Pinch.5731

The thing most of you guys don’t seem to get is that this was a BUG. That means NOT INTENDED. So essentially what we have here is a forum full of idiots whining about a fix. Imagine you are a developer, you come to this forum, for a class that is already going to be a lot of work, and you see the entire front page covered in BS about the fear bug. You think to yourself “well kitten, this is depressing, whatever we do it’s gonna still be this whiny bullkitten…” and you’d proceed to go back to the mesmer forums where everyone loves you because you post updates on fixes on the fly, like a boss.

Honestly, I loved the defiant fear bug, I exploited it all the time and I’m sad to see it go as well. But it was a bug, it wasn’t meant to be.
Defiant has charges anyway, bring it down quickly then when you need that clutch cc you can use it…

(PvE) Defiant Change Ruins Necro vs. Bosses

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Posted by: Brew Pinch.5731

Brew Pinch.5731

They fixed a bug. It does not ruin the class in dungeons, it barely changes anything (fear is 1s anyway wtf can you do in 1s?). Stop making the Necro forum community look like whiny ignorant kitten

Proof the Minion Master is a viable build

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Posted by: Brew Pinch.5731

Brew Pinch.5731

Absolutely, Necromancers are great. The problem is, in this video, all minions are alive and actually attacking. In reality that is extremely rare. During any type of PvP, most minions die immediately to AoE and in conjunction spend 70% of the time stand around not attacking. That’s half, if not much more, of our damage completely nullified.
The problem has never been that Necro needs buffs, it’s that we need bug fixes…

So Minions more responsive yet?

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Posted by: Brew Pinch.5731

Brew Pinch.5731

No, however, there was a developer post in an AI related thread recently: https://forum-en.gw2archive.eu/forum/professions/necromancer/Let-s-debug-minion-AI
As far as the jagged horror goes, while remaining useless for PvP, I’ve seen them unload 4+ stacks of bleed on a PvE target. In addition, it is now possible to have 2 up at once with healing, even if for a very brief period. They are still weak, but the trait is significantly better now for non-aoe mob fighting PvE scenarios…

(edited by Brew Pinch.5731)

Minion fix, potential option

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Posted by: Brew Pinch.5731

Brew Pinch.5731

It seems to me as if every necro attack is an effective attack command to the minions (I believe evidenced by changing targets and attacking on flat open ground while minions aren’t bugged) which would, if that assumption is correct, mean that a manual attack command would solve nothing. A follow/passive command would be incredible though.

As far as escaping minions, their leash range would still remain the same, and simply running away from a melee minion in any direction at average speed negates the majority of their damage (slow response time and slow attack animation).
I wouldn’t expect this ability to trigger every time the target left melee range, perhaps 600 range, or more optimally, whenever they can’t otherwise reach their target/face significant travel time. As it stands in the current live version, a slight ledge can completely negate a melee minion and all the various staircases in sPvP and WvW leave minions constantly lagging behind and/or unable to perform their “abilities” on targets below or above the ledge.

Arenanet appear to be avoiding us. Hmph.

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Posted by: Brew Pinch.5731

Brew Pinch.5731

Most people aren’t saying “we’re so rubbish, we can never win fights, buff us now plox” we are saying “there are an incredible amount of broken traits, mechanics and skills which often leave us significantly unfairly disadvantaged, could we please get them fixed?”
To which the forums rarely receive a response, which when combined with patches that address absolutely non of the common concerns voiced here, understandably irritates people.

Minion fix, potential option

in Necromancer

Posted by: Brew Pinch.5731

Brew Pinch.5731

The burrow itself wouldn’t do damage, it simply attempts to fix the minions inability to reach their target and attack. They were designed to be able to move about and attack constantly, so the option shouldn’t be on a cooldown.
I was thinking it could work on minion distance from target, so ‘x’ distance triggers the burrow, which just teleports them next to the target, nothing else. This would hopefully almost guarantee they all hit at least once in a while, but remain balanced as dodging or simply moving around would still negate the majority of their damage as it does now.

(edited by Brew Pinch.5731)

Minion fix, potential option

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Posted by: Brew Pinch.5731

Brew Pinch.5731

Since we have established that the pathing is probably the most(?) significant issue with Necro minions kittenation, how about this: Instead of undertaking the massive task of fixing pathing which still leaves our minions running around incredibly slowly ( and getting stuck absolutely everywhere), upon changing targets, minions use a teleport to reach them, masked by a burrow animation.
Minions springing out of the ground at the targets feet is pretty Necro and this may well fix the minions to at least the same extent as Mesmer clones.
Option? Discuss.

Please don't fix minions

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Posted by: Brew Pinch.5731

Brew Pinch.5731

Manticore five… No, just no. I want my minions and I know tonnes of other Necro’s want their minions, so would you kindly shut the kitten up? Thanks

(edited by Brew Pinch.5731)

Regarding minion AI

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Posted by: Brew Pinch.5731

Brew Pinch.5731

Minion attack being bound to 1 or something similar to ranger pet commands would solve the entire issue, yes.
After hundreds of hours on the necro, I’ve seen minions can bug out and refuse to attack in absolutely any situation. I’ve had multiple minute long 1v1 fights in WvW where minions did not attack once, this despite using their respective skills. There is something in their code that bugs them out, it’s just so inconsistent that it’s really hard to nail down a particular scenario which will trigger the bug 100% and even when they haven’t attacked for some time, they may randomly return to ‘normal’ and fight again.
It’s all well and good to be looking for a way to fix their AI but in the mean time, with such a simply and obvious fix, it’s pretty annoying we’re still left to deal with this.

Death Shroud... what's it like... do?

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Posted by: Brew Pinch.5731

Brew Pinch.5731

Death shroud is meant to be used constantly, always dipping in to soak up big hits and/or take advantage of the teleport/frost, fear or AoE. Life blast can be useful when above 50% life force and traited.
In short, DS when used properly, makes us VERY hard to kill, which is why have the weakest dps.
Regularly surprises me how many people choose to ignore our mechanic. If you want dps, Necro will not provide. Survivability however? Absolute best in game.

Months into release, minions STILL DON'T ATTACK targets

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Posted by: Brew Pinch.5731

Brew Pinch.5731

seems too fundamental, minions attacking, to consider that it is “working as intended” no?

Also, gamefreak, there probably have been a million threads about this particular issue, but the thread you mentioned is about jagged horrors being terrible in general, not minions simple failing to attack

Months into release, minions STILL DON'T ATTACK targets

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Posted by: Brew Pinch.5731

Brew Pinch.5731

So while we would all rather they would do their own thing automatically is it time we start simply pushing for a Ranger-like attack button for the interim, until a time that the AI is capable.
This is such a major issue with what is a basic function of the class, does it not deserve a bit more attention?