Showing Posts For Drachshyish.2319:
Love that face:P
Been toying with the idea of a power build… Might try something like yours when I get the energy to farm the equipment.
From my experience with a hybrid build though, the dmg output is not very good, and that is what I am looking for when going for da Powah!
Still kinda feel that necros need cleave with axe 1 and 2 and an increase to damage for it to be as good as what others can bring.
Guardians got some pretty good escape mechanics… Teleport, some leaps… Wall of “in your face you is not getting through”… All works.
Talentless… I would recommend you really play other classes. Then you will see that necro is pretty underpowered or just not “built right”… By that I mean the trait lines are quite messy and require you to spend points in places that really gives no benefit to what you want to be better at just for one trait which will aid you.
I do pretty well with necro myself as a Conditionmancer, and Hybridmancer, and Terrormancer… Brings the pain in sPvP, PvE is no issue except dungeons with the kitten bleed cap, kinda mediocre tools for WvW though. Just that with the effort put into playing a necro well, I see that other classes can get an equal or better result with much less effort… And I think that that is not quite right.
These are just my experiences and opinions… I manage pretty well with a necro, I score top player in sPvP all the time… And I kill other players in 1v1s on a regular basis… But still I feel outshined by the tools other classes have available and the sheer hurt most of them can bring.
And note, I only talked about 1 weapon each for the necro and warrior in above post… A warrior can bring even more CC with maces and shields if they are so inclined. Whereas the necro is limited to Cripples, a Chill and one very hard to land immob.
Pretty much i’d say that Necro has few skills that are good without being traited or specced for.
DS without having traits that make it better is practically just another health bar with some pretty useless skills, Lifeblast is a joke if you do not play a powermancer(which suck kitten compared to e-v-e-r-y other class’ power-crit builds in dmg output), Doom is a hit and miss skill which more often that not simply fails(now if it was a wave like underwater it would be very nice), the teleport and chill skill is pretty bad IMO and should be instant cast to be effective, the mass life force drain skill is nice, especially if you have alot of power and crit… So in conclusion DS is good if you have traited to improve it and run a power-crit build – and powermancers are not even half as good as any other class at dmg dealing.
To make DS a little better baseline, give it Condition immunity and take away 2 and 3 on land and replace them with 2 and 3 underwater and have it stay the same in both areas.
Spectral skills have to long cooldowns… And to boot they are utility skills, slots which often needs to be filled with other skills like Blood is Power and Epidemic.
Fear skills… When traited and really geared for these are not terrible even if DS Doom misses more than it hits and has a CD that is just terrible. Compared with what other classes bring to the table in the form of stuns, immobilizes, knockdowns, knockbacks and yes even Fears, the necromancers just arent that awesome.
If ANet worries that Necros having longer duration fears would make it just plain annoying to face us!? Compare to a hammer warrior with traited to boost physical skills… Let me compare…
A good Terrormancer can have 6 Fears, two of requires you to be downed, one which requires you to be stunned or some such, one which requires the target to have Stability active, one in DS and one on staff 5.
The ones that are readily available, ie DS and staff, have very long cooldowns and short durations and are very hit and miss. The other one we can control somewhat when it is applied is Corrupt Boon on someone with Stability, not very reliable that. The other ones generally have something bad happen to us first and does not even let us escape that bad thing. With the right gear and traits we can double the duration of our Fears and make them bring the pain… All in all 4 traits and at least 2 runes worth 3g+ each and food worth almost 5s every 30 minutes.
Hammer Warrior with decent gear and no special runes with two traits to boost effectiveness in the areas to focus on – Hammer Mastery and Physical Mastery(?, the number 11 on Strength I think). 1 AOE Stun, 2 Knockbacks(1 AOE), 2 Knockdowns(1 AOE), 1 Immobilize and 1 ranged AOE Cripple. Utility skills being Bull Rush, Bola and Stomp… The utility skills can hit for 1k-2k each, Hammer skills at least as much and alot more, and if even one of all these skills land you are in deep doo-doo if you do not have your escape skills ready… Not to mention that the Utility skills are already traited for 20% less cooldown and 20% more dmg, the Hammer skills are also traited for 20% less cooldown and 25% more dmg against debilitated targets(what that means I am not entirely sure about)…
What would you consider most annoying to face? A necro with 2 readily available Fears that last for 1-2 secs and a few others of 1-4 secs duration under special circumstances or a warrior with 7 skills that are all readily available and all are designed to kitten up your day completely.
