The Order of Dii[Dii]-SBI→Kaineng→TC→JQ
Necro Encyclopedia-http://www.youtube.com/watch?v=BrAjJ1N6hxs
Because they are not standing on the mark. They are sitting on it.
Do you know that if you type /sit your become immune to enemy marks? :P [/troll]
No one is talking about sPvP. There is a reason very few people play sPvP any more.
I already said why leaving fights was stupid in WvW objectives. You give the enemy team free supply, free siege, free keeps, etc. So to change it; congrats, you left the fight so now you have to siege your own tower, or congrats, you left a supply camp so the enemy team has a brand new golem that they didn’t have to do anything for. Its worse in WvW than sPvP because a flip takes a hell of a lot more time to reverse, whereas in sPvP it is just a few points.
Yeah you don’t play WvW very much. This isn’t how WvW works at all. At least not in the top 3 tiers.
Seriously, since when do people solo cap keeps and towers? Who solo caps camps? I get the impression you’ve lost what we’re talking about some where.
Many other classes can solo and roam no problem. Thieves and eles have no problem doing that. All classes can solo a camp, including necro. I mean come on they are just a bunch of AI controlled NPCs.
Of course, soloing a camp AND then building a golem on the spot by yourself is a bit far fetched… >_>
Anyways the problem happens when your necro gets discovered by an enemy or enemies. Thieves and eles in your shoes have a good chance of getting away. Your necro can’t.
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Congrats, you gave the enemy team 10 extra seconds worth of points, plus the time you wasted in the first fight, and however long it takes you to actually finally kill them. If you count wasting a minute to take a single point that is going to be recapped pretty easily, a win, then I think we have different views of how to accomplish objectives.
@Chips, I think the issue isn’t snaring classes, the issue is that there are three classes that are essentially immune to snares (thieves, eles, mesmers). Any other class we really can snare and kill, but those three have far too much instant movement/stealth to snare.
In that case Anet better nerf those high mobility classes, or epic buff our snares so we are on par. The KINGS and QUEENS of snares should have no problem catching a Ride the Lightning ele, because that’s the whole point. They should have a good chance of catching a stealth and high mobility thief, because that’s the whole point.
I don’t think we necros should settle for anything less.
If Anet doesn’t pay attention and doesn’t help us necros, is it the end of the world? Nope. But we will just be a bunch of unhappy customers. >_<
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Bhawb got a good point that if the necro forced the enemy to run away from an objective, the necro won
Only to come back 10 seconds later after they’ve reset their HP bar. Remember that other classes have their abilities on much shorter cool downs. I do this to necromancers all the time on my thief. They’re an extremely easy class to beat down.
Good point. I used to be caught in that situation a lot. So nowadays I use Snow Leopold on those rare cases when I roam. That elite skill saved me many many times. But without it, roaming would be very frustrating.
Let me just say that unless your are a Norn necro with Snow Leopold, don’t bother roaming at all. Stay with your zerg.
And with the upcoming culling fix, even Snow Leopold won’t be able to save me. I will probably need to totally give up roaming and just go with the zerg 100% of the time. >_>
At the moment attrition based opponents are like an encounter you can just skip in a dungeon! :P
This is absolutely true, only in WvW, and only when you are roaming. In PvE mobs don’t skip you. If you are trying to defend a supply camp and are getting wailed on by a necro, “skipping the encounter” means you lose the supply camp, which is a win for the necro. If you are defending a tower or a keep, you can’t just skip the encounter and let them take your keep. In PvP you can’t just decide you don’t need to hold that point anymore and run away because a necro can’t hold you down.
That is the one thing keeping mobility from completely destroying this game; objectives. If this were TDM, then yes, mobility would be far and above better than everything else because you couldn’t get locked down to die, and you could catch up with anyone trying to run away. But this isn’t TDM, almost all PvP in this game (besides running around killing things in WvW) is objective based. If you run away from the objective, you lose, period.
It seems like this is only true if you’re the one with reinforcements on the way. If your opponent has reinforcements on the way, then you’d want to finish the fight quickly and move on.
Well to be fair the necro is supposed to be slow, so we cannot escape. However to balance that Anet “promised” us that we would be a very hard class to get away from. Necro is supposed to be the BEST snaring class in the game. The enemies that faces us should be chilled, crippled or chained in turn pretty much 24/7, even with condition removals. Our snares was supposed to be so great that even without leap skills (necro do not have any leap skills) we have no problem catching up to any foe.
