they certainly do, let’s all turn them in to the police!
There needs to be an ICD on runes of perplexity, why there hasn’t been a hotfix so far is beyond me.
And fear needs to be counted as an interrupt, because it needs to be able to proc perplexity 6/6, in line with all the other CC’s.
This needs to be hotfixed ASAP.
because if you do want to go burst damage.. ( i prefer sigil of fire)
but else you can go for sigil of force +5% damage
+5% damage is always better compared to +6%critical damage..Still if you do run condition build.. i wouldnt go for +6%condition duration(also Sigil of Malice) .. thats sucks.. there are way better sigils.
That is not the point, the point is, the sigil of bursting is the same as sigil of malice, and sigil of bursting is probably an oversight and is supposed to be something else.
Why bring up sigil of fire, or sigil of force? Why? Just why?
How would you balance it though? With necromancer’s sheer access to conditions (especially terror) it might just blow this confusion out of proportion and nerfs to the runes will ruin a rune that is otherwise alright on other classes.
I think fear is fine the way it is. I would give necromancers confusion in a way that won’t bleed out into other classes.
You can’t and shouldn’t base this around a rune set. The fear is clearly stated as an interrupt on the wiki, and it should indeed be counted as an interrupt, because, well it interrupts! Just because Anet suddenly made a godly rune set, does NOT mean fear shouldn’t be counted as an interrupt, it is however, up to Anet to put an ICD on the runes.
On a side note, I just read a post where a warrior explained he can put up 21 stacks of confusion on a whim. So, you think it might be best not to change fear into a pure interrupt, because there’s suddenly a rune set out there? Just wait till you start to meet these warriors.
Because I’ve been testing this all day, and it is not an interrupt.
Does it prevent people from channeling? Does it prevent a cast spell? Yes it does. I’m not arguing against this specific fact, however it does not pop up with the message “interruption” and this is a bug.
Ya i agree with you DS feels like its taking more damage again. And have they changed Spectral Wall ? because it doesn’t say life force gain on tooltip anymore ?
Since SW was changed it hasn’t mentioned life force gain, so this isn’t new.
Since June 25 patch:
Spectral Wall: Normalized the amount of protection gained to 5 seconds for allies. Replaced the vulnerability with a 1-second fear when enemies try to cross the wall. Added 4% life force gain on hit. Increased the recharge to 45 seconds. Reduced the base duration to 5 seconds and 7.5 seconds while traited with Spectral Attunement.
https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-June-25th-2013/first#post2339673
After that patch i do not see any other patch saying life force gain is removed ? But i think the tooltip is just bugged
What I was referring to was the tooltip, the tooltip didn’t say anything bout life force gain.
This seriously needs to be hotfixed, as it is clearly not what is intended with fear.
I can tell you, it does NOT work with fear. Multiple times I tried to fear the sentry while he was healing, he would run away and not cast the heal, BUT it wouldn’t say “interrupted” and it didn’t count towards my daily interruptions. I tried using spectral grasp instead and that worked. So, in summation, it doesn’t work as a pure interrupt ability.
Oi you stole my bug report!
Shamelessly bumping this post. I really want this to either be clarified or fixed.
This might not be the consensus, but I’ve found a MM leech build to be very effective.
20/0/20/20/0 for extra minion dmg, minion cd reduce and +50% hp, +50% leech effectiveness and minions leeching.
The last 10 points you can use to get death nova, or minons taking condis from you. Soldiers amulet is good, not much dmg but you can survice a lot!
Do you get these new weapon skins, through beating any and all champions? Or how exactly do you get em?
I think with the hotfix to burning devs might finally be seeing the core issue that put necro from subpar to 0 skill face roll. With that said, I feel it is very unlikely that we keep a GM trait that is 50% less effective than adept that many have asked to be removed. So I might be overly optimistic but I see some reverts in our future then hopefully they begin bringing up underused trait lines like they have mentioned before.
That being said, everyone is playing condi necro, but seem to have missed the part where power necros are actually in a good spot when played right. Right now I am playing a sustain LF bruiser that can bunker break just as well as any of the old 30/30/10 power builds. Right now I actually think condi is our subpar option for necro
Could you link the build? I’m very curious as to what you are using.
