I made a build with some good survival and great condition spike damage. I went with Curses with Plague Sending, Terror, and Weakening Shroud, – Blood Magic with Ritual of Life, Vampiric Presence, and Vampiric Rituals , and Reaper with Relentless Pursuit, Chilling Victory, and Deathly Chill.
Rabid Amulet
I use Hydromancy and Geomancy on my weapons (Scepter/Dagger + Staff). I stack bleeds up on the target, get in melee range, and pop Reaper for an instant burst of Chill, Bleeds, and Weakness, and i can instantly follow up with #3 and #4 for the poison stacks.
Instantly withdraw from Reaper’s Shroud if under 50%, but if over 50% stay in reaper’s shroud to regain life.
Repeat back to stacking bleeds for two rotations (your next Reaper rotation will be simply to escape further away with #2) and then spin to win again.
Lots of fun, really good burst, and i’m using it a lot in stronghold.
The increase in death shroud means I can put up with more damage, and dish out conditions longer. When i take the burst, I can passively transfer those conditions back to you, stack more on, and blind you to the point of no return.
It made necromancers into a juggernaut of conditions, and you don’t play necromancer enough if you think that they are in an okay place right now.
And that “nerf” in damage definitely wasn’t significant, because my bleed stacks still do 110-130 damage depending on might, which is right around what it used to be pre-patch.
The amount of torment, confusion, bleed and poison mesmers, necros and engis can put out in a very small time frame is just as broken as burning.
Nah lockdown/shatter mesmer is better,necro doesn’t stack it transfers,corrupts and weakens necro is the slowest condition stacking class, engi has always been like that necro keeps them in check. Other than burning other conditions are weak necro being the only with (wet)burning that doesn’t use it.
First the threshold for efficient condition damage needs to be increased. Some damage needs to go away from burn to other conditions while not forgetting ele,guard and somewhat war deserves good to great burning.
I can burst 16 bleeds 5 stacks poison + weakness on my necro. I can maintain 8-10 stacks auto attacking. It’s not just transfer.
I’m not exactly sure what you’re getting at.
http://gw2skills.net/editor/?fRAQNAW7Yjc0Ucb5N22wfbCchC63MAi2o/gJIfpKOA-TpgMgAA7PQXGAA
Been using this build in TPVP with great success. Dhuumfire is not dead. The burst potential of this build is HUGE in close combat – and in the current meta against Guardians, Thieves, Hambows, and melee Elementalists, this build wreaks HAVOC.
Rotate into death shroud ON COOLDOWN to apply burn at the right moments. You will always have a burn ready when you pop into DS. Heal when you’re in close range to pop a balthazar rune when that burn is cleared. Otherwise, CONDI SPAM GO GO GO
Shouts for me! Healing, immob, might stacking fire field, condition removal on shout…
To be fair, I’m a shout healer with sw/warhorn + longbow, and I won’t get touched december 10th. I can only die with a full 3 focusing on me, and even then i can sometimes get away. I practically carry any team i get placed on.
It falls on my high-end, $1200 dollar computer with a $400 graphics card… ok
Many times when I waypoint to Lion’s Arch, or log-in to Lion’s Arch, my character will be stuck and unable to move until I go to character select, and then go back into my character.
It seems that my character itself is able to move, but I’m unable to see him move, because when I log in he will be in a different spot than he was.
Warrior bleeds are fine, they are single target unlike all of the aoe bleeds from other classes.
AoE bleeds tend to be very limited in terms of use, and maybe stack 4-6 bleeds on a few targets IF you manage to hit all of them.
Maybe if you got the higher mats from higher ranked gear, yeah. Would give more incentive to go through the ranks, without giving pve players an easy way to get free mats.
Problem is, the economy for all the mats will drop sharply. Like… as in sharply, it’ll absolutely slay the pricing down to almost nothing.
More like, “A Game Isn’t Built in a Year”
Point out a game that has had more implemented, more bugs fixed, and more balance changes in its first year.
Maybe if the mobs turned into champions and siege the winning team’s keeps…
Honestly, just have the siege that we have now scale up damage based on how many targets are in the area of effect. Lower the base damage, but then have the damage scale up drastically for each enemy hit. So it deals an okay amount of damage from 5-8 players… but then when you jump to 16 players the damage is increased to like 300% of normal. Bye-bye zergs.
Honestly, I doubt you can fix zerging. It’s just what players do, in any game, whenever they can.
The best way to fix it, in my opinion, is to have siege damage scale up based on how many targets are hit.
For example; 5 or less targets hit, 100% damage.
6 targets hit: 120% damage to each target
7 targets hit: 140% damage to each target…
and so on. It would discourage zerging, while making it easier for defenders. Win-win, because no one defends anything at this stage of WvW. it’s just a circle-get-as-much-karma-as-possible.
I have never waited 10 minutes for a match, so that’s complete exaggeration on your part. I do agree with you, that if you don’t accept you shouldn’t be pulled into a match. You should only be placed in the match when you have 5 players who each hit “join”, otherwise you should be placed back into the queue until you have 5 players.
I think changing class before the match starts is fine, because if you get a bad group setup some members of the group can change to give you better odds of winning. Keep in mind the other team can do this too.
Matchmaking needs to improve to better reflect the actual skill of the player, and decay needs to be more permanent.
The reward system, as it is, is lacking. Personally what I would find attractive as an avid pvper would be to give us an option in the glory vendor of what we can buy. These options would include, but are not limited to;
1) Experience
-Obviously, this would be expensive, as with PvP you are already gaining “rank” experience. However, it would be nice to spend spare glory on experience on the PvE side of things. Maybe even locked-in to tournament pvp rather than hotjoin.
2) Karma
-Probably one of the worse ideas
3) Gear for PvE, at high prices of Glory or for Karma
-Rank 10 allows you to buy level 10 pve gear.
-Rank 20 allows you to buy level 20 PvE gear.
4) Coin Purses, giving more coins based on Rank.