That didn’t happen. Our snares are too easily removed. The cooldown is way too long. And they often miss, out of range, bugged or enemy gained stealth and immunity. And when all those fails, our low mobility doesn’t give us any chance of catching our prey.
So at the end necro can neither run away from danger, nor can they catch their prey. Once the fight starts, the option to “fight or flight” is no longer with the necro. They cannot disengage. At the same time other classes have no problem resetting the fight or running away.
Bhawb got a good point that if the necro forced the enemy to run away from an objective, the necro won. That is true. However this doesn’t make it ok, because it doesn’t change the fact that Anet broke their promise with the necro. Aside from luck and extreme skills, that enemy shouldn’t have been allowed to escape, period. Necro was supposed to be the BEST snaring class in the game. Necro should have a very easy time keeping enemies nearby.
In other words, yes we necros can “live” with Anet’s broken promises. Yes we can live without being the best snaring class. Forcing the enemy to run away from the objective is “good enough”. Yes we can “live” without being the best attrition class. We can avoid 1v1 fights by not roaming at all, and just stick with the zerg and do “good enough”.
Does that mean we necros should be happy about those Anet’s broke promises? Nope. We can “live with” being “good enough”, but we don’t have to be “happy”.
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Why should necromancers be stereotyped with a “attrition” play-style?
Rather than one best build among necromancers, I would rather see more variety in Necromancer builds. I’m looking to see Berserker necros being viable in the future. Probably not ever going to happen however.
Because necro would never be the best blast class in the game, and they shouldn’t be. We already got thief, eles and even mesmer for blast.
Berserker should be viable for necro. But that necro would still be an attrition class, just to a lessor extend (higher damage, less survivability).
I really hope that Anet is reading this thread and considering the ideas from us. Obviously a lot of us put in a lot of time to write these up. Else it will just go to page 2 of the forum and be forgotten.
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Attrition? There is no room for attrition in this game at all.
Why? Because no one can prevent disengages by classes that use skills intended as gap closer/engaging move as escape mechanism.
At the moment attrition based opponents are like an encounter you can just skip in a dungeon! :P
For example:
If you can’t prevent a ele from using ride the lightning to move 1200 units away in 2 seconds, then there is no room for attrition.
If you can’t prevent a ranger from using swoop to move 1100 units away in few moments, then there is no room for attrition.
If you can’t prevent a warrior from using rush to move 1200 units away in few seconds, followed by a Whirlwind Attack to move even further, then there is no room fro attrition.
[…and so on…]As almost every classes have a very easy way to get away from the 900 units threshold of our unique gap closer, the Dark Path (a skill that is very slow and very easy to dodge) or even the 1200 units threshold of our unique come back here and fight like a man skill, the Spectral Grasp (as Dark Pat, very slow and very easy to dodge and even buggy, because the effective range of pulling is less then 1200, see Necromancer Bug Compilation Mk II for clarifications), then there is no place for attrition because almost everyone (all BUT necros >_>) can run away from a fight in a blink of a eye.
Speaking of which, I do miss GW1’s Scorpion Wire. It would have been the perfect skill to counter all these high mobility classes.
If you’re using plague for anything other than spamming blindness, you should play another class cause you dont get it.
I do use it only for group blindness because currently it is the only thing it can do. For that purpose it is good.
I know how to use it. Does that mean I have to like it? Nope.
Plague increasing Power is a troll move by Anet more than anything, if you see what I mean. It is like Plague giving you healing power. It is like Plague giving you extra % of life force. Totally troll. :P
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The most broken thing about Plague is that it increases Power instead of Condition Damage. While in Plague you cannot use any other skill, so you do not benefit from Power that much except for that 100 damage hit. Not to mention the default poison by itself already does more DPS than that hit.
Here is how Plague “should” have worked: You get conditions like bleeding and poison on your target. You use Blood is Power. You go into Plague, which further increase your condition damage to further boost the damages that you already applied to your target.
Logical. This build work together. It just works.
Instead we get a Power increase, which doesn’t help you at all. Unless your enemy just happen to stand in your wells while you Plague him to death.
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LMAO good one.
@CHIPS: There is no single situation where a zombie “naturally forms” – all leaderless/necromancerless undead were formed by some event, usually magical or necromantic in nature – and your “natural ghosts” and “spirits” are essentially the same in regards to necromancy since ritualism isn’t necromancy. Also, you don’t need to be a lich to make those longer lasting undead either – see Murakai, Fendi Nin, and Oberan as three examples from GW1.