Watch Nemesis’ videos, he actually explains why the different trait stats are where they are.
Spite power and condition duration is because you need to kill with power, and for your conditions to have longer durations, for example chill and weakness (not bleeds).
Curses is condition dmg and precision, and that is to make sure you can proc bleeds from the minor trait 5.
This is just what I recall from his video. I might be wrong though.
Ya i agree with you DS feels like its taking more damage again. And have they changed Spectral Wall ? because it doesn’t say life force gain on tooltip anymore ?
Since SW was changed it hasn’t mentioned life force gain, so this isn’t new.
In my humble opinion, these are hands down the best runes for a condition necromancer now. Unfortuantely I feel like if I do a video and detailed write up on it, it will only speed the nerf train into these runes.
As far as my testing has shown, it procs 3 confusion for around 9-10 seconds with 100% duration on hit. The base duration seems to be 4.5 or 5 seconds.
The kicker here is the 6 piece bonus. It procs…. FIVE (5) stacks of confusion for the same duration on interrupt, the 6 bonus gives 10 seconds BASE not 5. The 4 bonus gives 4.5 or 5 seconds base and the 6 gives 10. I had several cases last night where I would interrupt a heal and get 8 stacks of confusion on the target for about 5+ seconds.
Compared to our other popular options, it is hands down the best set.
Compare:
Nightmare, necromancer, perplexity, undead
All 4 have the same 1, 3, 5 set bonuses
Undead: 50 toughness, 5% toughness to condition damage (80-90 in rabid)
Nightmare: 10% condition duration, Change to single target fear when hit (90sec ICD)
Necromancer: 20% fear duration, 50 vitality
Perplex: 30% confusion duration, 20% chance to cause 3 confusion (15sec ICD), 5 confusion on interrupt.If you are actively using fear to stop heal…. and you should… you really want perplexity. fear does not interrupt! It stops any heals and whatnot, but for some reason, it does not interrupt as such, and therefore does not proc the 6 perplexity bonus, this is something I’ve tried over and again on sentries in wvw, no other source, don’t know if it works outside or against players, but I haven’t seen it so far
Aside from the above corrections, I think this rune set just might be the best one for us. In a standard 30/20/0/0/20 build with rare veggie pizza, you will have 100% confusion duration, doubling the duration of the perplexity procs. Necros can now dish out every condition in the game with high uptime. Though, we can’t dish out a lot of confusion, neither reliably proc the 6 bonus, but when it does it’s great insofar as my testing is concerned, and fear does indeed not count as an interrupt, I have used spectral grasp in order to interrupt and this works flawlessly.
(edited by Dietzen.6127)
Anyone been able to successfully interrupt using fear?
As a side note, this must be a bug, as fear is intended to be an interrupt.
For instance, checking today’s daily achievements, “Skill Interrupter”, it says the following – “Successfully interrupt a foe’s skills by dazing, causing fear, knocking down, launching, pulling, pushing, or stunning your foe.”
So fear should be an interrupt, however it isn’t. I’ve tried to fear when a wvw sentry heals and it does not count as an interrupt.
(edited by Dietzen.6127)
I don’t know if this is intended, but fear doesn’t interrupt.
Of course it breaks a channel or cast spell, however the interrupt message doesn’t appear when using fear. Is this intended?
Hmm I have just tested it against sentries in wvw, and it does not appear to give the interrupt notification. Indeed the cast does not go through, however it doesn’t appear to act as an interrupt. Can anyone confirm this?
Just wondering, as I haven’t noticed it for a long time, but does fear in fact interrupt?
(I know it should depend on, whether or not it is cast when an enemy is casting a spell). BUT, does it interrupt, if I cast fear when an enemy is currently casting a spell?
staff/scepter
30/20/0/0/20
30 for dhumfire, chill to the grave, and whatever tier 1 u wish
20 for terror, hemophilia
20 for fear when downed, master of fearrune: necromancer’s rune
use koi cake or veggie pizzas and you will have 4 sec fears
30% fear duration from spite tree, 50% from master of terror, 20 % fear duration from necromancer runes, and 40% from veggie pizza = 140% = bad advice…
You can only get 100%, so any excess is just bad. This means that koi cake/veggie pizza is wasted on fears (still works on the other conditions though).
