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For the love of Grenth, fix Staff 1 and DS 1

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Bweaty.9187

^- This and related:

Projectiles also have the fun of, not being able to shoot your feet. (Can’t get out of roots).

Still shoot over objects in WvW.

Litch Auto-Attack. (Turns it self off all the time, while suffering all the projectile probs ontop)

Are Necros needed in todays game?

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Posted by: Bweaty.9187

Bweaty.9187

Still dont get why people claim aoe is great on necro when cleave is better in 99% of all situations.

This current event, Staff AoE bleed, Staff AoE Slow, Well of Suffering.
Auto Attack on Staff, hitting for about 750 per mob in a line.

Few seconds and LifeForce full, time to DShroud it up. Auto Attack Pice thru lines like staff, stacking Vuln, giving me might with 100% crit. Starting about 2.5k per mob, per hit, but quickly getting upto to the 4.5k with around might stacked 10 times and vuln stacks getting going.
So, vuln & might sitting on about half cap, say I only hit 5 mobs per attack in a row, (Can easily be more but let’s not talk perfect hit every time) That’s still 22k per 3/4th a sec.
Then, DS4, oohhh the AoE! I know it’s a ‘very rare super number’ but I had 1 of them today, hit for 28k per mob, my screen was just covered in 28k numbers with all the mobs AoE’ed…

Sure, it’s not as easy as standing still and having 1 button AoE the mobs on you… But the right place, standing in the right spot, our ranged AoE is kitten sexy indeed!

Any staff builds?

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Bweaty.9187

I personally use 30/10/0/0/30 with staff main weap, for lots of aoe. Swapping to Axe/Focus for single. Staff is usually ‘the’ choice for 2nd weapon in any build, due to utility/no other weapon has a Combo Finisher as a necro.

Some tips:

Auto-attack piece’s thru a line. So get them in a row. It’s also got 20% ‘combo finisher’ so try to shoot it in others circles.

2, will give regen to anyone in the circle, and will allow you to aoe bleed monsters (So condi dam on a staff, even for power builds dosen’t hurt, Regen is based off there heal power not yours)

3 slows and poisons. Also gives a short time combo field, so helpful for others too. The 1/3rd less heals, can be super helpful in dungeons etc if timed right.

4 GOD. It has 100% combo finisher, tho it’s long CD, means your usually going to want to save this for when your covered in condi. (You don’t have to be in the circle to clean condi off you). It’s buggy at the moment, so it no longer removes all condi, and it’s suppose to clean condi off people in the circle. (Particularly super fun in PvP vs a condi class)

5, It’s fear, AOE in the circle. They recently nurfed fear duration, because of added burning condition. So it’s kinda mostly useless if not in a terror spec. Gains a small amount of extra time, over cast if res’ing someone who’s got a group on them.

As people said, it makes your DeathShroud power attacks (Auto/#4 AoE) stronger than any other weapon. They did add a bug, that they said they not going to fix, where you can’t swap weapons in death shroud. So swap to staff before deathshroud damage spree’s.

As for pure damage, Auto, with mobs in a line. Tho 2 on CD wont’ hurt to keep regen/bleeds stacking up. The rest, your not using on CD, using when the time is right.

Oh traits.
20% faster, wont do more damage. Just more utility.
Greater Marks, is awesome in WvW. But trait cost into that line, is prob going to hinder most builds, excluding Minions.

(edited by Bweaty.9187)

40's & 50's vs new pvpers?

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Posted by: Bweaty.9187

Bweaty.9187

Starting in PvP is very un fun, and confusing in this game.

The HotJoin & what seem like funky ranks with titles/finisher animations. Is un-ranked, lots of AFK, groups farming newbies, at best a run around in a zerg defending nothing, cap’ing, running, capping.

As someone said, use it to learn the basics of the maps.

They added in new ‘Solo Join’ Torny. They’ll be more what you expect. Altho it’s shiny & new, so it’ll be a while before they rank the right skills of players together.

The other thing ya’ll notice, it’s very hard to tell if your doing good. If you say, take the center node (best to reenforce to other nodes) do a awesome job of holding it, and win the round for the team. Rewarded with ending up bottom of the ‘score board’.

So, if you actually want to get into it. It’s prob a good idea to join a ‘casual’ PvP guild. Where your not required to train 5hrs a day, but still have a group to play/learn with.
You can join up to 5 guilds in this game.

Holy kitten trinity.