1) The Catacombs of Ascalon are filled with Skeletons. There is no mention of anyone summoning them. The Blood Fanatics, failed and dead students of Kasha Blackblood, were risen as undead. They had no master.
http://wiki.guildwars.com/wiki/The_Catacombs
http://wiki.guildwars.com/wiki/The_Power_of_Blood
Its the same thing for Fahranur. There is no mention of anyone summoning those skeletons. They are master-less.
http://wiki.guildwars.com/wiki/Fahranur,_The_First_City
2) Ritualists summon spirits and ghosts that are willing to help out. Those spirits are controlled. Roaming spirits kill anyone they see. That’s the difference.
3) There are laws and rules of necromancy. The only legal summons are mindless golems made from flesh. Undead servants are banned because it involves forcing the original spirit back into the body (or another body, as in Shiro’ken). The spirit didn’t want to fight, but it had to.
Obviously the Liches won’t follow those rules. And necromancers that has left the The Order (and general sociality) also won’t obey those rules. Liches and Zhaitan are masters of this act and their undead servants maintained pretty much all their fighting ability while alive.
There is no indication that summoning undead servant is difficult at all. It seems any necro can potentially do it, as shown by Oberan, to various degree. It is only the rules and laws from the sociality that’s banning them.
Fan Fiction: Of course back in GW1 many felt it foolish to follow such meaningless laws and rules, with the Charrs right on Ascalon’s footsteps. Many necros secretly do their own research. It wasn’t pretty. At the end The Order’s laws and rules were “maintained”, one way or another, and Ascalon did eventually fall. The rest was history.
So how did my GW2 necro know this history? That’s a story for another day. ^^
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We got people throwing arrow carts at the door, while commanders were building rams. Similarly we got people throwing rams next to catapults. Spies and Saboteurs are everywhere. I hate them too but nothing we can do.
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Overall 52/100. Barely pass, and a far cry from being the BEST attrition class in the game. So what’s urgent? Here are the top 5.
I) Damage reduction – those necro skills that gives protection need to be buffed.
II) Prevent disengage – snare skills need to be buffed
III) Damage avoidance and mobility – This on theory need to be buffed. But since Anet made it clear that they want necro to be “slow” and “get hit by everything and just tank though”, maybe leave this as the last resort.
IV) Counters and interrupts – There are a few options to consider. Maybe make fear work against all bosses. Maybe make fear non-evadable. Maybe fixing the various bugs on Spectral Grasp so it becomes more reliable. Maybe implement my Remove DS: Implement LF skills idea so we can use LF to counter enemy skills.
V) Fast recharge – skill recharge of signets, wells and many other skills need to be reduced.
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In the jungle the mighty jungle the dragon sleeps tonight. >_>
So after reading the State of the Game thread, I decided to help Anet out by point out what the Necro needs to most: Attrition.
That’s right. Necro needs attrition. This is a theme that I would say 90% of the necro agrees. Necro should be the best attrition class in the game, pure and simple.
So what is attrition? Let’s look at the dictionary.
“A gradual diminution in number or strength because of constant stress.”
To further clarify:
I) Number or Strength. This means all of the following:
-enemy’s health & healing
-ability to use skills
-ability to deal damage
II) Constant Stress. This means all of the following:
-weak to mediocre damage and effects
-rapid firing
-easy to hit
-fast recharge
-prevent disengage
To fulfil the above, I broke down the class into the following sectors:
1) Large HP pool – counters enemy’s health, healing & damage by having more.
2) Healing – Same as above.
3) Damage avoidance and “leap” skills – counters enemy’s ability to deal damage.
4) Damage reduction – counters enemy’s ability to deal damage.
5) Counters and interrupts – counters enemy’s ability to use skills.
6) Weak to mediocre damage and effects – so the class aren’t overpowered.
7) Rapid firing – attacks so many times that just some of the attacks hitting would be enough to deal moderate damage.
8) Easy to hit – attacks are so easy to hit that it constantly deals damage.
9) Fast recharge – even if the attacks or spell misses, you can rapidly cast them again.
10) Prevent disengage – because an attrition class kills his enemy slowly, it is very important for them to prevent the enemy from escaping. Else all his effort would be for nothing.