Mark of evasion does not seem to have the increased range, that was given with the recent patch. The graphics does seem to indicate the ae increase, however mobs and players do not activate it untill they are near the very center of the mark.
I have seen several times so far the mark not activating, when mobs are standing within the circle.
Sorry if this has been mentioned, but here’s a bug I’ve just found.
Mark of evasion does not seem to have the increased range, that was given with the recent patch. The graphics does seem to indicate the ae increase, however mobs and players do not activate it untill they are near the very center of the mark.
I have seen several times so far the mark not activating, when mobs are standing within the circle.
I say play it a while and then see how you feel.
We did a big set of improvements to Necro recently, and we want to make sure we don’t over improve their defense capabilities.
We want to shift more focus to death shroud throug main hand skills, but, again, we don’t want to do this too fast, ESPECIALLY with a major Pax tournament right around the corner.
So death shroud gains may not be as high as you would like, but we’ll keep monitoring them and looking at further improvements to make.
Like how you let the last necromancer buffs play a while before nerfi… oh wait yeah you didn’t….
I haven’t really understood this “necro is rubbish” thing. I have played necro since the start of the game and havent had ever any problems which I couldnt have solved in some way. In pvp I actually liked that there were less necros before the patch which buffed us. And usually if I have problems in pvp it is more because I didnt do enough well rather that because my profession is so bad.
My point, my only point in this was, that for 10 months the necromancer community had been untouched, quite literally untouched. Then when buffs finally come around, they are so fast turned around. We are being ping-ponged around, and that is just not acceptable. What I’m trying to get across is, I believe the devs should get their heads out of whatever dark place they are hidden, and only put in content they have thoughtfully monitored. This whole, “hey necromancers you can have this big ol’ pie” —> “oh wait, we’ll take half of it back” —> “and we’ll take a huge dump on the last half” is just not okay. Make up your minds, and then make things go live.
Hey I said it on a podcast too…it’s a bad idea. Look what happened as a result lol. At least the engineer community has been pretty accepting of me now, and in fact I’ve had the most fun playing this game since release! Having avtial blocks, evades, invulns, vigor….omg I’m in heaven! And I can still do everything I could on necro…oh wait minus fear, then again I really haven’t noticed hehe.
I’ve been thinking of making an engineer as well. This whole weird situation of being tossed around like a rag-doll in a buff/nerf room is getting tiresome.
Our damage in a very specific setup, needs nerfing in PvP, pretty much everyone agrees with this.
The only problem is that they won’t nerf only in PvP…
Meanwhile, they only nerf PvP.
There’s no point in having on crit sigils, and on swap sigils. They will continually rule each other out. I’m not sure what your crit % will be in this build, but if it isn’t particularly high, then there’s no point in having on crit sigil. If it’s high, then your on swap sigil will never proc, due to IC. You need to have complimentary sigils, and make sure both sigils on both weapon sets will always work, when they have to.
The crit chance is somewhat low outside of Deathshroud, so the onswap sigils will work. Also, I don’t swap much in this build, and I tend to be aware of the Air Sigil’s proc. Plus, I tend to use the Smoldering SIgils offhand.
Anyhow, you’re not telling me anything I do not know. Most good players know how to juggle those types of sigils effectively.
Most good players know how to juggle….. you’re telling me that in a battle against multiple enemies, you can distinctively spot the air sigil proc, and wait 5 seconds before switching? I’m just pointing out that it doesn’t make sense to have both, and it doesn’t. You can’t be sure you will always get the on-swap to proc, you just can’t. And if you can’t be sure, then it’s just not wise to use.
Am I the only one getting severely tired of getting ping-ponged around, in some crazy Anet scheme?
We’re were really underpowered for 10 months, then finally we get some long deserved love. BUUUUUT of course it was in the form of something that we didn’t ask for, at all. And because of that one simply thing, we are now getting dragged down again.