All of these could be available from the glory merchants, and like the additional bag sizes that come for glory, they could scale up for every 10 ranks that you get.
It would be nice as a PvPer if I could level doing PVP. I absolutely love pvp, and PvE leveling is very boring to me in any game. WvW isn’t really an option because at low levels you simply get rolled.
Unfortunately, although it would make you happy, to automatically kick the afk guy, and then have the timer start over, would be immensely time consuming.
Scenario: You wait the timer. One person gets kicked for being afk. Timer starts over. Match begins.
Scenario 2: You wait the timer. One person gets kicked for being afk. Timer starts over.
“Omg i’m not waiting for another”, player goes afk. Player gets kicked. Timer starts over. At this point, everyone goes afk, because there is nothing to do before the match begins other than just sit there and wait for it to start.
Better system would just be a vote-kick system, and for the game to take somebody from the queue and throw them in your game. Maybe a -game pause, searching for player- and the points stop ticking away and everyone is placed back to spawn.
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I play Guardian, Necro, Engie, Thief, Mesmer, and Ele actively.
Me too. Then if i want to win i roll nec.
My Mesmer does just fine in pvp, as well as my guardian and thief. Elementalist is great with a boon sharing build, and I can throw a fight with my healing/boons.
Guardian is great for healing/boon sharing as well. Better point control than most classes.
Engineer needs some work, but it’s getting patched to be more reliable in mid october.
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Bingo!
I’m not interested in continuing some kind of shouting match.
The PvP in GW2 will not undergo a fundamental change for two reasons:
1. Making pre-alpha level changes after release is suicidal, and
2. PvP is already fun.The community is the one part of PvP that I can honestly say has not improved since launch. Ironically, that’s the only part that we can actually change.
Exactly. I have fun playing. They have made a lot of changes regarding balance, but ultimately it’s up to the players to change the meta. They continue to make balance changes, slowly taking feedback and giving every profession the buffs they need to make them on-par with the other, stronger professions.
It takes awhile to add entirely new systems as well. It will take some time to put in the code for new PvP types. It will take some time to look at data regarding balance, and it will take some more time to adequately balance the game in a way that isn’t going to change the meta from Stunlock Warriors to something completely different.
Adapt to the meta. Spec for blinds and stun removals.
Show me a post that has improved the community and has had a real result in change of anykind for spvp.
How about all the ones pushing for a dedicated solo queue? Many of them were well-reasoned and constructive—GW2 PvP has an emphasis on positioning so premades have a large advantage over pug, lack of meaningful leaderboard without solo/premade split, etc. A few of them became hateful or bitter, but most remained calm while making a good case for PvP dev priority.
Implementing a dedicated solo queue was a huge step in the right direction (I’m not afraid to be honest—yes, it should have been in at launch, but the game released a bit early for the PvP side). It was accomplished through reasonable people making reasonable posts about what would changes would be reasonable for the devs to focus on first. These days, it seems all we post is “re-design PvP from the ground up!” and “the devs hate my profession!” Both of those are unreasonable and unconstructive.
ok posts asking for features standard to the industry, that the game should not have launched without don’t really count. You even admit that.
The truth is that the gameplay has always been crap and the devs have always kicked those who have suggested major changes, even in alpha.
Here we are today with a crap game, and the devs cant fix any of the issues because
1) Theyre too deep
2) The PvP team is tiny, because its size was dictated by the theory that PvP requires little maintainance once a meta cycle starts rolling
3) anet doesnt seem to be re-enforcing its pvp team as they strugle to impliment fundamental features that should have been in sooner. The pvp team cant fix the game when they havnt finished the game yet. You cant properly balance when youre still in early beta, and with no match make, solo que, spectator, leader boards etc, thats where they were.snip.
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Wait. I didnt forget the maps. They are all bugged and not tested properly. Instant dying on skyhammer. In and out of the cannon room on skyhammer. Spirit watch maybe just about fixed by now.
So 1 and a half new maps really. The rest dont work. In team queue it is 1 new map in a year. And yes solo q is good. But really that has matchmaking issues which have been well documented.
I love skyhammer. Works fine for me when I play it. Probably one of my favorite maps. Spirit Watch isn’t bugged.
So three maps, because I do solo queue all the time.
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Bingo!
I’m not interested in continuing some kind of shouting match.
The PvP in GW2 will not undergo a fundamental change for two reasons:
1. Making pre-alpha level changes after release is suicidal, and
2. PvP is already fun.The community is the one part of PvP that I can honestly say has not improved since launch. Ironically, that’s the only part that we can actually change.
Exactly. I have fun playing. They have made a lot of changes regarding balance, but ultimately it’s up to the players to change the meta. They continue to make balance changes, slowly taking feedback and giving every profession the buffs they need to make them on-par with the other, stronger professions.
It takes awhile to add entirely new systems as well. It will take some time to put in the code for new PvP types. It will take some time to look at data regarding balance, and it will take some more time to adequately balance the game in a way that isn’t going to change the meta from Stunlock Warriors to something completely different.
Adapt to the meta. Spec for blinds and stun removals.
Yeah right. 14 months is such a short period, we can’t really expect anything to happen. And broken classes are so fine. Playing 2 class instead of 8 is just the way to go.
I play Guardian, Necro, Engie, Thief, Mesmer, and Ele actively.
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Bingo!
I’m not interested in continuing some kind of shouting match.
The PvP in GW2 will not undergo a fundamental change for two reasons:
1. Making pre-alpha level changes after release is suicidal, and
2. PvP is already fun.The community is the one part of PvP that I can honestly say has not improved since launch. Ironically, that’s the only part that we can actually change.
Exactly. I have fun playing. They have made a lot of changes regarding balance, but ultimately it’s up to the players to change the meta. They continue to make balance changes, slowly taking feedback and giving every profession the buffs they need to make them on-par with the other, stronger professions.
It takes awhile to add entirely new systems as well. It will take some time to put in the code for new PvP types. It will take some time to look at data regarding balance, and it will take some more time to adequately balance the game in a way that isn’t going to change the meta from Stunlock Warriors to something completely different.