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Posted by: Bweaty.9187

Bweaty.9187

To quote myself, _And no, I didnt read your full post,

Your not reading well thought out and truthful answers. Your just raging at others.

The AoE condi, isn’t exactly fun meta no.

Your burning 6k over 10sec with bleeds ontop… Can’t they stack up to 25 bleeds, and also put torments on given enough time with no counter?
Can’t a power warrior, 100blades hit for over 50k, if Vuln & might is fully stacked, and target is CC’ed, and the wind is in the right direction?

So, condi would be high average/constant damage, yet power have the burst spikes condi will never get close to?
Can’t condi dam be fully reset/nullified/removed. Where as power has to be blocked/somehow totally avoided?

Condi, particularly with AoE, is currently top PvP dam, isn’t it worst dam in PvE?

Sure the focus has gone heavy condi, it’d be nice to be watered down a bit, particularly aoe. Tho, isn’t it making support class’s in groups a lot more viable and loved?

I don’t think ANet went, dev’s here’s some $, make the game un-fun and un-ballanced with condi’s, dirty power users.

Teamspeak in Solo Q BAN IT?

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Posted by: Bweaty.9187

Bweaty.9187

Don’t forget to ban people for playing in the same room. Lots of Hubby/Wife evil combo’s, or weekend beers & lan party.

I guess the dev’s could also finish up there VOIP in game, so all could talk/listen to live plans.

Please nerf all the spam and lameness

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Bweaty.9187

They promised us attrition, ways to stop others running from us. All were happy with the idea.

We got Condi… (The very short immobilize if in hug range after Torment didn’t stop them running) Most were unhappy with the idea. (Excluding, were at least ‘top/best at something now’ tho not in PvE where we needed a role)

Chill the dam (See what I did there) and tanky us up! You told us such sweet things!

Elementalists are no longer viable

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Bweaty.9187

I’d like to point out, Necro OP is a glass cannon, no defense, no group buffs/support, condi machine.

Team of 4 spent over 10mins trying to kill a high defense/escape Ele, before actually getting a stomp.
They may not be top damage, but they suck it up/escape & buff/support others in a way necro’s & rangers can’t.

Gamebreaking Bugs

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Bweaty.9187

Bar not returning after DS, 1sec +lag. (It’s actually worse sometimes than others in Au, but 400ms at ‘best’ times so that’s 1.5 to 3sec usallly)

Vigor, (Block/Invul/End return/something) now DS can’t be used as a ‘shield’ on Dungy boss fights.

Staff, Putrid Mark – Only removes a ‘few’ condi, and not from others in circle.

Poison not reducing heals.

Litch Auto-Attack/lack of it-turns itself off.

Projectiles like staff/DS/litch, can’t hit your feet (brake roots), and fly over objects (like in WvW)

Blood Magic, particularly vamp traits (excluding minions heal you per hit) dev’s know are totally useless. Even 20 traits, make them only around 1/4th as strong as Thief/Ele’s #6 signet.

Minons. #6 doesn’t heal out of combat. Serous pve buff needed, they last what about 10% of CD in a dungy, world event.

Burning temp fix of half duration in PvP.

Would feel lots better, if ANet even spoke about these issue’s. Chap has been awesome in the past taking the time to at least make us feel were not unloved.

Please revert overflow DS damage

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Bweaty.9187

I had a big scary monster in Orr hit me for 30% LifeForce + my life + rally life. Either 1 hit or 1 lag spike. Broke my pants, still find it funny…

Vigor

More LifeForce = More. Is better way to play.
We just need something particularly in PvE like, Vigor, endurance return, block, invul. To keep up with the other class’s in long boss fights etc.

LifeForce, is still. Crappy to gain on 1v1, stupidly too much in huge AoE world events.
LifeForce on weaps, can be super frustrating, as the attack has to hit. So axe/scepter can be very long between getting any return, if block/dodge/buggy ground/target dis-selected.

Necromancer Traits (FIX Please)

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Bweaty.9187

Was a little upset about the ‘tree fix up’ patch that didn’t do much.
The dev’s before that patch LoL’ed and said Blood Magic is terrible, that it’s useless.

Also from there ‘fix’ they did move +Minion Dam & +Axe Dam into the same slot, which altho making the axe more viable, stuffed up the MM as it was axe used with minions. (Now you have to give up Closer to Death, or Dhurmmfire to get both)

They did fix up staff to no require grater marks to be useful. :-)

I do dream of a day, they fix up Minons/Vamp, make traits funkyer.

Are Necros needed in todays game?