Now, I didn’t come to the class just because it was buffed, I played the necromancer solely through betas and up till now. In the betas I witnessed the incredible power of the necromancer that the devs are still afraid off, was this in BWE #3 or something? Anyways, when the next beta event came along, we were suddenly very weak.
I remember I asked the devs one important thing, in the beta forums, before the game went offline for betas. “Please don’t forget about the necromancer. Please don’t let the necro become Guild Wars 2’s equivalent to the warlock of WoW”.
And now, I really feel as if this is what has happened. The latest change, dhuumfire to 2 seconds, who is even going to take this now? You can’t control who it is going to go on and it has a very low duration. Even if you could get 100% duration, it will now only last 4 seconds, and still requires a hybrid build, since it is in the spite line.
The above may have been a slight rant, but in summation, why does it seem as if the necromancer has to be sub-par to every other class? Why aren’t the Arena Net devs thoroughly playtesting EVERY new thing they want to put into the game? Why give us buffs, and then take it all away again? It just does not make sense to ping-pong us around, like it doesn’t even matter to the necromancer community.
FYI I’m not saying we haven’t gotten some nice things in the process. But in comparison to buffs vs nerfs, I’d vote we have gotten the very short end of the stick.
Alright, here’s a new variation of one of my Hybrid builds:
Lictor
30/20/0/20/0
V, VIII, XI, IV, IX, III, VIII
6 Runes of the Elementalist
Carrion Amulet <- Berserker’s Jewel
Scepter (Sigil of Air) Dagger (Sigil of Geomancy/Smoldering)
Axe/Dagger (Sigil of Air) Focus (Sigil of Geomancy/Smoldering)
Consume Conditions, Well of Suffering/Spectral Wall, Well of Corruption, Corrupt Boon/Spectral Walk, Lich/Plague FormtPvP tested. Best used in an Assault team. Strongly aided by Thieves, namely Venom Share Thieves, and Shatter Mesmers. Weak against Meditation Guardians.
There’s no point in having on crit sigils, and on swap sigils. They will continually rule each other out. I’m not sure what your crit % will be in this build, but if it isn’t particularly high, then there’s no point in having on crit sigil. If it’s high, then your on swap sigil will never proc, due to IC. You need to have complimentary sigils, and make sure both sigils on both weapon sets will always work, when they have to.
Apart from quitting
Any and all advice is much appreciated
Hello folks, I’m hoping there are some like minded spirits out there.
I’ve been trying to figure out, which build to go for in the last couple of days.
I simply can’t choose which spec to go for. I solo roam in wvw. Only solo roam, and only do wvw. To adapt to thieves I have started to run spectral walk for juking, and flesh wurm to get out of harms way.
In short I like the hybrid style game play.
But to make it more complex, I like both high crits, I like high condi damage numbers, and I like to be sturdy… hehe yeah I know, I want it all, just like Queen.
I’ve been running rampager (? power, precision, condi dmg) with celestial amulet and ascended beserker ring (just 1) the others are also rampager. I run superior runes of the afflicted (the one that does a death nova when downed).
Another aspect where I also find myself troubled is in choosing weapons.
I like the axe #2 dmg and axe #3 for ae cripple and boon strip. But I hate axe 1. I especially hate axe when fighting thieves, because they always seem to go into stealth, right before I press my ability, making it go on CD and not hitting.
I also like dagger for big damage, immobilize and life steal. But I hate the range.
Love the scepter and everything about it.
Also love the staff, especially after the patch, with increased radius. I like that I can cast marks on the ground and set up for a thief ambush.
So as can be seen, I’m very much in a state of WTF should I do. As I like most weapons, I like every off-hand as well. But I just can’t seem to find the right fit for me. I like to have one condi weapon and one physical dmg weapon. But it’s not an absolute must.
The most fitting I got to was a 30/20/0/0/20 build with scepter/dagger and axe/focus, with terror and burn dmg.
But after the recent patch, I find myself being utterly destroyed by thieves. Just yesterday got one to under 2% hp, only to see him go into stealth and be at 90%+ hp when he came out of it, to subsequently destroy me (I was just so happy… not).