So here is how I would rate each of these 10 categories for the necro:
1) Large HP pool – Necro take the cake for this one. With DS a necro can have 40k hp. 10/10
2) Healing – Necro got decent healing to counter incoming damage. They also regenerate life force as they fight. However that Life Transfer healing doesn’t heal the necro himself, because he is in DS. So that’s a conflict of interest, self contradiction. Life Siphon also doesn’t scale with healing power. 7/10
3) Damage avoidance and mobility – They got Spectral Walk and Flesh Wurm, but that’s about it. They do have a few snares, but they are better used offensively than running away. Necros cannot survive in Fractal level 40+ because Hp pool doesn’t matter when mobs hit you super hard. You need to avoid those overwhelming damage to survive. 3/10
4) Damage reduction – Necro is very weak here. The protections, weakness and blindness that a necro cast cannot be sustained. Spectral Armor’s cool down too long. And when the enemy cast a Meteor Shower right on your Spectral Wall, will you still try to stand in it? No immunity & blocking skills. 1/10
5) Counters and interrupts – Necro got a few fears and pull skills. However their cool down is too long. They are also unreliable since both fear and pull often fail. Necro also cannot cause confusion. Weak stability. 3/10
6) Weak to mediocre damage and effects – I think this section was done well. Almost none of the necro’s skill deals very high damage. The exceptions will be wells and a well placed Epidemic. So necro won’t be overpowered. 9/10
7) Rapid firing – I think most of necro’s skills are rapid fire. Scepter and dagger both attacks pretty rapidly. Channelling skills are all rapid fire. Marks and wells can be casted quickly and in succession. The only exception would be staff 1, which attacks pretty slowly. 9/10
8) Easy to hit – This varies from weapon to weapon, utility to utility. For example scepter is very easy to hit. Staff 1 flies very slowly and its hard to hit. Dagger is single target and only hits in melee range. Marks and Wells are aoe so they hits pretty easily. However wells are melee range unless you trait them. Single target skills like Epedemic and Corrupt Boon is easy to hit in pve and spvp, but hard to hit in wvw because in zerg vs zerg locating and hitting the correct target is nearly impossible. Certain long cast time make hitting difficult. Overall 5/10.
9) Fast recharge – This is a weak section. Most necro utilities skills have a very long recharge, From signets to wells their recharges are easily 45+ seconds unless you trait for them. At the same time most necro weapons recharge are decent. But the time gap between weapon skills and utilities cannot be ignored. 3/10
10) Prevent disengage – This is another weak section. Yes necro has a few snares here and there. But their recharges is often too long and their effects are easily removed by the enemy. Rarely does an enemy have problems getting away from a necro. 2/10
Overall 52/100. Barely pass, and a far cry from being the BEST attrition class in the game.
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I don’t/didn’t really get where y’all are talking about the devs saying “DS is used when low on health”, so I went and re-watched that section again.
Here’s the link http://www.youtube.com/watch?feature=player_detailpage&v=zCUvIrH2BlU#t=3147s
Points to make:
1) DS now conforms to GW2’s definition of transform skills.
2) DS used to be the Necromancer down state
3) “…we wanted it to be skill of hitting it… you actually have to activate F1 if you were close to death, before if you went to 0 you would automatically kick into it…” No where is it implied you activate DS when low on health, but instead, if you happen to be, you must activate it (and balance the cooldown) specifically to enter DS, instead of having act as a down state, which is later described as broken, as you cannot stomp a player still running around (in DS).
4) They mention Axe specifically as “not so hot” and scepter “seen in some builds”, which by the way its said, tells me that axe based builds, and second to axe, scepter builds, should see some improvements, whereas all other weapons and “groups” of utilities are seen to be used often and effectively (is what I understand personally, so should see maybe some more impovements to axe, and possibly directly to scepter, if scepter isn’t addressed by some form of “condition build general” type fixes).On the subject of build diversity, I almost didn’t see it, but after a while of leveling my own necro, I can definitely see their point. Necros do have a lot of options in ways they can build, and I think (but won’t bother re-checking yet) they said similar things about Guardians, in that Guardians also have multiple options for builds, but moreso than the Necro, they have a bit of disparity between effectiveness of certain builds. Particularly when Altuistic Healing was “discovered”, AH became “the” build of the community per se. I’d like to see Guardians be able to have a more visibly appealing burn centered build, and a few improvements to their scepter, and I equate that standing to necros as well. Axe needs some love (though I don’t say this from personal experience) and scepter just slightly so. Other classes, be it Ele, War, Mez, spvp or pve, will generally have, as far as I see it, 1-3 builds that just so far outperform others at generalized focuses (or at every task at once) that there’s no reason to run anything else. Those classes pale in comparison to Necro foremost, because of their lack of sheer number of useful builds.