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Bweaty.9187

We have no main ‘role’ in PvE.

I’ve moved over to a Power & DeathShroud build, P/P/T gear, Divinity runes.
Was a little weird at first, but have fallen in love with it.

It still dose super huge AoE damage. Decent Single, constantly stacking Vuln. Can keep constant regen up on meele with staff, aswell as it’s other nice bits (Even tho poison & putrid mark are buggy at the moment, and not very group helpful)
Then, it dose some nice ‘burst support’.
After that, when something picks on me like a boss, I’m a viable tank. Stability & Weak blood on DS, is a godsent.

I do think we really need Vigor on crit, or some sort of Endurance regen/a block/invul to keep up with other class’s in long boss fights.

Anyway, as playing a ‘attrition’ necro, I do very decent damage, help the party with tricky stuff & am finding I’m loved by the end of the run. I think Condi necros, and glass cannon hybrids don’t work well in lost of instances, and other class’s are easier to play badly and be useful to the group.

I don't like this update

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Bweaty.9187

I personally love this one. It’s suppose to feel like a Roller coster/Merry go round.

I love that there’s a gem store 2 week bank/TP/VIP section.

I think the only thing that would have made the look/vibe more trashy human funny, was say Cola Drink advertising! Or some cheesy aspect like that on top.

I really like the ‘pit of big scary monsters’ to grind, with big groups of others. With dragon bash, fighting overs for spawns was a scary step in anti-social play other MMO’s do, so this auto-group, all buffs/loot/everything is shared with all the players really makes me happy.

Love the 2 different sections, one for the ‘world event’ one for the ‘arena event’. Gives the feeling your not forced to do the bits you don’t enjoy.

Will say, there’s a ‘few’ too many bag types/tokens. When you include the drop bags from the trash mobs, your looking at 10’ish bag, full of bags!

Some of the circles of death on the ground, don’t draw, particularly with graphics turned up at peak times of the day.

All in all tho, lots more fun than I expected, and Im very glad you haven’t gone to fight to tag mobs!

Aug 6, 2013 - ToolTip's only fix?

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Bweaty.9187

Did I hear it’s like 16th or 26th that ‘fix it’ patch’s happen?

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(edited by Bweaty.9187)

Aug 6, 2013 - ToolTip's only fix?

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Bweaty.9187

Scared we going back to ‘ToolTip Only’ fix’s.

Know dev’s working hard, love the wallet & excited to go try out PvP stuff…

Could we get a line from the Dev’s on what’s actually going on with necro.

Putrid Mark -> Now only removes ‘some’ condi, doesn’t remove from Allies. Bug or Ninja change? (If ninja change, need to update the tooltip ;-)

Dhurmfire -> Temp bandaid fix of half duration in PvP. Any news on spell change/that’s just it now?

Attrition -> And other info that keeps being promised & hasn’t shown any light.

That’s my main want for info. Guessing other necro’s will be shocked at the lack of “X” being fixed or mentioned. Can we try to keep it civil and slightly on topic. Tho, I did get some new socks with purple cats with glowing red eye’s. Very freaky.

Can a necro bunker?

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Posted by: Bweaty.9187

Bweaty.9187

No and sort of yes.

Short bursts of bunker, done very nicely.

Long term/vs lots of people at once, not a chance vs a war/guard etc.

Necro tho advertised as attrition class, is a ‘damage class’. It’s same with support/heals, you get to do some very nice short burst, but ‘wing it’ while doing Damage mostly.

Anet has been promising to make necro’s feel more like advertised. I’d personally love to see more attrition less dot dam & glass cannon.

Can we ban asura from the pax tournament?

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Bweaty.9187

What about Invis? Norn/Char’s being too big to select people standing in/behind them? What about clones?

I mean, there could be a party bar for both teams so you can click and select from that.
But apart from UI clutter, would brake Thief/Mes mechanics?

Tweaks on particles & smarting up the targeting system, as the dev’s said. Will be awesome!

Good excuse to upgrade that 14inch monitor your playing on. :-)

Invisibilty should be removed or

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Bweaty.9187

I haven’t seen any invis issue’s… See what I did there ;-P

Invis has always been a cheap/dirty/lame/frustrating mechanic to face in PvP in games.

While it can add a element of ‘never being safe’ never knowing when someone is going to attack. What makes it ‘frustrating’ in this game is. Thief has many ways to access invis, and many many ways to escape the fight.