Adapt to the meta. Spec for blinds and stun removals.
Show me a post that has improved the community and has had a real result in change of anykind for spvp.
How about all the ones pushing for a dedicated solo queue? Many of them were well-reasoned and constructive—GW2 PvP has an emphasis on positioning so premades have a large advantage over pug, lack of meaningful leaderboard without solo/premade split, etc. A few of them became hateful or bitter, but most remained calm while making a good case for PvP dev priority.
Implementing a dedicated solo queue was a huge step in the right direction (I’m not afraid to be honest—yes, it should have been in at launch, but the game released a bit early for the PvP side). It was accomplished through reasonable people making reasonable posts about what would changes would be reasonable for the devs to focus on first. These days, it seems all we post is “re-design PvP from the ground up!” and “the devs hate my profession!” Both of those are unreasonable and unconstructive.
ok posts asking for features standard to the industry, that the game should not have launched without don’t really count. You even admit that.
The truth is that the gameplay has always been crap and the devs have always kicked those who have suggested major changes, even in alpha.
Here we are today with a crap game, and the devs cant fix any of the issues because
1) Theyre too deep
2) The PvP team is tiny, because its size was dictated by the theory that PvP requires little maintainance once a meta cycle starts rolling
3) anet doesnt seem to be re-enforcing its pvp team as they strugle to impliment fundamental features that should have been in sooner. The pvp team cant fix the game when they havnt finished the game yet. You cant properly balance when youre still in early beta, and with no match make, solo que, spectator, leader boards etc, thats where they were.snip.
What have they introduced to the game which works?
In 1 year here is my list:
1, Tournaments removed
2, Paid tournaments removed
3, Custom arenas which dont let you run custom tournaments – so half baked. They are basically just hotjoin servers
4, Matchmaking – maybe this doesnt work due to population issues.
5, Leaderboards – broken to the point they are invalid.
6, Map rotation – works
7, Spectator mode – again pointless because you cannot spectate tournaments on a delay or anything. Who wants to spectate hojoin? Seriously.So what have we gotten? In year I would say not alot.
I’m sorry, but you failed to mention the three new maps, the new solo arenas/team arenas split (as well as fixing the bug that allowed players to solo queue together).
Not counting the multiple patches that fixed several classes, one at a time.
(edited by Caine.8204)
Seriously.
How about, as a community, you come together with positive suggestions, critical feedback regarding what, specifically, is the issue with the meta at the moment, and what they can do to change it.
The constant bickering and crying and complaining by the players, those players who simply play the game instead of develop the game, needs to end, and although it won’t, you all should at least realize that what you’re doing is wrong and it isn’t helping.
Mostly, what I’m noticing is a bunch of keyboard warriors who don’t know the first thing about programming, those of you who don’t have a job developing a video game, complaining about the rate of changes that they are making.
You don’t know the first thing about developing a game. They are working hard. They play the game after work, too. They know what’s wrong with it. They know what they need to change, they hear you when you say you want X changed.
Lastly, there are several different teams in Anet regarding different kinds of content. PVP development team, Event development team… Just because a patch came out that you don’t like because it’s PVE doesn’t mean they just ignored you and stopped working on PVP. It just means that the PVE team hit their mark, while the PVP team is still working on changes.
They are working on game modes.
They are looking into the lag, which one of the forum mods said they would talk to the team on monday…. today.
They are working on more skills.
They are working on balance.
It took other MMO’s years to balance their game, and yet, no game is perfectly balanced. The meta will change every patch. There will always be a mass influx of one profession in PvP when it gets buffed. That’s the price you have to pay when you can go into Spvp starting from level 1.
You guys don’t know how to develop a game. Give constructive feedback, and chill the kitten out.
Gw2 was pitched to me whilst playing gw1 5 years ago. Pre release it was stated that pvp was developed along side Pve from day 1. We were promise all the things we loved about gw1,but more in gw2…
I admire that you’d like to see the hate levels turned down on forums, But these forums provide information about where the game currently is, and how far it is from the mark as far as its players are concerned. The latest login video of a year in review directly quotes, “….a game based around what players want…” A lot of this is happening in PvE, especially with RnG packs now being sold on TP etc, but in terms of PvP, players want more than constant conquest, tournaments starting where both teams may not even have full slots, paid events where every player can enter, not just those over 18 who happen to live in the right region of the world and the diversity gw1 that with its 2 profession build types. As much as you say, “Not in a day.” there is also the statement, “Chickens coming home to roost.” That’s what we’re seeing here. The chickens are home, and a lot of them ain’t happy with PvP for multiple reasons.
Thank you for being constructive.
This thread blew up rather quickly, so let me recap on a few of the things that are getting mentioned:
1) They didn’t release a full game.
Unfortunately I don’t agree. They made statements before release saying that these dominion-style pvp matches would be the only type of PvP at release. They also stated that the maps they had at release would be the only maps AT RELEASE, and they stuck to what they said. In addition, they have added, I think, three new maps to the pool, each with a different gimmick that can throw a game.
*They also had hot join, which they stated would be just for casual players to toss each other around. This is what it is. They had tournaments, which didn’t work out all that well, so they were split into Solo and Team arenas. Whether or not they have something in the works that’s different, we don’t know, but to me it seems like Solo and Team arenas were just a temporary fix to a bigger problem. Something bigger may be on the way.
They released far more content for PvP on release day than MMO’s in the past.*
2) Their internal balancing was flawed.
Although the balance was flawed, you can’t expect them to perfectly balance the game right from the start. No game is perfectly balanced, and Guild Wars 2 went as far as making sure every class was viable, and if they weren’t, giving them builds that were. Every class has a few builds that work – it’s up to the players to find the “best” builds, to number crunch, and to game the system in any way they can.
3) Blanket Statements.