My take on all of this is that we should start seeing classes being balanced on a “necro level”, and getting more builds on a more even ground, eliminating outliers as best as can be done.
Ok I think here is what they were saying:
“In beta DS used to auto kick in after the necro was dead. That was obviously way too strong and way too easy. So we moved DS so it is like a transform skill that you have to use yourself just before you die. Now it is not too strong and not too easy.”
I will be a sad panda if that was the reason for the DS we see today. I am not even talking about balance here. Just the reasoning itself is pretty…..eh…..bad. Firstly manual DS is stronger than down state DS, so DS actually got improved. Secondly DS is the main necro mechanic right now. So what was necro’s mechanic during beta, when DS was “just” a downed state? What was Anet’s plan with the necro originally?
That change from “DS down state” to “DS main class mechanic” was huge. I think that decision was made too fast and too late that Anet didn’t have time to plan and test it properly. So in a way the necro class is still in beta testing. Even now Anet is not sure what to do with DS, and it shows.
As for your last point, I actually prefer that Anet buff Necro up. You cannot nerf thief dagger so much that people start using shortbow. This game doesn’t work that way. Shortbow is a rapid firing aoe weapon, totally different from the dagger.
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Are you sure that wasn’t a RPer dressed up as a dolyak? They like that you know.
In Mother Russia Yaks dress up as you!
New gloves and staff! ^^
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Order of Whisper doesn’t mean “Order of Stealth”. They are not just a group of assassins. Their main objective is spy and sabotage. They can pretend to be your gardener for 5 years, and then BAM they kill you. They can pretend to be your kids’s nanny for 5 years, and then BAM they kill you. etc.
They can be any profession. In fact classes like warrior have their own advantage, because you won’t suspect them at all. Who would have thought that loud mouthed big fat Norn warrior over there drinking beer is a Whisper member?
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Actually spying and sabotage is 100% legal. Since it is on an alternative account you have no way to link it to that player’s original account. Since you cannot ban someone for “playing dumb”, you cannot ban spies and saboteurs.
It is unfortunate but it is what it is.
They keep track of the forums, they just don’t post because I guarantee 90% of the community wouldn’t actually listen to it and just blindly throw out dozens of questions/accusations.
I don’t think they have any really strong players in the SotG things, or at least not always, because like you said, DS used only at low health is laughably terrible.
The thing that worries me the most is that DS is the thing that sets necros apart from other professions. It is a talent that necros start using since level 1. We start using DS before we get any wells. We start using DS before we get Epidemic. Any necro would have a ton of experience with DS, one way or another.
Honestly no necro, past level 30, would say “use DS just before you die”. Only people that pretty much never played the necro before would say something like that. DS is the necro’s core mechanic. If you don’t know DS you don’t know necro.
I mean there had been a lot of rumours that Anet didn’t pay enough attention to necros. They had just pretty much proven it.
Please Anet pay more attention to us from now on. We are important too. ^^
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…Does anyone at ANet actually play this profession?
Build diversity? Sure, 3 ~5 different builds, because we don’t have ANY that actually stand out so we still have to puzzle a way to make Necro work.
Making Utilities more useful? Necros are already pretty much defined by what utilities they have equipped, I’d say more-so then weapons.What are our more famouse builds, Well-bomber, MM, Conditions->Epidemic… do you have any idea how freaking constricting that is? A build being defined by 3 of the 10 skills available and all of them with high cooldowns and long casting times?
Using DS when low in health? Now I know no one there knows how to actually play as Necromancers or against.
And when I get to immobilize not supposed actually stop people, that pretty much kills our only way to actually maintain damage with dagger, our only high DPS weapon.
Of all things, the most painful thing they said was “using DS when low on health”. My heart sunk when I read that. Seriously that’s how they think that DS is supposed to be used, half a year after the game’s release?
Sorry boys. It is becoming clear 100% fact now that Anet does not have anyone that plays the necro to any serious extend. They might play the necro for 5 mins for fun, and then pop back on their favourites thief, ele or mes.
Obviously they don’t have anyone reading this forum neither. I mean they don’t even need to play necro. Just by reading this forum they should know very well that DS isn’t used this way.
: Sad panda :
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Terrible idea. Might as well give masterwork items the same stats as exotic items.
Everyone have the right to use food. It is fair.