Worst, is that, even if you hit a invis. They don’t get busted/stealth. (Not like it’s not a big ‘guess’ with lots of aoe templates to the circle he’s actually standing in).

It’s brake stun/CC, suddenly burst enough damage to take down most the thief’s life, and then CC chain them before they get away.
OR, Let the thief do there best to take you down, till getting bored. With a get out of jail free card at any time. Even if it takes them 10 attempts resetting the fight using your CDs to slowly take you down.

So, my issue’s are. The amount/ease of ‘invis’ ‘reset’ ‘escape’ at any time. It’s not the long wait till they appear, knowing they floating around. It’s not guessing where they moved and busting them with lucky placed damage. It’s just trying to get them brave enough to not get out of jail free, and CC fest them.

Make Deathshroud skills change with weapon

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Bweaty.9187

Looks like ANet is giving every prof, all weaps in game.

I’d personally love them fixing the bug of no weap swap, or taking DS dam off your highest weap equipped.

Not saying thief get’s everything, but there main/offhand button change depending on weap combo…

Unyielding Blast, Pierce to Splash

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Bweaty.9187

Ele staff Fire #1 dose that… Our staff & trait’ed DS, seems to have got the line them up.

It’s actually nice when your dps’ing down a totem + boss, or crystal + boss.

Necromancers lack defense?

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Bweaty.9187

Shrimp Burgre.9527: Blablabla Im a PvP-only kid

^- Ahh, well then, I fully agree.
They should definitely remove death shroud, and lower our hit points to 100.
There’s also too many buttons, we should just have one that adds all the conditions in the game at max stacks, at quad damage.

How awesome would that be? It would remove that all that silly things like countering others attacks. If your lag was good, you’d get to click it on someone before you died, if they didn’t notice you were a necro, you might even get 2-3 people clicked.

It’s not just there where it would help refine the game. When you roll a necro, you could simply start in heart of mists. They could get rid of that pesky portal to L.A. that way you wouldn’t even be tempted when bored to stuff in that world.

Actually, stuff the button, make it passive. Clicking is a bit much ya know.
Oh you could get rid of the annoying loading maps, when you click Join a round, it could just have a window that says “You win, you big man, big big man.” and hand you loot. Ohhh, with a girly, with huge boobs on the edge of the window!

Reduced loading times, get a wall paper, with a girly with huge boobs, and the caption “You win, you big big man”.

The Dev’s should sooo hire me, I’d save them soo much money and make PvP kids sooo happy!

Current state of the meta.

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Posted by: Bweaty.9187

Bweaty.9187

Necros asking for more conditions + dmg

Necro’s didn’t ask for more Condi/Dmg! We wanted/were promised more attrition.

Escape

Necro’s are happy with little/no escape. Win or Die. As it says on the tin.
The gap closer/stop them running away, immobilize after Terror, if in hug range didn’t help much. And the cook them before they run, extra damage pressure – glass cannon. Wasn’t the attrition we really had in mind.

They reduced the damage Necros take in Death Shroud.

They stopped direct damage doing more than conditions, and they stopped 10% life force being able to suck up a hit of any size. They take lots more damage, lots more often now.

Marks

Staff always requireing greater marks trait has been a issue for a long time. This fix has allowed staff to be useful without traiting, and the ‘unblockable’ feature being double the trait cost seems more fair.

There’s also been a huge change to staff #4, with it now only affecting a couple of conditions and no longer on allys in the mark circle, necro’s would love a dev reply on bug or big undocumented change.

Jonathan Sharp /Chaplan

As always, thanks for the reply! Really helps fix the no-love madbro vibe die down. As always, free beer for you if you come to Australia. (China’s closer than usual!)

Support - Necromancer vs Mesmer

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Posted by: Bweaty.9187

Bweaty.9187

Transfusion trait, gives a nice aoe heal (To others in party not necro themself) in AoE burst times. Wells also are very sexy in the right situation. (Tho again, not really for our self as we have very very little combo finisher)

The staff #4 nurf or bug, hurt a fair bit for our condition removal.
The DS fix/nurf of last patch, means that using heal well, or support skills/traits over save our self stuff, means the necro is likely to be dead when the going get’s tuff.

What build are you running now?

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Posted by: Bweaty.9187

Bweaty.9187

30/10/0/0/30 – VI,VIII,XII/IV/0/0/III,VI,XI Knights gear, Divinity runes, Zerker Dagger-Axe/Focus, Rampager Staff.

For my necro WILL feel like attrition & necro’y… (Don’t look at my damage numbers ok)

Down - then what?

