Showing Posts For Dariroch.6482:
Yeah, being a person who tends do more small scale fights it is craptacular when you kill 3-5 people and then get chased away by a zerg of 20 leaving all you’re loot behind.
Can we please just have them sent to the Black Lion TP merchant collector thingy so we dont lose badges or die in combat trying to loot?
That is all!
If I had it my way I would make story mode bosses net like 50s-1g a piece, but no tokens. Keep explorable the way it is.
Lol Dread you win.
If there would be one thing Anet could give me for Wintersday would be the ability to see cooldowns and conditions in DS.
Seriously Anet I swear I’ve been a good little Necromancer this year. : )
I almost think you’re going to have too much vulnerability. I also agree with people here if you’re going to go axe with Vuln stacking and well of suffering you should be going dagger.(which you can do easily with this build).
This build is pretty solid for wvw as well because of the ability to solo/small scale with D/W and A/F or switch to Staff for zerg surfing.(switching the DS vuln trait for Faster cooldowns on staff is also a good trait if you find yourself using staff more).
I’ve been taking a lot of flack lately from people saying power specs are weak, and I can’t go back to relying on epidemic after well spiking people. BiP→WoS→dagger 3 → dagger 1→wh 4 daze and DS 3 for interupts on heals.
I realize that Deathshroud is a special skill and all but why can we not see our cooldown timers for our normal utilities? There is many times where I use DS to buy time until my heal comes up. I fail to understand why we cant even view our normal weapon / utility skills while in DS.
Is there a reason why it is like this or is it to make DS more difficult to use?
Condition damage = PVP
Direct damage = PVEThis seems to be how the devs are intending it.
If anything condition damage is worse for PvP for two reasons:
1. Everyone is constantly spamming condition removal.
2. Burst damage is king, you’re over there trying to stack bleeds meanwhile warrior is literally one-shotting people with killshot from 1400 range or thief is exploiting culling to backstab/pistolwhip people to death in 2 – 3 seconds before they can even be targeted.
At least in PvE mobs don’t (usually) cleanse and during dungeons they have enough HP to let you stack up before they die.
They can spam condi removal all they want. Necros dish out all condi with staff, sceptor + off hand dagger build. They can try to remove the conditions but sceptor auto attack loads them up and using epidemic you can transfer one person’s conditions to everyone every 15 ish second? staff condition is all aoe for slot 2 3 4 5 and sceptor + off hand dagger condition is slot 2 and 5 is aoe. gg
Then why aren’t Necromancers dominating high level spvp?
Most necromancers dont play their strengths. A necro paired with a guardian at a point is amazing.
I can do 3 complete condition removals on myself + all allies in the area. I can grant 12 seconds of protection on all allies, regen on all allies, convert allies conditions into boons, rez 3 downed allies while i channel the move that does that while moving which is the best rez in the game, i cause all enemies incoming hits to hit 50% less for all non-critical hits by casting enfeeble blood which lasts for 10 seconds and I can recast every 10 seconds…. Necromancers are for sure in high level pvp, they are in free tpvp and paid tpvp for sure.
I don’t know how it is on your server but the smart teams have a necro because of all the utility we have.
Support Necro yes, condition damage Necro, no… which was the whole basis of this thread. Condition Damage.
Support necro is the same thing as condi necro….
I am support necro for my utilities, slots 6 7 8 9, slot 4 on staff. i am max condi damage and i still provide support. u just gotta know how to trait it, what runes to use. you’re a thief and i see you post about thieves all the time. please don’t tell me what a necro is good for. i win ia lot of paid tournaments and free tpvp with my friends.If you’re running utilities in your 7,8,9 slot then you don’t have epidemic. The scepter AOE’s are alright but they are so incredibly easy to avoid and difficult to land. Scepter #1 conditions might kill someone eventually but in the time it takes you to apply 1 set(2 bleed 1 poison) on my thief I’ll have done 3k+ in auto-attack damage myself. I’ll not only have out damaged you(3k vs 2.2k) but I’ll have done it faster(2s vs 7 1/2s). Not only that but again sticking with my thief, any conditions you apply are gone when I hit 75%(trait), then again when I use heal, and if I’m rolling the precision signet that’s another condition gone. Every 45s I can completely remove conditions twice and remove a single condition as well.