Can someone post a link to where the “state of the game” is? I cannot find it. In the only link I found they didn’t talk about necro at all.
http://wiki.guildwars2.com/wiki/March_2012:_State_of_the_Game
I want Isgarren (owner of Wizard’s Tower) to use the skin of Igniz from King of Fighters. One of the coolest mage I have seen. Raw power for killing. Huge fireballs for awe. Flying cape for coolness. Magic whip to hit nearby foes.
My necro is sort of modelled after him.
http://www.youtube.com/watch?feature=player_embedded&v=Jp88sciZLms
https://www.youtube.com/watch?v=ESZs8MQqLjE
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If you are going power you also get condition duration. Staff conditions benefits from that too.
5 Necro with 5 Flesh Golems can take turn knocking down a boss. 5 bone fiends can take turn chaining a boss. And 10 Bone Minions+ Putrid Explosion can kill anything quick.
I don’t think minions are bad in dungeons. Most of the PvE stuffs are do-able with minions. It is wvw, with AoE everywhere, where I think minions are bad.
“Necromancers are a bit slower as a profession, they need to move into that kill radius in order to get somebody locked down, but once they start pounding on somebody it should be that that person should have to run away or die.”
This statement is what interested me the most, how accurate does everyone feel it is?
1) Slower – Actually we are pretty fast. We have 25% walk signet. We also got swiftness. It is the lack of things like leap skills that’s the problem.
2) Kill radius – We do have a kill radius, and that’s dagger melee range. The problem with that is in wvw zerg vs zerg we cannot survive long enough to get there. Not to mention our dagger is purely single target and so for all intends and purpose is useless in zerg fights.
3) Lock down – Sorry, but our lock down and snares sucks when compared to many other classes. It is hard to keep the foe at dagger range.
4) Pounding – Unless we use dagger our damage is way too low to be consider pounding.
5) Run away or die – Most people have no problem getting away from a necro. See point #3.
I am sorry but that description sounds more like a thief or warrior. I am more worry now that, after half a year, Anet still doesn’t seem to know what they really want with the necro.
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Haha “lots” of builds to use?
If Anet is serious about balancing DS, they should make the following change:
“While in DS, Lich Form and Plague, the necro losses all his/her weapon and armor. DS skills can only be affected by character traits. The DS skills and characters stats are balanced accordingly so its fair.”
Now DS benefits the different necro builds more fairly. No longer would power builds get the most advantage from DS.
This make sense in lore. When transformed, the necro is not using weapons or armor.
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Problem with this is I love my server, I choose it for a reason in the first place and it has only proven itself to be a good choice. PvE, WvW, everything else (is there anything else??). It all happens on SF.
Yes… sPvP
The forgotten game mode that almost no one plays?
Why is Kaineng holding TC hand? I have now watched Kaineng zerg run right by a TC zerg to ensure they took FA towers.
Kaineng hold TC hand………………………………………………..
Fact 1: TC hates FA, b/c of the Yak Massacre.
Fact 2: Kain hates FA, b/c they got a lot of trolls.
So what do you expect would happen? TC and Kain didn’t really team up. They just both happen to hate FA. TC and Kain do fight, but they just fight FA more.
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Good luck mate. Do whatever you got to do to keep wvw fun for yourself. ^^
Shell Shock, when I killed my own allies by “accident”. That was cleaver.
Ok a basic idea. How about a giant world event boss that actually chase the players, instead of stationary?
http://www.youtube.com/watch?feature=player_embedded&v=nUdrFkW1RY8
Lore can be anything. Maybe the Pale Tree got corrupted by Nightmare Court. The Pale Tree is the size of a city.
We are still recruiting. If you want a server that never gives up and respects our opponents join Kaineng! ^^
I look forward to the change. But I am personally happy with just the nameplates. At least you can see them.
1) Minions are weak in wvw – agreed. Dies way too fast to be even marginally useful, no matter if you spec into it or not.
2) Spectral Wall is weak in wvw – agreed. In theory a very organized friendly zerg can all walk though it and get buffed, and a very dumb enemy zerg will all run though it and get vulnerability. In reality though it is hard to pull off.
3) Condition durations are not meant to last 100% – agreed. When you design your build for wvw, expect your conditions to only be 50% effective (either due to removals, or 25 bleed cap). You should be doing something else on the side. Do not be a pure conditionmancer in wvw.
4) All signets are useless – agreed. Recharge way too long. Doesn’t even matter pve, dungeons, spvp, wvw.
5) Well sucks – disagree. Yes for havoc squad maybe they suck. But in zerg vs zerg they are a beast.