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Bweaty.9187

2+ Targets, stability/stealth = bye bye.

I’d also like to point out, Ranger pet heal. Corrrrr! I don’t think a necro can lay down enough damage to stop that. So run and stomp x2 (1x blind) within 7sec.

If you look at it that, every now and then you avoided death after being dead… or that it’s only pretend dead, and you can tele somewhere close and not even have to run around as a ghost…

Necromancer's only defense!

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Posted by: Bweaty.9187

Bweaty.9187

I say play it a while and then see how you feel.

Played it a while. Swapped over to a ‘death shroud’ build. Using more tanky gear…

Do love it on paper, not taking extra dam from direct kitten being 100% our life pool, and more Life Force = More defense.

NEED Vigor/Block/Invul/Tele/Something. Dev’s might want to try a PvE dungeon to see. CoE Exp, would be a perfect example of boss fights where we can’t keep up with other class’s with the dodge the red circles.

Questions about Necro life stealing

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Bweaty.9187

Yes they share CD main/offhand.

All together, they don’t give you as much life on hit return, as a Thief or a Ele’s #6 signet’s life on hit, even without them gearing any healing power.

Minions return life on hit with 50% extra trait, works fine until you get somewhere scary enough for your minions to die. Blood Fiend is even worse choice as he doesn’t heal out of combat, even tho they ninja patched your other minions to do so. (Unless there was another ninja patch I didn’t notice)

Dev’s in live streams have giggled & said, yeh, vamp’s totally useless.

Oh, they did add ‘heal power affects it’ on the balance patch. But if you gear every pice of gear to +Heal Power, it’s +6 heals bigger.

Sorry, it was once my dream too…

Explanation for Death Shroud nerf?

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Bweaty.9187

It’s much nicer on paper, to have 100% life pool as life force. More so, that direct damage doesn’t hit for even more. (E.g. 25k life, 100% death shroud, sucked up in a 12k hit.)
It makes more sense, more life force = more damage eaten.
Most will say, tho fun, ‘drop necro’ may not have been by design.

What it really show’s is the problem with having no, vigor, faster endurance regen, block, invul, teleport.

Doing a dungeon now, polite groups ask the necro to sit out the boss fights.

I’ll also point out, staff 4 nurf, also makes me feel even less helpful in a group.

I’ll also point out, 1 sec + lag before we get heal/skills, no access to heals/condi clean in DS, hinders the situation even more.

Necromancers lack defense?

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Bweaty.9187

Excluding Spectral wall can be simply walked around or dodged thru.
So, if all your traits and gear are built around getting 4 sec fear + unblockable marks. 40sec CD gives your staff fear a what % up time?
Drop into DS every 20sec to fear 1 target, much more up time for your build/gear being built around fear, but also mitigates DS used defensive.
Add on top of that fear & terror nurfs, to balance burning…

As pointed out, no heals/condi clean in transforms, then the 1sec+ lag before you get buttons/heals back when leaving transformed state.

No Sir, we are not the supper bunker you proclaim. Even excluding our ‘active’ defense can all be countered.

As for mobility, this we expect, it’s as advertised. Win or Die once in combat. Immobilize someone who’s in hug distance after torment was not the gap closer/stop them running away they promised tho.

Would you like some cake?

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Bweaty.9187

You forgot the early

Parent: Your cake didn’t rise, let me fix that. Get’s a pen and rubs out Vanilla & scribbles in Raisins.

Also, you skipped over “Parent: Alrightly. Be back in a jiffy.”

It was more

Parent: You’ll be getting special Vanilla, that no one else has. (Hands your vanilla to 2 of the more favorite kids). Oh don’t worry, you’ll be getting a long life type of vanilla that wont taste like others cake. (Adds some chili powder to a stale moldy cake)

Parent: No one likes your chilli, let me cut the icing off your cake.

Healing mancer idea i had been thinking on

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Bweaty.9187

Transfusion on Blood Magic, is a very nice heal. It’s your DS4 to heal party. As you use it AoE, it’s in the aoe burst dam times so perfectly timed to help. Problem being, your in DS so it won’t heal you at all.
For support type, your much better off with wells instead of minions. You only have a little combo finisher on staff, so again it wont benefit you like it will the party.

If you were to move your Death Magic, upto Spite, you will do more damage that will help the party, and 5% power go’s to heal power. Regen from staff, is based off the person it hit’s heal power. So the only thing heal power really gives you is slightly bigger ticks on your heals well. I can highly recommend skiping heal power on gear.