In no way, shape, or form, do comments that state that “everyone” wanted THIS, or “no one” wanted THIS, help the discussion, and they are simply wrong. Focus more on what you have done specifically, what you have specifically asked for which didn’t come to fruition. You don’t know what “everyone” wants, stop speaking for the whole of the community.
I’ll get to the point. This game has far more than other MMO’s did on their release day, and updates take time. Feel free to PM me examples of games that had more release content than GW2 did, and I will eat my words. However, the point of the discussion was to keep things civil, to calm down, and realize that they are working, and have been working, to fix things since day 1.
They have new game types in the works.
They have new maps in the works.
They have Elementalist balance updates in the mid-October patch.
They buffed classes that were under-performing since the start.
Claiming they did nothing is ignorant at best.
(edited by Caine.8204)
Not this high-horse idiocy again.
Very constructive of you.
About as constructive as yet another one of these threads, don’t get kitteny.
Except my post is constructive, and states exactly what I want done. It gets to the point, it gives feedback that can be taken positively or negatively. You choose to take it negatively, get up in arms, and start trolling. What does this mean? It means you’re part of the problem, and not the solution.
Congratulations on being a worthless imbecile!
I’m not gonna use the T word, but constructive my kitten , you’re here to just stir the hornets nest.
Where are the Mods when you need em.
I agree, posts like yours add nothing to the discussion.
Absolutely wonderful in SPvP. Great stunbreaker, and essentially makes other conditions builds drop when they think they have you. I use it with corrupt boon and signet of spite. Basically giving myself 3 ways to turn a fight. In a team fight, I can focus down three separate people and then drop my bleed AoE’s to win the fight.
Blind = useless warrior.
1, Berserker stance – This is the only thing i agree with
2, Automated response – stack conditions before he hits 25% and he dies
3, Warrior stuns – You can dodge them.
4, Sword thief evades – Like I said before. Drag him around a corner, a tight space. He can teleport in and out, but you can use your autoattack to put bleeds on him. When you see him, DS and fear him. Place marks down on yourself, so when he teleports to you, he gets loads of conditions. Counterplayed
5, Thief feline grace trait – Thief is squishy as all hell without evading/dodging.
6, Vigor – You’re a necro. Peel it off. Use vigor yourself. If you can’t get vigor, you can still counterplay them by autoattacking and timing your attacks for AFTER they dodge
7 , Runes of lyssa – Like I said before. It has a decently long cooldown, and is mostly used for counter-condition play when the user doesn’t have much already. Make them pop it, and then burst them down.
8, Sigil of energy – Dodging is not op, it’s part of the game. Time your attacks for after their dodge.
9, Nature of renewal. Interrupt it. If you can’t interrupt it, kill it.
10, Ele burst – Ele is the easiest class to burst down. So squishy. I love killing Ele on my necro
11, Signet of spite – The cooldown is 48 seconds traited. If you can’t live after a signet of spite, you need to learn to play a necro. You have SO MANY CONDITION REMOVALS. Dagger #4, staff #4. And why not use plague? It’s a stun break, and grants an instant win against other condition classes.
12, healing spring – No. Already nerfed. Without this, ranger lacks a lot of active condition removal.
13, Elixr R – 120 second cooldown on -MAYBE- rezzing themselves.
14, Lag – Personal problem
15, Emphatic bond – Passive Condition removal is hard and most of the time doesn’t remove what you want it to. Doesn’t help as much as it should
16, Healing turret – It heals for about 33% of a regular heal skill, but it can be used multiple times if you let the turret live. Kill the turret.
17, Healing signet – Wait until they pop it, then burst them down.
18, Shadows refuge – I can kill the thief 3/4 times that he pops shadow refuge. I guess i’m just a good necro.
19, Stand your ground – I can see why other classes other than necro have a problem with this. But necro?
20, Burning – No.
21, Asuras – Tab targeting fixed in october.
Went through it again.
It seems that your problem here is that you don’t know when to use your skills correctly. The goal is to wear them down enough, make them pop their utilities/heals before you have to, and then burst them down with your long cooldown abilities.
As a Necromancer, I have 0 problems with everything you mentioned except for Berserker Stance.
yeh sure mr pro. I dont know how to use any of my skills and suck. If only I had your godly skillset it would be fine I suppose?
Your “constructive” feedback just shows me that you’re a troll. I won’t even bother responding to your thread anymore. You’re a bad necro and you should feel bad. Get in the top 50 on leaderboards and then cry.
Lastly, there are several different teams in Anet regarding different kinds of content. PVP development team, Event development team… Just because a patch came out that you don’t like because it’s PVE doesn’t mean they just ignored you and stopped working on PVP. It just means that the PVE team hit their mark, while the PVP team is still working on changes.
A patch? As in, ONE SINGLE, patch? Do you not realize that PVE gets new content every fourteen days? PVP is a side note, an after-thought. If they cared about PVP they would do fast small patches, fixing the extremely broken things like stunlock warrior support builds and Necro’s. Remember before PAX? How they were waiting for THAT to finish before ‘patching’ the game? Oh that’s funny. Only thing they nerf’d was the petting zoo.
They have an entire separate team for PvP. Did you not even read the post? Whining about PvE content is pointless, because it’s a separate team.
Not this high-horse idiocy again.
Very constructive of you.
It ain’t built in a year either by the looks of it.
And that’s cute, whipping out the high horse to berate people for being cynical and bitter, despite the fact that people have given tons of feedback, but when the game has stagnated for so long you can only be so hopeful…. so..
Really? For a year, they haven’t done anything?
I can give you the list of changes they have made to PvP in the past year, if that helps. The Meta changes. It keeps changing. They make changes based on how the meta changes.
Whining? It’s not whining. It’s simple fact. PVE is the main focus of GW2. It makes the most money. PVP makes no money on gem sales bar the finishers, which are the ONLY thing PVP’ers would be interested in buying.