So, in summation, are there any hybrid www solo roamers out there that have found some magic mix, and would like to share their build?
well you guys don’t know my PvP hybrid yet… but it will be able to put people into the ground a little bit better then the old conditionmancer fear build, and be a little less survivable… even with my Terror modification.
Don’t keep us in suspense! Share the knowledge
Oh ffs, stop it already!
OMG OMG spectral wall can fear now, OP!
We can’t burst like this! So kitten with the kittening.
These builds are super effective. New meta.
Btw Xom do you have a necro school?
Xom’s Necro University… get a doctorate in necronomics.
Hahahahahahahahaha – this post keeps giving me a big ol’ smile
I don’t think I’ve ever seen so much self-inflicting bashing, than the necro class forums.
We got a buff, some think it’s a bit over the top, some think it’s just fine. But I don’t think I’ve ever seen, in any game, this degree of calling oneself out. Usually when a class get’s a buff, it’s every other class, coming to yell and cry cause they haven’t figured out a way to beat the new buffs. But not the necros, they take it upon themselves
But in all honesty, what’s so terrifyingly wrong with necro’s being able to burst? Look at the following two videos, it really struck me that elementalists can do the exact same thing, but have more mobility and other nifty tricks. Now, this is not a “oh those guys are op so neither are we” post. But just look and come back to this post:
Scepter/dagger burst spec – destroys a heavy golem in 1 second.
http://www.youtube.com/watch?v=Ex7Bt8faeBQ&list=FLY_n2BrpR0VIFd9p81hkNfw&index=2
Even with the new buffs, ele vs necro – ele’s win 2-1
http://www.youtube.com/watch?v=MnLmQS1c-Wo&list=FLY_n2BrpR0VIFd9p81hkNfw&index=1
So isn’t it time we stop this self inflicted mutilation, enjoy the buffs, and let A-net decide if they are in line, or needs a little adjustment. Why on earth keep going on about how we want to be nerfed.
I for one, actually enjoy my necromancer now. I solo-roam in wvw, and if a thief jumps me, I actually have a living chance now. Same as against other classes.
Anywho, if you agree with me that’s cool, if not that’s cool too. But for the love of everything that is unholy, stop trying to nerf our own class! Leave it to A-net and other’s who haven’t figured out a way to handle our new ways.
Cya – I’m going on a holliday to turkey
Is the 30/30/10 copyrighted or something, were do i have to apply for permission to use this build?
You forgot to say that there all “super effective post patch” and the new “meta”.
Noone has managed to top my build yet though;
The Asciis Amazing All-Inclusive ARAM build:
30/30/30/30/30
That build seems good, can you pick every trait as well?
Lol is this about TheMightyAltroll? XD also, it’s Super*
Also2, you’re the doody awesome original build macker evar. #subbed
Yes it is :P
I can’t believe people still whine about thieves; just take some toughness.
For those who don’t see what the OP is talking about it is the AOE condition spam that is clearly too much with the necro right now. I don’t think any profession can sufficiently keep up with cleansing against a good necro. People are saying “oh what about HGH engie”; it has already been nerfed! Elixer S and R are basically useless now! I don’t know why anyone would play anything but a necromancer if they want to spec into condition damage which isn’t indicative of balance.
The only new condi necro’s got, was tainted shackles on a 40 second CD. How has this been a crazy increase in condition spam? Burn is single target, not aoe.
Before the patch, lots of other classes could spam condi’s more reliably than necro. Now, at least 1v1, you can spam condi’s a lot better. But AOE only tainted shackles has changed the meta.
With the new patch I use the following.
Full knights armor, with ruby orbs. Cavalier amulet and accessory, knights rings, all with exquisite emerald jewels.
30/20/0/0/20
Focused talisman, axe training and dhuumfire.
Weakening shroud, terror
Spectral mastery or path of midnight (but it’s bugged and doesn’t affect DS#5 atm) and master of terror.
Consume conditions, spectral wall, spectral walk, locust signet, and plague.
Terror dmg is just there for added dmg, however, note with the changes to DS fear, if you’re within 600 range you fear for over 2 seconds (due to 30 spite and master of terror) which does nice dmg (a possible of 3 ticks)!