Don’t get me wrong, necromancers can do alright, BUT that doesn’t change that condition damage is underpowered compared to direct damage. Condition damage should be doing more overall damage than direct damage because it takes time to do the damage and it can be removed, but it doesn’t. This comes down to crit and crit damage scaling differently. They either need to make condition duration more abundant and remove the cap if there is one or remove crit damage from main gear stats and relegate it to sigils like duration.
I agree with this post. Until they allow conditions to crit they will continue to be less effective than power specs.
Bleed cap in pve needs to go.
Conditions need to be able to crit. This alone would make necros rangers and other bleed specs way more viable.
Can we please reduce the amount of npc mobs in wvw? I would love to have a 1v1 1 v 2 fight without having a random wolf/ leopard/ Warg and or any other agro mob join in. Trying to fight a thief is next to impossible because he will stealth mid attack and its almost guaranteed that you’re going to hit a npc.
Please localize these mobs or make all mobs neutral and further away from main pathways.
The current ability to remove conditions is not even closed balanced versus the ability to apply them.
The other pitfall of the Necromancer class is the lack of ability to effectively remove boons versus the ability to generate them.
This is fundamentally why the Necromancer class is broken. If they balanced boon/condition removal with application of conditions/boons the necromancer would be class I think it was designed to be.
I personally think that condition removal needs to be 1/2 aseffective as it currently is to be even semi close to being balanced. Having a necro get 16 bleeds+ on someone to have it wiped out in 1 second by a passive ability on a singet is absolutely game breaking for a class that depends on conditions to do a reliable amount of damage.
Idea 1. pvp farmable bots.
1. report bot.
2. have reported bot answer a automated randomly generated question/indentity confimation to make sure it is a bot.
3. if no reply or incorrect reply 3 times in a row flag person permanently with pvp status until question is answered properly.
4. If question is not answered before 3 pvp deaths ban the bot account. ( account wide)
Even if the bots are worth zero xp/ coin I guarantee people would be happy to farm them to remove them from the game.
Idea 2. The penalty box.
1. report bot.
2. have reported bot answer a automated randomly generated question/indentity confimation to make sure it is a bot.
3. if no reply or incorrect reply 3 times in a row teleport the bot to a location with zero mobs to farm and no way to leave unless identity is confimed.
4. 5 minutes in penalty box = ban
Idea 3. Smitten by the killer kitten! : D
1. report bot to local Kitten Sheriff NPC nearest to the botters.
2. Have the Kitten sheriff interogate said bot
3. if bot can not prove it is a real person by interacting with the Sheriff, he/she will have the authority to take justice into his own hands. : )
4. If The sheriff was made as a kitten(not a swear world and actual kitten) npc i think it would be completely suitable.
5. Laugh histerically when the said bot was dispatched by an innocent kitten in a gruesome death. Upon Kitten death the bot would be sent to the penalty box for 5 minutes and then be dealt with same as idea 2.
These are just a few of the ideas i’ve been dreaming up for bots. If people have other idea’s I’d be happy to hear them here.
If you are skilled and know enough about the classes you’re fighting to find a suitable counter to it in your weapon sets/ trait skills mid match I think you should be able to adjust to fix it. However I don’t think you should be allowed to change trait “lines” mid match. Once you’ve picked your 30/30/10/0/0 it should be set in stone until you’re back in the mists.
If you have a weapon in your pack that would be better to use than a sub optimal one as long as you’re out of combat it should be fair game.
I wish we have any finisher outside of the staff on our weapons.
Having to rely on an immobile pet for one and bone minions that die to aoe so fast is extremely hard and unreliable.
It would be nice to have at least on finisher in Death shroud as well.