Terrormancers are good, they are just not great… Just as with everything else it seems that other classes can once again bring better weapons to the table than the necro in every area(except bleeds maybe, but that is still a gimped thing for PvE purposes)… Control, burst, conditions, mobility, protection, boons, healing… Only conditions do necros really rival other classes, whereas most other classes can choose which area they want to rock, and most can still be good in other areas while rocking their main thing a thing which is very hard for a necro.
I’d say that necros have average survivability. And given most likely skill loadout even terrible survivability.
My Conditionmancer loadout does not allow me many slots for escape skills, not that necro has em anyway. If I get caught i’m dead since I cant run away, and that is despite being able to take a beating before going down – it is just a matter of how long can I take that beating and how far away is help.
Necros cant run away, its a simple truth. With a more common skill loadout of skills that are needed to contribute and bring the hurt our mobility is utterly nonexistent.
Yesterday my group of 5 was running away from a zerg in WvW. When we detected the zerg it was basically “on the horizon”, we ran and they gave chase. A minute or so later I had three thieves doing Heartseeker on my kitten several warrior and rangers taking potshots while my group was nowhere in sight… And I had 10% movement increase from offhand dagger and 25% increase from Locust and I could still not get away.
What was in my group, 2 guardians, a warrior and a mesmer.
No matter that we got one of the best heals in the game, extended Stability in Plague and Lich and a kittenload more health as well, and even more health in DS… All that means jackkitten when you get Crippled, Chilled and hacked apart by high dmg dealing classes.
Hell, even when I was about to enter a Tower and what was to be about 20 steps for my character turned out to complete death. DS gone fast when hit by Cripple, Chill and knockbacks – into Plague and still Crippled and Chilled 40k+ health gone in a few seconds… 20 steps and 60k+ health and Stability was not enough to do it thanks to the amount of CC and sheer dmg that was thrown at me.
And this is due to many necessary skills for survivability is not readily available to necros… If we have them they are either Utility skills that we do not have the luxury to have on our loadout or they need to be traited for.
Why not have one be able to choose an armor piece or weapon at the end of a dungeon instead of those lousy tokens?
Having to repeat the same dungeon 20 times to get a full armor set is just so boring IMO. The first 3 or 4 times it can be fun, maybe a few more times if you have a fun group, but eventually it feels just like work… Doing the same thing over and over and over again just to kit out your char so you can go some WvW instead.
And its even worse if you are doing that same dungeon over and over again because you want the armor skin and not the stats on that armor.
// And as a sidenote… Why does one get so little coin in this game? Was it not a goal of this game to make it so that players do not have to farm stuff but to be able to focus on the aspect of the game they find fun?
Now I feel forced to farm gold to get useful and less useful items, the latter being tier 3 cultural light armor for Charr given that every other armor looks kinda wrong on them and that goes double for leggings. Makes my Charr look like he is wearing a miniskirt instead of a robe… The only one that looks passable has a flaming tail, which does look wrong if worn on its own.
CoF armor on a Charr ele would be epic… Flame Shamany stuff ya know. But other than that I think CoF is very overrated for looks, and I think most wear it just because CoF is the easiest and fastest dungeon out there.
And why oh why does Cultural Armor have to cost a kitten friggin fortune? As a person who does not like farming this game feels more and more like an asian grind game. First do the same eventually boring dungeon over and over again 20 times then farm a tonne of gold to get a the cultural set because everything else looks crappy on Charr. For that gold I can get several exotics to that have useful stats on em instead.
Shove an armor piece or weapon usable by your class into that end reward instead of those tokens that you need 2000 of.
Lich is kinda silly… The projectile flies so low it doesnt hit anything up on walls or on the ground from walls, so slow one can outrun it. Same goes for staff, other than it can actually hit stuff, if they stand still.
And Lich 1 hits less than my warrior GS 1 do even with a necro power build.
Lich looks cool, but is kinda “meh, why bother”. Elite skills are supposed to be elite, ie possibly turning a defeat into a win. Most elite skills are kinda kittenty. Some of the best gotta be Thieves Guild and Supply Crate, those can actually turn a hairy battle into a win. Plague is a good Elite though, at least for WvW zerg battles.
Something wierd happened with that post… wth… it should not look like that..
Yep.. I tend to agree with Avigrus here.
Yep.. I tend to agree with Avigrus here.Even with the right gear and a +10-20% dmg increase from a trait Ghastly Claws do a mediocre amount of damage compared to what every other class can put out in a burst specc, even with all the stacks of vulnerability. The fact that it hits only one target makes it even worse.