The game is stale because unlike PVE, we get no refresh. We’re stuck with the same meta for months now. Petting zoo got nerf. Great! Ele’s still suck, Mesmer’s are low-tier support and Warriors, Necro, Thief, Guards and Engi’s are what make up most teams now. It’s overly common to meet teams composed of
2-3 wars or necro’s
1-2 thief or guard
sometimes an engi.Taking a Mesmer/Ele is a handicap.
What does this have to do with PVE? Well it gets all the attention. Major updates every two weeks. PVP gets what? A side note. An after thought. A single ‘here you go, some fixes, now run along and let us make money off gems.’
So, then the proposed fix would be to add more pvp-oriented gem items. Go post a suggestion. Use that same logic you used with me, and get people to back you up.
I actually agree with you, that if players interested in PvP had more things to spend gems on, maybe they would start patching PvP more often. More income = bigger teams, after all.
I agree that the PvP community has been disappointing recently. Hopefully we can get our act together, because for some reason, the dev team keeps listening to our suggestions.
I also tried to say similar stuff, with moderate success, but eventually got shouted down. Thanks for making this effort. Walk a fine line between enabling QQ and fighting it.
Thank you. Eventually, I’ll quit trying to reason. I’ll wait it out, because ultimately, it’s a free game and I have fun playing it.
Seriously.
How about, as a community, you come together with positive suggestions, critical feedback regarding what, specifically, is the issue with the meta at the moment, and what they can do to change it.
The constant bickering and crying and complaining by the players, those players who simply play the game instead of develop the game, needs to end, and although it won’t, you all should at least realize that what you’re doing is wrong and it isn’t helping.
Mostly, what I’m noticing is a bunch of keyboard warriors who don’t know the first thing about programming, those of you who don’t have a job developing a video game, complaining about the rate of changes that they are making.
You don’t know the first thing about developing a game. They are working hard. They play the game after work, too. They know what’s wrong with it. They know what they need to change, they hear you when you say you want X changed.
Lastly, there are several different teams in Anet regarding different kinds of content. PVP development team, Event development team… Just because a patch came out that you don’t like because it’s PVE doesn’t mean they just ignored you and stopped working on PVP. It just means that the PVE team hit their mark, while the PVP team is still working on changes.
They are working on game modes.
They are looking into the lag, which one of the forum mods said they would talk to the team on monday…. today.
They are working on more skills.
They are working on balance.
It took other MMO’s years to balance their game, and yet, no game is perfectly balanced. The meta will change every patch. There will always be a mass influx of one profession in PvP when it gets buffed. That’s the price you have to pay when you can go into Spvp starting from level 1.
You guys don’t know how to develop a game. Give constructive feedback, and chill the kitten out.
- I agree its not build in a day. I agree its not build in a year.
- But they should have made more then 50% of the game , before releasing it.
- I agree sometimes people are to hostile in games for almost nothing. I agree sometimes they behave like little kids.
- But after a year of failed patches, i cant blame them.
Every1 has a limit.Anet should be glad there playerbase gave them a year. To bad they didn’t use it wisely.
Solo Arenas were a step in the right direction, and yet, all that did was incite more crying.
Whenever you do something right, and you’re taken for granted for it, it’s a blow to your self-esteem.
It reminds me of a post from the devs awhile back, that stated something along the lines of “We made all this PvE content and these events for you guys… for you to simply waste your time grinding or abusing the content”
It’s hard to please a playerbase that wants a game built instantly. It took WoW a few years to get on its feet, work out the bugs, start balancing. WoW didn’t even have battleground PvP until a later patch. Each patch brought a crap ton of more problems. You all seem to ignore that every MMO that starts, starts rough, starts with bugs, and small patches that slowly get them in the right direction.
All of you who claim that they aren’t doing enough are just using a game that has had a decade of practice as an example. A game that still has a subscription, even after a decade.
Arena Net doesn’t make as much money as Blizzard does. They can’t afford teams of 100+ on every project, sorry.
Lastly, there are several different teams in Anet regarding different kinds of content. PVP development team, Event development team… Just because a patch came out that you don’t like because it’s PVE doesn’t mean they just ignored you and stopped working on PVP. It just means that the PVE team hit their mark, while the PVP team is still working on changes.
A patch? As in, ONE SINGLE, patch? Do you not realize that PVE gets new content every fourteen days? PVP is a side note, an after-thought. If they cared about PVP they would do fast small patches, fixing the extremely broken things like stunlock warrior support builds and Necro’s. Remember before PAX? How they were waiting for THAT to finish before ‘patching’ the game? Oh that’s funny. Only thing they nerf’d was the petting zoo.
They have an entire separate team for PvP. Did you not even read the post? Whining about PvE content is pointless, because it’s a separate team.
Not this high-horse idiocy again.
Very constructive of you.
It ain’t built in a year either by the looks of it.
And that’s cute, whipping out the high horse to berate people for being cynical and bitter, despite the fact that people have given tons of feedback, but when the game has stagnated for so long you can only be so hopeful…. so..
Really? For a year, they haven’t done anything?
I can give you the list of changes they have made to PvP in the past year, if that helps. The Meta changes. It keeps changing. They make changes based on how the meta changes.
(edited by Caine.8204)
1, Berserker stance – This is the only thing i agree with
2, Automated response – stack conditions before he hits 25% and he dies
3, Warrior stuns – You can dodge them.
4, Sword thief evades – Like I said before. Drag him around a corner, a tight space. He can teleport in and out, but you can use your autoattack to put bleeds on him. When you see him, DS and fear him. Place marks down on yourself, so when he teleports to you, he gets loads of conditions. Counterplayed
5, Thief feline grace trait – Thief is squishy as all hell without evading/dodging.
6, Vigor – You’re a necro. Peel it off. Use vigor yourself. If you can’t get vigor, you can still counterplay them by autoattacking and timing your attacks for AFTER they dodge
7 , Runes of lyssa – Like I said before. It has a decently long cooldown, and is mostly used for counter-condition play when the user doesn’t have much already. Make them pop it, and then burst them down.
8, Sigil of energy – Dodging is not op, it’s part of the game. Time your attacks for after their dodge.