(edited by Dariroch.6482)
You can compare autoattack DPS of Necromancer weapons and minion DPS here https://forum-en.gw2archive.eu/forum/professions/necromancer/Autoattack-DPS-and-cast-times/first#post259776
Basically:
Dagger > Staff > Axe for power damage
Scepter > Staff for condition damage
Axe > Dagger > Staff > Scepter for Life Force generation
Staff > all for AoE damageIts important to know that minion damage (and stats overall) is independent from your characters stats. So you can choose what weapon you want to use with your minions.
For single target burst axe is far better than staff but for aoe you are totally right. If i was going scepter/dagger I would be going axe/focus for the venerability that axe 1 focus 4 and the life saving chill that focus 5 has. if you’re desperate for swiftness spectral walk can be a life saver.
You will not generate more life force with axe 2 skill than you will with dagger 1 ever.
As far as weapon choices imo if you are zerg surfing in wvw staff is the way to go,. although if it comes to a 1 v 1 I wouldnt have anything but dagger/warhorn axe/focus for my weapon choices.
Do you enjoy him?
If yes keep playing him. They will fix the numerous bugs eventually. Re-rolling a fotm class might be good in the short term but the OP classes are going to get weaker proportionally to the Necro over time.
If yes, I hear Mesmers are fun.
GL HF
I find it sad that people are so focused on the min/maxing thing that they think scepter is the only weapon for necro’s. I haven’t even had a scepter in my inventory for the last month.
For my play style scepter sucks. With the amount of condition removal that exists why would you kitten 2-3 other weapon slots to give one a chance to do some damage with scepter. Even if you go scepter/dagger speccing for more condition damage not only kittens your other weapon(s) because they’re going to be power based, not to mention all of your attacks in death shroud are power based.
Until they make condition damage the same as power I wont be worrying about anything condition based in my specs.
I currently run dagger/war horn, axe/ focus and staff when need be. 30 0 0 20 20
I think if people focused on what cc and abilites will keep them alive longer there will be a lot less qq on these forums about how imbalanced x class is over the necro.
I like this change, might is always good and for the few books we do get this will help a lot.
People need to realize there are other weapons than scepter. And this change effects every other weapon positively.
I second the transit pass!
Great Idea!
Nice Video(s). By the way, you speak and write English better than 90% of people who have it as their first language.
I just finished watching all the videos. I really like how you put the strengths of each build in perspective to the weaknesses. I.E. burst vs sustained.
I also found your hybrid spec interesting. The way you justified how to spend your trait points and make up your deficits through armor was quite brilliant. It made me rethink how i play my Necromancer currently in Spvp( Dagger/focus Staff) and how little synergy my build has.
I think i will by trying a build similar to your Hybrid for spvp tomorrow and I am kind of excited.
The biggest problem that I have had with my Necro is deciding on what way is best to go Power or Conditions. I think the blend of pressure and direct dps is way the necro needs to do damage. Having to rely too much one way or the other debilitates the other and decreases the flexibility of the class.
Thanks for opening my eyes and encouraging me to think more rationally.
AoE should trigger dectection. If you bleed on the floor people should see it.
Does anyone else not find this to be somewhat overpowered? Nothing like dpsing a bunker for 1 full minute to see a thief arrive and rez with no consequences?
Is there a reasonable way to stop this from happening?
stop this qq please, is ridicolous . Necro class isnt broken
in Necromancer
Posted by: Dariroch.6482
As much as i like playing a condition build. I have far more success with power builds. but my playstyle is probably a little un orthadox.
To be honest all i want fixed now is to either let us spike AND rez in DS and i would be beyond happy.
There is nothing more infuriating than having a theif stealth right in front of you to rez the guardian you spent 1 full minute dpsing with NO consequences.
Rework Death Shroud the mechanic is to hard to balance around
in Necromancer
Posted by: Dariroch.6482
I would be happy if DS damage was based off of the highest damage stat we have. Ie power if power spec, cond damage is cond spec.
Also having one DS skill give us swiftness would be a godsend.