How can I know how much damage my necro does?

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Bweaty.9187

There’s no DPS meters, there’s no inspect gear.

I’ve noticed, it’s usually the guy who died 5-10sec into many fights that’s telling others they are doing it wrong. (Zerker war, not in CoF1 lots of the time)

They hybrid build they recommend, dose more damage UNTIL you get with others. If there’s say a guard in the party, your going to fight for the Burning slot, if there’s any others with condi in there spec’s, your going to fight for bleeds as well. Lots of dungy boss’s have reduced condi & condi clears. So that super damage build solo on a PvP dummy is going to soon push way behind yours.

The next thing is, lots of necro’s are running that build. Lots of necro’s are again asked to swap class, get kicked on join, or if the groups nice, simply asked to sit out as it’s not worth them res’ing you over and over. It’s defiantly not as tanky as your build. And a dead necro, dose no damage.

So, play how you want to play. I’d recommend not being dead, power builds in pve.

CoE and Necros

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Bweaty.9187

I personally, have swapped over from zerker, heals & wells. Over to Knights gear/divinity runes, 30/10/0/0/30, heavy deathshroud tank build.

Sure before when I went Litch to burst some, I now hit for ~4k less per attack.
Sure before I was healing the party in aoe burst with DS4, and dropping healing wells under others. Adding a heap of group help with wells, from vuln, condi cleans. Let alone the help of having combo fields up heaps.

But I didn’t do the hybrid glass cannon spec that lots told me to. Im not fighting for condi stack spots, Im not useless on objects like doors/turrets/etc.
Most importantly, Im not a puddle on the ground that needs res’ing over and over.
I’ve actually taken up role of tank/kite.
Enfeebling blood + Stability on DS, Axe/Focus + Staff AoE slows, do wonders for kite.
Spect Armor on bar, as well as at 50% life, help some towards no vigor/building enough LF to DS up unavoidable others avoid.

So far, there’s only been 1 fight where the party damage wasn’t keeping up with boss heals, where someone said “Im heavy armor, I should tank, you dps”. They died within seconds, and faith was restored in me/my role.

My point. I do actually feel more like a attrition necro. I am feeling love/vital in pug dungeons. I was ‘mad bro’ and still have a slight bitter taste in the mouth, but with a change of mindset, Im loving my necro more than ever.

Best necromancer weapons for pvp and pve

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Posted by: Bweaty.9187

Bweaty.9187

Staff (Range, strait line AoE, Utility stick of kitty, Only combo finisher)

Scepter – Condi.
+ Focus (LifeForce gen/slow)
+Dagger (Big aoe bleed)
+Horn (Movement)

Dagger (Solo/damage)
Axe/Focus (Group Vuln/slight range)

Necro inquisition

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Posted by: Bweaty.9187

Bweaty.9187

After the final fix with DFire.

Im happy with them to keep the 20% fear nurf, and the nurf to terror… IF, they fix the PermaStealth! ;-)

If not, seems a bit unfair that something that wasn’t OP, is suddenly OP after DFire got thrown in.

CoE and Necros

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Posted by: Bweaty.9187

Bweaty.9187

The no vigor & now no low LF = Vigor replacement is a bit painful.

Bowl of Orrian Truffle and Meat Stew Gain might when you dodge. +40% to your Endurance refill rate.

^- Food buff might help.

Pve powermancer 30/x/x/x/30 question.

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Posted by: Bweaty.9187

Bweaty.9187

I’m actually falling in love with 30/10/0/0/30.
Knights gear, Divinity runes.
The runes get me 50% crit dam, 20k life, bit of condi/heals polish. (Staff/Crit bleeds dosen’t hurt to have a little condi) At close to 50% crit.

Anyway, I’m really enjoying playing a ‘non glass cannon’ so haven’t tried Zerkers. Tho I can’t see it not rocking! Stability + enfeebling blood, makes a huge difference for being CC trained/allowing you to kite with style.

Only other tips I got for the ‘new’ deathshroud. Your better off now filling the power up higher, rather than the old ‘small amount tap’.

PvE: The Strive to be Useful

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Posted by: Bweaty.9187

Bweaty.9187

Defensive/Magic tree’s Both mostly fail at PvE.

Minions that could handle a dungeon?