9, Nature of renewal. Interrupt it. If you can’t interrupt it, kill it.
10, Ele burst – Ele is the easiest class to burst down. So squishy. I love killing Ele on my necro
11, Signet of spite – The cooldown is 48 seconds traited. If you can’t live after a signet of spite, you need to learn to play a necro. You have SO MANY CONDITION REMOVALS. Dagger #4, staff #4. And why not use plague? It’s a stun break, and grants an instant win against other condition classes.
12, healing spring – No. Already nerfed. Without this, ranger lacks a lot of active condition removal.
13, Elixr R – 120 second cooldown on -MAYBE- rezzing themselves.
14, Lag – Personal problem
15, Emphatic bond – Passive Condition removal is hard and most of the time doesn’t remove what you want it to. Doesn’t help as much as it should
16, Healing turret – It heals for about 33% of a regular heal skill, but it can be used multiple times if you let the turret live. Kill the turret.
17, Healing signet – Wait until they pop it, then burst them down.
18, Shadows refuge – I can kill the thief 3/4 times that he pops shadow refuge. I guess i’m just a good necro.
19, Stand your ground – I can see why other classes other than necro have a problem with this. But necro?
20, Burning – No.
21, Asuras – Tab targeting fixed in october.
Went through it again.
It seems that your problem here is that you don’t know when to use your skills correctly. The goal is to wear them down enough, make them pop their utilities/heals before you have to, and then burst them down with your long cooldown abilities.
As a Necromancer, I have 0 problems with everything you mentioned except for Berserker Stance.
1, Berserker stance Agreed.
2, Automated response Disagree. You picked a trait, they picked a trait. If they want automated response on a long cooldown, sure, they can have it.
3, Warrior stuns – This isn’t worded constructively, it’s worded in a kitten manner. Warrior builds are based around locking you down and preventing you from escaping while their team deals damage. Focus down the warrior with group play. Accept that warriors are your weakness and get over it.
4, Sword thief evades – L2P, use terrain, LoS and then AoE them down. Could use some fine tuning, but it’s not horrible.
5, Thief feline grace trait – You cry about thieves a lot, don’t you?
6, Vigor – so peel it off?
7 , Runes of lyssa – lol. 5 seconds of boons on a ~90 second cooldown (the time it takes for elite to recharge). This is mostly counter-condition play.
8, Sigil of energy – I’m noticing that you’re also complaining about things that you could be using yourself. Do you refuse to dodge just because it makes you invulnerable? The game is based around avoiding big attacks and evading when you need to…
9, Nature of renewal. It’s an elite. The same could be said for plague form, lich form, rampage, guardian invuln, guardian books. They are pretty dang strong. It’s kind of the point.
10, Ele burst – Wut. Elementalist is, by far, the easiest class to counter and kill.
11, Signet of spite – This signet has a long cast time. It also appears above the necro’s head AS HE CASTS IT.
12, healing spring – lol. Anti-conditions. Even as a conditionmancer, I can admit that they NEED THIS to survive. I can’t win every fight… and often I can even kill them after they use healing spring.
13, Elixr R – It has a 120 second cooldown. If you can’t down him again in 120 seconds, then something is wrong with your build. Most builds that use this are bunkers with little to no damage.
14, Lag – Your problem.
15, Emphatic bond – Seems like you’re just a bandwagon conditioner. Learn how to actually play and then come back
16, Healing turret – Kill the turret.
17, Healing signet – Counter play? Use your heal and kill them before they can heal again.
18, Shadows refuge – Somewhere around 3/4’s of the time, I can down the thief who tries to hide in shadow refuge. They can’t leave the area, AOE them down. If they do leave, they get revealed. If they use blinding powder and run out, you can see the powder go off and aoe them down some more. GG Thief.
19, Stand your ground – get too much for this. Increase the cd.
20, Burning – lol. First you want to nerf condition cleansing, now you want to nerf conditions? Just keep it the same, and change one of the two.
21, Asuras – You’re right, asura should be as big as charr!. No. Tab-targeting is getting fixed in october, and they will be easier to target. If you’re click-targeting, you’re only gimping yourself anyway.
Fix’d
If you think automated response is fair then fine. I expect the next trait patch to introduce a new necro trait called “Can’t be hurt at all by engineer when 25% health”. Sounds legit?
I think it’s pretty fair. If you stack conditions on the engineer BEFORE they hit 25% health, did you know that they don’t get removed? This means that my 7 bleeds and poison on the engineer when he hits 25% will bring him to 0%. I win.
Learn how to play. Seriously.
Seriously.
How about, as a community, you come together with positive suggestions, critical feedback regarding what, specifically, is the issue with the meta at the moment, and what they can do to change it.
The constant bickering and crying and complaining by the players, those players who simply play the game instead of develop the game, needs to end, and although it won’t, you all should at least realize that what you’re doing is wrong and it isn’t helping.
Mostly, what I’m noticing is a bunch of keyboard warriors who don’t know the first thing about programming, those of you who don’t have a job developing a video game, complaining about the rate of changes that they are making.
You don’t know the first thing about developing a game. They are working hard. They play the game after work, too. They know what’s wrong with it. They know what they need to change, they hear you when you say you want X changed.
Lastly, there are several different teams in Anet regarding different kinds of content. PVP development team, Event development team… Just because a patch came out that you don’t like because it’s PVE doesn’t mean they just ignored you and stopped working on PVP. It just means that the PVE team hit their mark, while the PVP team is still working on changes.
They are working on game modes.
They are looking into the lag, which one of the forum mods said they would talk to the team on monday…. today.
They are working on more skills.
They are working on balance.
It took other MMO’s years to balance their game, and yet, no game is perfectly balanced. The meta will change every patch. There will always be a mass influx of one profession in PvP when it gets buffed. That’s the price you have to pay when you can go into Spvp starting from level 1.
You guys don’t know how to develop a game. Give constructive feedback, and chill the kitten out.