Yep.. I tend to agree with Avigrus here.Even with the right gear and a +10-20% dmg increase from a trait Ghastly Claws do a mediocre amount of damage compared to what every other class can put out in a burst specc, even with all the stacks of vulnerability. The fact that it hits only one target makes it even worse.IMO the axe dmg should get a flat 20% increase in dmg and 1 & 2 should cleave… And then maybe put a +10% dmg and reduced CDs in Adept as well… Maybe then it would have an acceptable amount of dmg.
Especially considering what uber traits warriors get to boost dmg…
Master lvl trait: GS and Spear crits grant a stack of Might and 20% reduced CD on skills.
Master lvl trait: GS and Spears do +10% damage. (Remember these cleave and do a kittenload of more dmg than axe currently does even without this trait.)
Master lvl trait: Hammer skills do +25% dmg vs debilitated targets(what that means I have no idea even after playing a hammer warrior) and 20% reduced CD on skills.
And a kittenload of other useful traits for whatever weapon they can imagine using.
Yep.. I tend to agree with Avigrus here.Even with the right gear and a +10-20% dmg increase from a trait Ghastly Claws do a mediocre amount of damage compared to what every other class can put out in a burst specc, even with all the stacks of vulnerability. The fact that it hits only one target makes it even worse.IMO the axe dmg should get a flat 20% increase in dmg and 1 & 2 should cleave… And then maybe put a +10% dmg and reduced CDs in Adept as well… Maybe then it would have an acceptable amount of dmg.
Especially considering what uber traits warriors get to boost dmg…
Master lvl trait: GS and Spear crits grant a stack of Might and 20% reduced CD on skills.
Master lvl trait: GS and Spears do +10% damage. (Remember these cleave and do a kittenload of more dmg than axe currently does even without this trait.)
Master lvl trait: Hammer skills do +25% dmg vs debilitated targets(what that means I have no idea even after playing a hammer warrior) and 20% reduced CD on skills.
And a kittenload of other useful traits for whatever weapon they can imagine using.And 600 range might as well be 130 like other CC weapons… Because 600 is such a short distance anyway that mobs and players can close it without problem. And axe is a pretty kitten useless weapon for WvW with that range anyway.
Yep.. I tend to agree with Avigrus here.Even with the right gear and a +10-20% dmg increase from a trait Ghastly Claws do a mediocre amount of damage compared to what every other class can put out in a burst specc, even with all the stacks of vulnerability. The fact that it hits only one target makes it even worse.IMO the axe dmg should get a flat 20% increase in dmg and 1 & 2 should cleave… And then maybe put a +10% dmg and reduced CDs in Adept as well… Maybe then it would have an acceptable amount of dmg.
Especially considering what uber traits warriors get to boost dmg…
Master lvl trait: GS and Spear crits grant a stack of Might and 20% reduced CD on skills.
Master lvl trait: GS and Spears do +10% damage. (Remember these cleave and do a kittenload of more dmg than axe currently does even without this trait.)
Master lvl trait: Hammer skills do +25% dmg vs debilitated targets(what that means I have no idea even after playing a hammer warrior) and 20% reduced CD on skills.
And a kittenload of other useful traits for whatever weapon they can imagine using.And 600 range might as well be 130 like other CC weapons… Because 600 is such a short distance anyway that mobs and players can close it without problem. And axe is a pretty kitten useless weapon for WvW with that range anyway.Personally I also thing the range on scepter should increase to 1200… 130 and 1200+ are really the only ranges that matter. 900 is borderline useful, and pretty much useless in a siege.
And its all probably pretty kitten random… So working for five days and spending a very rare currency and most likely ending up with a lvl 80 rare worth 30s is probably not worth it.
Another day or so and we can see what is what. Tomorrow is the first day anyone can buy one of those packs after all methinks… Especially if completing januaris monthly late does not give the laurels which I do believe it does not.
Sylvari… even if my Charr necro would probably give me some nasty disease for saying it. Do not go Charr btw, endgame light armors look like crap on them, except for Flame Legion armor that is, which is not very suitable for a necro anyway.
4.5 k with 50% crit and 60% bonus crit dmg… You call that fine!? If it was double that dmg, then sure it would be fine.
Especially if that warrior wasnt a tank build.
If you hit my warrior with that low amount dmg i’d laugh at you before killing you in 3 hits given that he crits for 2.6k(hitting glasscannons its more like 4k) on his autoattack and is not a glasscannon build. And that is if you even get a chance to do anything between being knocked down, immobilized and knocked back.