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Heya Bhawb,
I do understand that we excel in manipulating and controlling our conditions and to some extent the players around us. That’s what I love in being a Necromancer. But do you think it is enough for players and other classes to “Need” us in the current Tpvp, WvW and PVE meta?
In the current tPvP meta we are actually very strong, most people just don’t realize it because there are relatively few good necros out there. The meta in tPvP is heavily towards boons; and we have the strongest access to boon stripping/corrupting. It makes us insanely good near-point bunkers right now because with the right build, your opponent almost never has boons, which is a bit of an issue for them if they are an elementalist that relies on boons for a lot.
In WvW I would say we are great, and definitely needed in coordinated groups for Epidemic spam, for the fields we can put down, and a bit of other utility we can bring (plague signet for more condition removal from allies). We just aren’t hugely common because you only need so much Epidemic’s flying around.
PvE I don’t think is competitive to really “need” any of anything. It makes certain things easier if you have X class for Y path, that is pretty much it outside of Fractals, which I just don’t know well. However I have talked to other necros who have had great success with Fractals (I think Nemesis said he got to the 30s-40s in fractals).
Single target skills like Epidemic and Corrupt Boon is useless in high tier wvw. It is nearly impossible to pick out an single enemy full of condition or boons in the middle of a full on 50vs50 zerg fight. There is insane graphic lag, often dropping the game to 5 fps. Sometime it is so bad that you can’t even follow your commander properly. There is network lag, which prevent you from using your skills. There is culling, preventing you from seeing the enemies.
In those rare and precious few seconds that you can use your character properly, you would want to spam as many AoEs as you can so you are making a difference. You should also be sticking with your commander 24/7, so there aren’t much time for detailed and skilled gameplay. It is a zerg fest, it is what it is.
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One common theme that all necro agree on is attrition. That means outlasting the enemy and dealing moderate damage until the target dies.
This can be done in a few ways:
1) Large HP pool – Necro take the cake for this one. With DS a necro can have 40k hp. 10/10
2) Healing – Necro got decent healing to counter incoming damage. They also regenerate life force as they fight. However that Life Transfer healing doesn’t heal the necro himself, because he is in DS. So that’s a conflict of interest, self contradiction. Life Siphon also doesn’t scale with healing power. 7/10
3) Damage avoidance and mobility – They got Spectral Walk and Flesh Wurm, but that’s about it. They do have a few snares, but they are better used offensively than running away. Necros cannot survive in Fractal level 40+ because Hp pool doesn’t matter when mobs hit you super hard. You need to avoid those overwhelming damage to survive. 3/10
4) Damage reduction – Necro is very weak here. The protections that a necro cast cannot be sustained. Spectral Armor’s cool down is way too long. And when the enemy cast a Meteor Shower right on your Spectral Wall, will you still try to stand in it? No immunity skills. No blocking skills. 1/10
5) Counters and interrupts – Necro got a few fears and pull skills. However their cool down is too long. They are also unreliable since both fear and pull often fail. Necro also cannot cause confusion. 3/10
So overall I would rate necro 24/50 in terms of attrition. We would need to do a lot better to be a true attrition class.
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Ever since I run that Snow Leopold elite, I don’t hate stealth anymore.
Stealth just need some anti-stealth skills for balance. For example let Mesmer “read minds” and detect stealth around her. Let Necro spray a coloured gas to detect stealth in an area. Let elementalists put ice on the ground so any stealthed would slip and fall. Let Engineers put sticky glue on the ground so any stealthed would be stuck. etc.
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All of us on FA BL are laughing at [RET] from FA and [RISE] from KN. Maybe you should find a third server to help you take a keep from a bunch of RPers.
Oh because you never doubleteamed us ever right? CD/TC vs FA much? Get over yourself.
FA is always being 2v1ed when they aren’t winning. YB and TC also 2v1ed FA. And IoJ and CD were also 2v1ing them back when IoJ entered T3. Seeing a pattern?
Well it is no secret that FA and TC hated each other and so fight each other more. When you go out and make arch enemies like that don’t expect to have it easy.
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I would love to play as a baby dragon. I know this is very far fetched. But maybe some descendants of Glint survive and went into hiding. Now they want revenge against the Elder Dragons.
Maybe the lore will say that it takes baby dragons a few hundred years to grow up. So in the GW2 storyline they will be small, similar size to a Charr.
Don’t think playable dragons has ever happened in a mmo before.