30/20/0/0/20. Rabid. Nightmare runes. Scepter/dagger and staff. Energy on both and corruption on dagger. Spectral walk, spectral wall, plague form and corrupt boon.
there are others. This is what I run though.
You don’t have reliable stunbreakers. I would suggest using a plague signet instead of spectral wall. Spectral Wall is nice and all, especially with increased fear, but having a stunbreak will give you more in terms of who you can beat and who beats you.
In my humble, noobly opinion, axe/focus is definitely viable.
Gear up for a high crit % and use ‘on crit’ sigils. Pop in and out of DS to trigger Furious Demise, and use Ghastly Claws to burst some stacks and regain life force.
With it’s 8 attacks in 2.25 seconds, one Ghastly Claws can result in ~ 10,000 damage with no additional buffs. Hit them with Doom before you pop out of DS to keep yourself at a safe distance and do even more damage.
I see a lot of people say signets suck, but I think the movement speed is incredibly helpful for survival, and the might stacks work well with this build for me.
Last thing, you can also play a power version of this build by using beserker’s amulet, power/crit damage gear, and either might stacks, lightning/flame, boon removal, etc.
Give it a whirl and tell me what you think.
You’re using rampager’s, not Rabid, which was the entire problem.
1, Berserker stance Agreed.
2, Automated response Disagree. You picked a trait, they picked a trait. If they want automated response on a long cooldown, sure, they can have it.
3, Warrior stuns – This isn’t worded constructively, it’s worded in a kitten manner. Warrior builds are based around locking you down and preventing you from escaping while their team deals damage. Focus down the warrior with group play. Accept that warriors are your weakness and get over it.
4, Sword thief evades – L2P, use terrain, LoS and then AoE them down. Could use some fine tuning, but it’s not horrible.
5, Thief feline grace trait – You cry about thieves a lot, don’t you?
6, Vigor – so peel it off?
7 , Runes of lyssa – lol. 5 seconds of boons on a ~90 second cooldown (the time it takes for elite to recharge). This is mostly counter-condition play.
8, Sigil of energy – I’m noticing that you’re also complaining about things that you could be using yourself. Do you refuse to dodge just because it makes you invulnerable? The game is based around avoiding big attacks and evading when you need to…
9, Nature of renewal. It’s an elite. The same could be said for plague form, lich form, rampage, guardian invuln, guardian books. They are pretty dang strong. It’s kind of the point.
10, Ele burst – Wut. Elementalist is, by far, the easiest class to counter and kill.
11, Signet of spite – This signet has a long cast time. It also appears above the necro’s head AS HE CASTS IT.
12, healing spring – lol. Anti-conditions. Even as a conditionmancer, I can admit that they NEED THIS to survive. I can’t win every fight… and often I can even kill them after they use healing spring.
13, Elixr R – It has a 120 second cooldown. If you can’t down him again in 120 seconds, then something is wrong with your build. Most builds that use this are bunkers with little to no damage.
14, Lag – Your problem.
15, Emphatic bond – Seems like you’re just a bandwagon conditioner. Learn how to actually play and then come back
16, Healing turret – Kill the turret.
17, Healing signet – Counter play? Use your heal and kill them before they can heal again.
18, Shadows refuge – Somewhere around 3/4’s of the time, I can down the thief who tries to hide in shadow refuge. They can’t leave the area, AOE them down. If they do leave, they get revealed. If they use blinding powder and run out, you can see the powder go off and aoe them down some more. GG Thief.
19, Stand your ground – get too much for this. Increase the cd.
20, Burning – lol. First you want to nerf condition cleansing, now you want to nerf conditions? Just keep it the same, and change one of the two.
21, Asuras – You’re right, asura should be as big as charr!. No. Tab-targeting is getting fixed in october, and they will be easier to target. If you’re click-targeting, you’re only gimping yourself anyway.
Fix’d
I agree with flow on corrupt boon. It has more justification than using it on someone with full boons. Might stacks, retaliation, and stability all make me think of using it. Ive used it on swiftness on people trying to get it away. It has it’s uses, if anything using it on full boons if they have stability up isn’t accomplishing a whole lot if you’re trying to use fear.
I mentioned the might stacks and stability in my post. And waiting until they have 3-4 with one of those being stability is ideal.
@Caine.8204
Exactly. I had a blast doing that in GW1, and on GW2 so many more elements could be added (like jumping) that would make it even more so.
Another thing to note, is that if they have stability up, stability will corrupt into fear 100% of the time.
Unless they have more than 5 boons because stability has the lowest priority.
Opening with Corrupt Boon especially will leave you weak later in the fight, as you should wait until they are at MAXIMUM BOONS before you throw it. No, it doesn’t mean that you should wait until they have 5. It means you should wait until they have the maximum amount that they can achieve by themselves. If they don’t have protection, stability, or 8+ might, do NOT use your corrupt boon.
I disagree.
Timing your CB is a little more delicate than just waiting until you see a lot of yellow icons under your opponents name.
Sometimes you just want to turn fury into blind to avoid a heavy hit, or turn retaliation into confusion, or a ranger’s regeneration into poison.
It’s a lot more about the right timing and countering certain class/build specific moves than saving it up for “tha maximum boons!!”.
That ranger will remove that “one” poison in a heart beat.
Agree with Caine’s entire post. I’d also add that you should make sure that either your opponent does not have stability up, or that you use corrupt boon to remove it before using your fear to ensure you get the hit.
Another thing to note, is that if they have stability up, stability will corrupt into fear 100% of the time.
Edit:
My current build uses Blood is Power, Corrupt Boon, Spectral Wall, and Flesh Golum. I open with BiP, CB, and then cycle my staff skills. This fear condi build seems to work great verse one opponent. However, when there are multiple opponents I struggle. I’m not talking 1v2 or 1v3 either. It could even be a 4v3 and all three opponents will primary me nearly every time forcing me to blow every survival skill I have in a matter of seconds. This makes it very hard to contest points. This is especially if ive one or two allies being super conservative while I get nuked.