I’ve tried it out and so far I’m in love with this, and since wall also fears and does dmg, there’s both defense and offense.
Even defeated a burst thief thanks to spectral wall, since I could hide behind it!
Anyways, try it and you’ll see what I mean
Could you post a screenshot with that dmg in wvw/pve plz? I’ve hit 3-4k with it above 50% life force before but 7k seems so high. Would be awesome if it really does though
Doesn’t matter anymore if it’s above 50% lifeforce. It now does full damage when you’re within 600 range, and from 600-1200 you do, what equates to the old low damage (but buffed by 43%)
That thief probably jumped so many players in WvW, ganking them before they had a chance to do much of anything, because most players aren’t real aware of thief mechanics without having one, and in all that time he probably never once thought of his own profession as OP. But lose one time to a Necro and they become outraged.
Gonna take a lot more time to figure out where we stand, but I’m sure on one thing. We are much closer to balanced now than prior to the patch.
That’s the ting about it, you hit it right on the nail. If you go to thief forums and call them OP, you’ll be barraged by a plethora of players claiming the non-op-ness of thieves. But get beat by anyone else, and they are OP. If someone manages to actually survive the braindead crit backstab builds, then they must surely be OP! Bah, I hate that mentality.
I’ve played necro since beta, and I can without a doubt say, we were lacking before the patch! We really had to make up for it. I could find two utilities that I would like to use, and the third was always kinda meh, cause lots of our utilities were bad. Now at least, I have a couple that I would like to use.
We’re on the level with other proff’s now, and they just have to learn that necro’s are no longer cannonfodder. They actually have to do other things than smash two buttons to kill us.
So no, I don’t believe we’re OP now, we’re just equal to some of the other proffs.
ok noob question: how did he chat with you if he was from another server and couldn’t see your name?
Target them and do /invite if they accept, you’re in a group and can now chat freely.
I’d say we’re more in line now, with the other classes.
Before the patch, if a critburst thief jumped me, I had no chance of living through it. At least now, I do I don’t know if it’s just because I play a necro, but I do feel like we needed a make over, and we got a just reward. We’ve suffered through months of poverty, we deserve to be kings for awhile
Also:
- All elite player transforms (racial and profession) now have a 1-second cooldown on leaving them. This was done to prevent unintentionally leaving through double-clicking.
So glad! Too often I would spaz-click F1 and just flash in/out of DS unintentionally.
NOooooo!! As a powermancer I constantly flashed in DS to drop enfeebling blood, gain fury and start striking with my daggers. Oh well, not complaining just have to adapt. I am drooling over WoP, now a stun breaker and a 1 sec stability! I’m liking the changes overall. Thank you Anet
You can still DS flash, it only affects elite transforms, also says so in the change
All elite player transforms (racial and profession) now have a 1-second cooldown on leaving them. This was done to prevent unintentionally leaving through double-clicking.
One thing I’m wondering is, does the shackle burst and immobilize, if they move farther than 600 away from you? If it ends? If it is cleansed?
Stupid question, but from my 2 hours in wvw, I saw it immobilize sometimes and a few times I saw it go for the full duration.
It’s not mentioned on the notes, but Dark Path has 1200 range now.
It’s not that amazing but it’s something!
I didn’t notice that, excellent! And with life blast also on a 1200 range, we’re starting to be quite nice!
With the new patch I use the following.
Full knights armor, with ruby orbs. Cavalier amulet and accessory, knights rings, all with exquisite emerald jewels.
30/20/0/0/20
Focused talisman, axe training and dhuumfire.
Weakening shroud, terror
Spectral mastery or path of midnight (but it’s bugged and doesn’t affect DS#5 atm) and master of terror.
Consume conditions, spectral wall, spectral walk, locust signet, and plague.
Terror dmg is just there for added dmg, however, note with the changes to DS fear, if you’re within 600 range you fear for over 2 seconds (due to 30 spite and master of terror) which does nice dmg (a possible of 3 ticks)!
I’ve tried it out and so far I’m in love with this, and since wall also fears and does dmg, there’s both defense and offense.
Even defeated a burst thief thanks to spectral wall, since I could hide behind it!
Anyways, try it and you’ll see what I mean