The range on Axe also needs to be thoroughly checked… Either make it melee or increase the range. Dagger 1 should also possibly be a 600 range.
(Should increase range on Scepter/off-hand dagger to 1200 as well so one could get some use out of it during sieges in WvW.)
Axe is.. lackluster. Give it cleave ability and increase dmg by 20-30% and we would be talking somewhat useful… and the 600 range is completely le sigh.
Even with 25 stacks of Vulnerability, given some assist with placing them, and a few stacks of might Ghastly Claws do mediocre dmg not even totalling half(more like a third) of what my warrior can do with Hundred Blades and hit multiple targets.
Thing is, to clear trash mobs we shouldnt have to resort to popping several of our kinda long CD utility skills. Removing three “melee” trashmobs should be the press of 2-3 buttons or so. Especially since one has to do it several hundred times to go from point A to point B.
Axe skills need cleave, or pierce.. or “hits up to two additional targets within 120/240(my mind is a bit fuzzy at how large those areas are atm)” or some such. And improved dmg… If Ghastly Claws was buffed, then I wonder by what fraction of a percent cause it is still rubbish.
Power necros are unviable… And if I have a choice when bringing someone to a dungeon and that someone says he/she plays a power necro i’d laugh and kick em from party and then bring any other class instead. Because no matter how good they are as players, they cant even approach the dmg output of a warrior, thief, guardian, mesmer, ele or what have you… As an added bonus you get more group utility out of the rest as well.
And that is not how it should be IMO.
Yeh… NPC necro are generally more of a threat than oneself is… I mean, check out the necro mobs in TA, AC or Orr. Dangerous stuff right there.
If its not strictly for SPvP, go for another class. Basically every other class has a better output for Power crit builds than necro.
Give necros a Scythe or Greataxe… or why not both, and buff normal axe to. There is currently no such thing as a viable direct dmg necro build. At least not comparable to any other class.
And conditions take time to apply, and has a cap in dungeons… And scepter is to shortranged for sieges to… as is axe btw.
I really like the style of the necro, but being outperformed by every other class in almost all areas is kind of a letdown.
What if this weapon actually did something useful? Like hit more than one target with 1&2, 20-30% more dmg to bring it in line with most other classes autoattacks and 2 skills…
I mean my warrior does more dmg with 2 hits from Hundred Blades than I do with entire burst from Ghastly Claws… And their stats do not differ than much for attack. Oh yeh, and Hundred Blades hits far more targets to.
And if I run a glasscannon build (actually a slightly less well geared Nemesis Hybrid) with my necro I want it to show in dmg output, like every other class.
And as a sidenote… Increase the projectile speed of staff autoattack and maybe lower the CD of 4 &5 on staff as well.
Only a necromancer has an axe that is duller than a club.
Only a direct dmg necromancer do less damage than a lvl 20 warrior when its fully geared in exotic and lvl 80.
Only the necromancer has one viable build that gets gimped whenever you run a dungeon because there is only so much a mob can bleed.
You really think you would be playing the game still then? When just trying to get a hang of a new dungeon, wiping and being forced to redo everything?
With no aggro management skills and no dedicated healers just trying out a new dungeon can be quite a pain.
There are plenty of people who play casually and just for fun, not to be the leetest of the nerds so you can run around bragging about something that just has no use outside of this game.
I mainly think its kinda annoying at this time… The bomb tunnel if CoF 3 counts as being in combat after all, and that one is not easy for all classes.
And if you play a squishy build it can also get punishing very fast on some bosses… CoF 3 boss kills my necro in 2-3 hits, and for some reason boss types dont like my necro :S
After whiping 6-7 times on him a few days ago I gotta say that this is very impressive. Granted we were all noobs with just basic knowledge of everything, we had fun dying at least :P
Fracta,s are for the elite players… Dungeons are for people just wanting to gear up and do other stuff.
Shame you are on NA servers, for me that is. Spent 5 hours trying to figure out Arah path 3 just a few days ago, eventually we gave up at Lupi after wiping like 6-7 times.
Was fun, but in the end frustrating.
Hard being a noob in a dungeon… And I really do not understand the whining “no noobs” kitten, everyone was a noob at one point and if people didnt bother taking you you’d still be a noob.
From my time in WvW, which maybe not alot compared to many other players, has netted me under 250 badges. The same amount of time farming now very boring dungeons(done them alot after all) would net me 3 full armor sets probably.
I bought this game to WvW, that was what caught my attention mostly, yet I do far more PvE just to so I can get my toons geared and lvled. I think thats a shame.