Initially, I assumed spectral skills were designed for both pvp and fear builds. However, my first spectral build attempt was very very weak. Sigh… I’m tempted to just go with Wells since it dishes out blinds and protection. I might take Bloodthirst as well to throw some life steal into the mix. Rabid seems to work here as well with high toughness to enable high “effective” HP and the precision helps Vampiric Precision and Sigil of Blood. Hmm…..
However, with Rabid and an Axe, you have no direct output of condition damage, only the condition damage from your fears, staff, and utilities.
You should not open with utility skills. Utility skills as a Necro work as counters, additional pressure, or buffs.
Opening with Corrupt Boon especially will leave you weak later in the fight, as you should wait until they are at MAXIMUM BOONS before you throw it. No, it doesn’t mean that you should wait until they have 5. It means you should wait until they have the maximum amount that they can achieve by themselves. If they don’t have protection, stability, or 8+ might, do NOT use your corrupt boon.
I would suggest switching to scepter/dagger, and one of the above builds I mentioned. I can give you exact builds (including traits, sigils) if you want. However, it’s ultimately about finding the play style that suits you.
You’re a necromancer. Remember, you’re going to get focused pretty hard as soon as they see you. Your job is to stand near the back, or on a high point, and rain conditions down on the battle field. Your job is to weaken everyone so that your team can do the rest. Stomping as a Necro, especially a condi necro, is difficult and should be avoided unless there is no other option.
(edited by Caine.8204)
only works for duals. Stupid thiefs always stealth away whenever i start winning.
On my Necro, I’m able to bomb them as soon as they stealth, as well as make a trail of marks that hit the stealthed thief EVERY TIME I place them.
Oh I wish I can do that. I bought 2 character slot earlier on. I’ll try to make a thief and learn.
Takes a lot of practice. Even went as far as PM’ing the thief later and asking how I did in terms of hitting them when I couldn’t see them.
I got absolutely deadly at it, in which I was able to tell my team mates “There is a thief downed over here” and he would pop in, downed, in just a few seconds.
The main thing you’re doing wrong is using Axe/Focus for what looks to be a condition build.
Fear builds are okay, condition builds based around fear are great.
30/30/0/0/10, or 30/20/0/0/20 are the choices you want to take in terms of Rabid Amulet.
In addition, you should have scepter/dagger + staff, rather than axe and focus.
For utilities, you’ll want to choose between Plague Signet, Signet of Spite, or Spectral Walk. You always want to have Corrupt Boon in sPvP, as it is vital against any build that uses boons (which is most all of them).
Spectral Wall can be used, but only situationally and never in a Tpvp build.
Running zerker amulet with a scepter/dagger is just asking for you to get killed.
Running a power DS build is bursty, but I don’t have any experience in that area. All I know is that you’ll want to use axe/dagger MH for power, and scepter MH for condition.
only works for duals. Stupid thiefs always stealth away whenever i start winning.
A good PvPer continues to improve. Steal the build of the class that’s giving you so much grief. Learn how they play.
You’ll start to notice things like -where they go when they stealth-, and -the best spots to hide if you’re recovering health-
On my Necro, I’m able to bomb them as soon as they stealth, as well as make a trail of marks that hit the stealthed thief EVERY TIME I place them. When they come out of stealth, they are downed and helpless.
Learn where they go, learn why they go there. It makes stealth easily counterable, ESPECIALLY for a condition necromancer. AoE is your friend. Drop it on yourself when he comes in for a kill. Drop a death shroud fear, torment, spectral grasp. He comes back? Drop a fear mark under you, and then chain with bleed and chill marks. Switch to scepter. Drop grasping hands… etc.
It’s all about learning how to counter their play.
Scepter/Dagger + Staff.
30/30/0/0/10
Signet of Spite, Corrupt Boon, Plague Signet.
The reason I recommend this build is because you have complete battlefield control over conditions. With the amount of AoE bleeds and cripples you can dish out, you can sway the tide from losing to winning in just a few seconds.
You see a bunker guardian, healing the enemy team and preventing you from taking the point… “Target” him, start dropping your conditions, and then signet of spite. When he uses his shouts to remove your conditions, Corrupt Boon him along with a Death Shroud -> Spectral Grasp -> Fear -> Torment chain. Remove Death shroud and switch to Staff. #5 on him, #2 on him, #3 on him.
Before you even finish the chain I just mentioned, he will likely be eating dirt.
EDIT:
The reason I go 10 into death shroud is for the 15% cooldown reduction. This means that, with Terror, you have a 15% faster cooldown on your fear “nuke” in death shroud, not to mention more spectral grasp chill and additional torment. Easily a game changer for necro.
(edited by Caine.8204)
Actually, compared to other burning damage on other professions…..
this wouldn’t be a bad idea ^^
Wrong, it’d be a very bad idea.
I play a condition necro, and Dhuumfire is a monumental dps increase as it stands right now. Guaranteed to go off in the first second of a fight with high critical chance, combined with fears, bleeds, cripples, and chill, it’s impossible to remove. Dhuumfire is huge, and if the duration got increased, or the cooldown got decreased, it would have very negative effects on PvP. Necromancer is plenty powerful as it is… leave it alone.
Honestly, it could work if you were matched in “squads” during the 20v20. For example, you’re given 4 parties of 5 players who can see each other’s health, and know where they are on the map.
Throw in multiple objectives, and spacing between the objectives, it would be more of a loss to send 10+ people to one objective and leave the others vulnerable. Maybe even add in some rear cannons or trebuchets that can knock down zergs fairly quickly to discourage large groups of people traveling together.
Honestly, having a structured keep/castle siege would bring loads of people into the SPvP group. It’s fun in WvW, why not add in a keep siege that rotates teams between defending and attacking?
There are enough stun breakers to handle this in tpvp… usually you don’t spend your time stun locked unless you put yourself in a very bad situation.
Lol, thought I got banned or something, I was scared. I was losing in a tourney anyway -shrug-