Vamp that wasn’t a waste of traits. (Heal in DeathShroud/Heal the Party, still weaker than Guard/Ele passive heals idk somethin)

Non-competative with other PvE’ers

Combo Finisher that’s not 20% on staff or eating our good group utility on staff. (Or a minion that’s prob died and on CD)

Vigor on crit/something that lets us avoid as many avoid attacks in boss fights as other class’s.

Weap range that allowed you to say stack with party in Arah, without being staff only.
Meele cleave/some benefit of being meele or close to on a clothie with no protection cept DS.

Condi
Condi/hybrid glass cannons seem to be the current necro vision. Not my cupa. But, in PvE…
Condi groupwide cap.
Boss’s etc with reduced condi/condi clears.
Objects (doors/turrets/etc) take no dam from condi.

I feel utterly Ripped Off.

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Posted by: Bweaty.9187

Bweaty.9187

You got a skin? That’s awesome!
For 1 skin in Dwagon Bash I spend $30 & 6k+ chests farmed to get one.

Aren't we worse off now?

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Posted by: Bweaty.9187

Bweaty.9187

Things are different now.

Were lots worse off for removing conditions now.
Were not top combat res.

Spectral wall was good for a day, till people worked out walking around it/dodge thru it.
Marks make staff useful without needing to trait it. Tho the cost of making it super is more costly.
Death Shroud, makes more sense now. 100% our health pool & not taking more direct damage than conditions. It’s better to fill it up to mitigate damage, rather than small ‘flicks’ as a power shield. Tho it now cannot be used as a vigor replacement. Life Force gen is still pretty bad with condi/scepter. Axe & Minion need to hit the target, so bug/block/evade/dodge/invul all mitigate it.

Fear/Terror got nurfed to compensate DFire. Glady DFire is only nurfed in PvP. Not that it was a huge boost to PvE over close to death. Actually as it triggers when it feels like it, it’s highly likely it’s going to happen on trash mob that’s about to die anyway, and in groups your fighting with others for it’s condition slot on big mobs.

Terror+Stay still, wasn’t the gap closer/stop runner we needed, as terror is highly telegraphed with a super long cast before immobilize that only works in ‘hug range’.

The extra sudden over the top extra condition pressure, has made lots of PvP necro hate & made us more of a kill me on sight target.

The hybrid glass cannon being most used spec has made PvE’ers want us less in there groups. Altho some players know our pain, and simply ask us to sit out of boss fights rather than kick us on join.

On the flip side tho, they did fix up a pile of old problems.
1/3rd downed life. Projectile speed (Altho they still fly over lots of objects, and can’t shoot our feet outa roots)
Transforms don’t don’t go on multi-min CD if interrupted. (Tho not getting our heal/skill buttons back for 1sec +lag on dropping out hurts)
Axe trait move was nice. (Tho axe is still mostly crap, and it’s minions dam or axe for that trait spot now)
Marks got faster CD, and we got a brake stun on less than 1min CD.

You guys make Necromancer sound bad.

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Posted by: Bweaty.9187

Bweaty.9187

Sorry if I sounded totally down on the necro yesterday.

They are fun to play.
Lots of bugs have been fixed recently. More in the works.

There was a big feel of non-necro love for the start of this game. Only thing being fixed was tooltips. Inexcusable things like 1/3rd downed life, not being fixed for month after month after month.

There’s also the slight issue of, it not particularly feeling like a necro. With the main build playing more like a squishy affliction warloc type.

But, things are getting better and better! Lots of the ‘frustrating as hell’ bugs are gone.
Last patch had a big DeathShroud rework, that made it make more sense. It’s now 100% your life, and doesn’t take extra damage from direct damage. So working how it works actually makes sense. Filling it up, mitigates more damage with more lifeforce, rather than before where it’s best use was to ‘flick’ it on to suck up a single attack and give you some buffs.

Vampirism/life stealing & minions are there. They are kinda really bad at the moment, but if they get the love, sometime soon the necro will have a choice of necro feeling spec’s.

The community has ‘some’ fanboys that’ll say were uba awesome and people need to learn to play around the bugs or quit. A few PvP’ers that only care about melting face quickly at any cost.
But by the large, most of us here have a deep love for the class. For the dark arts. Ya know, have a sense of style and flair. Also seem more mature & helpful with advice. Rather than being a ‘brat’.

So yeh, if you want a faceroller alt, Thief/War/Guard have simple spec’s that work well.
If your after a more deep & dark class to sink ya teeth in zombie voice joiiinnn usss.

Should Elites Scale With Both Condi/Power?

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Posted by: Bweaty.9187

Bweaty.9187

I’m sold on them adding more.