I play warrior, necro and engineer… Thieves are not hard to kill, tricky hell yes, and if they are good and get of their kitten as they are supposed to I’m likely toast.
They throw down Shadow Refuge, AOE the kitten outta that thing. If you play a warrior just GS around in it, no thief takes more than 5-6 hits from a GS anyway… Or do that slam move and push em out on their arses. Or if they stealth in other ways, activate your dmg mitigation stuff and/or get away as fast as possible.
How about increasing the drop rate of these? And possibly actually having gear that is worthwhile to buy with them. After days(well over 24 hours of playtime) in WvW my main char still does not even have enough to buy a lvl 60 rare item, and that toon is way higher lvl.
Overall the rewards in WvW are shoddy. Not very high exp gain, or karma, or coin and especially not Badges. The exp, karma and cooin relies heavily upon actually taking stuff, so prolonged battles and tactical play is not rewarded at all. If you then happen to play on a server that is not very powerful you get even less.
And here I thought that it should be viable to actually focus on WvW, like is the case in most MMOs that have a decent focus on PvP.
Right now its nigh impossible to level through it at any decent pace, and impossible to actually get gear that is useful.
I can agree with Fractals being the elite stuff… But the other exp dungeons are basically necessary to get geared so you can do WvW and Fractals.
With the no WPing during combat it gets boring quick if you die early on in a boss battle, which does happen to even the best of us… especially if we dont play a tanky build. Just now I spent 10 minutes lying facedown due to the boss of CoF 3 focussing me down, which takes about 2 hits on my necro if I dont have Death Shroud ready.
Bolas – Hammerthrow – Banish = dead.
Not to mention that the whole “being in combat” is buggy as hell. Basically being anywhere you take damage is counted as being in combat at some places, like in lava, or the bomb run tunnel of CoF 3.
Not to mention that dungeons in this game are pretty kitten hard if not running with the optimum classes. Not to mention that you have to do them 20 times to get the gear you want, even if that just happens to be a skin.
Necro is awesome, with the flavor and feel of the class.
The lack of a good burst weapon sucks given that conditions generally take to long to setup and can be cleansed pretty easily and then we have to start all over again…
Lack of cleaving attacks means mobs can be quite troublesome if you are running a power build, and again conditions take time and during that time you get hurt.
And the inability to hurt objects… that really sucks.
Necros really need a burstier weapon with cleave… If nothing else add greatsword or something, preferably scythe, but hey like that is gonna happen.
Or make axe alot better… Solo play PvE and in general chaotic WvW basically all necro skills are un-impactful(new word?).
Stacking bleeds and such is effective and nice, but takes ages, and every second spent in battle is a second you can die. Compare with warrior or guardian who easily clears trash mobs in a few seconds and in the case of warrior have very good kiting abilities against melee champs and such…
And Death Shroud in no way makes up for the shortcomings of not having good burst or AOE capabilities.
And for those who have only ever played necro… Try any other class, bar engineer, and you will notice how much easier PvE is, quicker more efficient and much more enjoyable. And for those who’ve never played it, try it and you will notice how slow and clumsy it is.
Necros and Engis are by far the most underwhelming classes i’ve played. Possibly why they are also among the least played classes.
Death Shroud, sure is nice… But not very long lasting and not very effective considering that its mostly just another health bar with a 3 decent dmg shots(and those dmg shots drains that health), things most other classes dont even need given that their weapon skills hit for tons of dmg.
Staff… sucks.
Direct dmg for necros compared to just about every other class i’ve played is loooow and lack in AoE ability.
Conditions on the other hand are very easy to remove in PvP situations and when they are removed all the dmg capability of the conditionmancer goes poof.
I really want to like necros, and I do when i’m underwater, but as I said when compared to every other class(except engineer) they are underwhelming in every area… Elementalist does everything better, except surviving at times, and that class also has better group dynamics and is very versatile.
//If it takes A.Net 6-7 months to fix necros… Well, will be just in time for TES Online to hit the shelves and I’ll probably not care anyway.
Anyone know of a good build for the above? So far the damage and range seem rather lackluster for the engineer IMO, even though it is a very cool class, everyone else just bursts everything apart while another stands there and slowly picks something apart.
So what I need is suggestions for a decent build to run with while lvling in WvW and PvE and hopefully to stick with.
Or should one just roll another class(seen some negativity here)?
The title says it all… Looking for a guild that is dedicated towards furthering our worlds interests on the battlefield.
Char names… if needed..
Klaw Voidskin
Dhar Ashborn