I don’t use it because it is not reliable. It misses too easily. It is often “out of range” even when it should be in range. It doesn’t pull the foe all the way. It is bugged so randomly you yourself gets pulled forward instead.
Nightmare Court Sylvari has the biggest potential. They follow no rules or morality. If they successfully corrupt the Pale Tree, their numbers will be unlimited. It takes 20 years to grow a human. 30 years to grow a Norn and Charr. Sylvari can be grown much faster.
Except that as long as you have male and females you can pretty much have an endless supply of babies.
You put a torch to the Pale Tree and that is the end for the Sylvari.
EDIT: The Sylvari as we know them.
The problem is that you assumed the Pale Tree cannot fight. Just because it sits around and have a cute avatar that talks friendly it doesn’t mean it cannot hold its own in a fight. You are talking about a tree that size of a city. Think of the Nightmare Tree, 10,000 times bigger. Even an elder dragon would turn tail and flee.
A huge unquestioning and loyal army that cannot be corrupted by any external forces and cannot be risen as undead. With them are hordes of Oak Hearts and other plants that are super hard to kill. And they stand in front of a Nightmare Pale Tree the size of a city. This is by far the strongest fighting force in the known world.
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Nightmare Court Sylvari has the biggest potential. They follow no rules or morality. If they successfully corrupt the Pale Tree, their numbers will be unlimited. It takes 20 years to grow a human. 30 years to grow a Norn and Charr. Sylvari can be grown much faster. And they can be “brain washed” while inside the Pale Tree, so they obey one ideal and one ideal only. A perfect unquestioning loyal army of destruction.
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There are many GW2 concept arts that were never used. For example vampires. Until you actually see them in game just assume they don’t exist in the GW2 universe.
http://www.flaptrapsart.com/uploads/6/5/3/6/6536965/1663098_orig.jpg
http://www.flaptrapsart.com/uploads/6/5/3/6/6536965/6790152_orig.jpg
After I start using driver ATI Catalyst 13.2 beta, my screen would randomly freeze on screen shots. I need to alt-tab and go back in to reset. Sometimes the computer would crush altogether.
My personal objective is WvW zerg vs zerg. So what objective does each skill fulfill for me?
Spectral Grasp – useless in wvw zerg vs zerg. Won’t help you win unless you were already winning. Won’t stop your lost if you are already losing. You can pull dumb people off walls but dumb people are rare in higher tier wvw.
Spectral Armor- 90s cool down. Spectral Wall is better.
Spectral Wall – Protection duration does not stack when you already have protection. Hard to get PUGs to stand into it for buff. Enemies won’t run into it, unless they are dumb which like I said is rare in high tier wvw.
On theory a VERY WELL trained zerg will say “3,2,1 charge!”, at which time the necro can use this to apply protection all his allies. However zergs are full of untrained pugs. This is simply a very hard skill to get right, since the training is required on the whole zerg, not just the necro.
Spectral Walk – the only useful Spectral skill in wvw for my purpose. It gives speed buff, very useful due to the map size in wvw. It also allows you to hit and run. I use this skill for offensive purpose and its not bad.
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There are 5 main types of undead in the game.
1) Natural zombies and ghosts- There are undead that just appears. External power might not have been involved. They might be restless spirits taking over dead bodies.
2) Golems made from flesh – These undeads are deemed “legal” and “acceptable” since they do not play with souls and spirits at all. They are golems made from the flesh of the deceased. The flesh could have came from any animal or people. They are mindless and totally obeys their creator. Any skill and spells used by these golems came from the necromancer, not the golem itself.
3) Spirits – A ritualist can summon “willing” ancestors and spirits to aid them in battle. Since the spirit came willingly, their magic is deemed legal.
4) Liches’ undead – Liches can raise more powerful undeads. These undeads maintain the power and spells from their previous life. Often times the souls and spirits of the undead is forced back into the bodies. As such this line of magic is deemed illegal. Some even have memories from their previous life, and might act on their own. Joko and the Lich are both liches.
5) Zhaitan’s undead – These undead and their soul has both been corrupted by Zhaitan. So these undead “willingly” fights for Zhaitan after their corruption.
It comes down to this. The battle knowledge and experience lies within the soul. The ONLY way you can make a zombie that can use his/her original skills and spells (e.g. just as powerful) is by FORCING his/her soul back into his/her original body (or a new, just as capable body). And that’s why this is deemed illegal.
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There is a bug where pulling lifts enemies up 10 stories above the ground. They die due to falling damage.
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