Particularly underwater.

Even if they remove full CD from Golem if he get’s wet would make my life a happyer one. ;-)

Necro needs instacast healing now.

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Posted by: Bweaty.9187

Bweaty.9187

It also seems 1sec +lag. As a Au player, sometimes it can be a ‘few’ seconds before the buttons show up.

Can Death Shroud actually be balanced?

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Posted by: Bweaty.9187

Bweaty.9187

As people have been saying, if there was some sort of stacking buff, of X attacks per second. So that 1v1 it’d drop 100%, but 5 attackers being reduced a fair amount where we weren’t at a huge advantage to take on everyone at once, but still not at a total loss compared to other class’s.

I also think, some sort of heals. Even if just our hugely small vamp. (Altho it’d be nice to have some rules about getting heals from others and them not wasting it on us)
Some form of condition removal. Would help make DS feel defensive, and not just offensive burst and a 1 hit shield. (As it currently is dangerous to use it defensively, getting condition stacked & nullifying heals after bursts of dam to the party)

I also, think we could do with say Vigor on Crit like other class’s. Now that we can’t use little life force to mitigate a attack other class’s just dodge.

Constructive necromancer thoughts.

in PvP

Posted by: Bweaty.9187

Bweaty.9187

Thanks!

I’m really happy that the fix is for the PvP side of the trait added that so many were upset with. With the nurfs to fear & terror, affecting builds that didn’t strictly use DFire. I was worried that next nerfs were on necro life pool, and direct damage. Even more on PvE getting hit again because of top PvP.

Still want to hint, I’d love to see PvE boost to Vamp/life siphon, minions that can stand up to dungeon boss’s. (Elite not despawning and going full CD when ya step in puddle)
Waves hand like jedi
Beefing up & testing things in PvE would make the big majority of the necro community feel loved. While giving you a testing ground for your tight pvp.

Good luck to all in the comp!

PvE/Fractal builds

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Posted by: Bweaty.9187

Bweaty.9187

If your a fresh 80 who leveled by crafting rather than playing, ya might want to go Knights over Bezerker gear.

Staff/Axe, both give good range. And the marks you like the look of, are very good utility. Using #2 under the meele+mobs will keep Regen up on them. #3 slows mobs who run at you, and reduces heals. #4 returns conditions on you to that mob.

Until you get used to necro, and get some agony resist. Stick to Fract 10 or lower.

Death Shroud brainstorming

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Posted by: Bweaty.9187

Bweaty.9187

Access to stun brake/combo finisher/condition removal in DS.

Some ‘fair’ heals while in DS. Our Vamp for example, costs traits, and isn’t half as good as other class’s passive from signet. It would be ‘nice’ for us and others wasting heals after burst damage, to get some effect on us while DS. Be it 1/3rd heals, in say PvE only. Or something fair.

Defensive suggestions

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Posted by: Bweaty.9187

Bweaty.9187

At least some type of ‘active’ dodge/evade, that doesn’t require us to be in/out death shroud at the time. (Or swap + lag/wait+ press)

Crits give Vigor. Like other class’s. Would be my guess.

Respect for Necro Mains

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Posted by: Bweaty.9187

Bweaty.9187

There’s also a long way to go with necro bugs/frustrations.
Altho they promised more attrition last few patch’s, they are now saying no. Due to tPvP Tornys… It’d be nice to get some PvE love.
It’d be really nice if they made us feel more like necro’s than affliction warlocs. (Vamp/Minions)

Let’s hope they don’t nurf our health pool/non-condition damage to ‘balance’ dhuurmfire!

Dhuumfire has upset everyone.

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Posted by: Bweaty.9187

Bweaty.9187

You are not seeing the whole paint.

Dhuumfire not only works with the terror build, it is useful too in hybrid builds. Terror was nerfed, so there is no point on nerf Dhuumfire anymore.

Stop crying, necros won’t be a free kill ever again.

Your not seeing the point. Adding burning with a unskilled auto-apply, upset others in pvp. The solution so far has been to nurf fear, then terror.
It looks like next on the cards is reducing our life, and our damage from non-conditions.

Why should our build diversity and already lacking pve suffer because of this one condition in tPvP?
Even in non-top teir pvp, it’s likely countered by a guard or ele’s auto-cleans.
Yay for passive vs passive combat.

Won’t be a free kill ever again? All DFire has done is add 100’s of pages of necro hate on forums, and pointed out CC & kill the necro is first priority.