Yeah, it can proc a proper interrupt outside those skills too (I don’t know the stipulations, though), but the interruptee must move into the mark or wall for it to count. Dropping it directly on them doesn’t work.
The daily interruptor is the only reason.
I get my daily interrupter, by spamming staff 5 on the corpse wurms during the DE “Burn the scattered Pact corpses to honor the fallen” which is in Desminas Hallows in Cursed shore.
This is easy and it is repeatable for all the doubters to see that staff 5 does indeed interrupt. Because of the spawn you will get 3-5 procs of confusion and credit for your daily per use of staff 5.
Staff 5 will occasionally proc the interrupt, though I cannot for the life of me figure out why, nor can I repeat the process. Just because it CAN happen, just helps to illustrate that fear SHOULD interrupt in all cases, not just randomly on staff 5 when it feels like it.
Skills that have movement into the area as part of their effects can be interrupted with Mark of Doom or Spectral Wall and get a proper interrupt (e.g., Bull’s Charge) They have to move into it, though, rather than having it dropped on them. Yes, it is absurdly stupid.
No it wont. Other classes have better condition and boon support…
Only in the aspect of “applying boons, removing conditions”. Necros dominate in the other end (remove boons, apply conditions), which is what is becoming more important. Removing those 25 stacks of Might (and Fury, and Stability) on an Aetherblade is far more important than applying three stacks your your team. Necros take that a bit further and convert them to conditions instead.
Necros would have great condition clearing capabilities if Putrid Mark was working properly.
It’s not that necros are bad at support at all (they’re actually very strong support), but what necros are good at (condition and boon play) really isn’t needed in dungeons. Think about it, other than Aetherblades, how many times do you see a dungeon enemy that has more than two boons and/or applies more than one condition (or even applies that boon/condition with any notable frequency)? Not very often at all.
HOWEVER!!! If Aetherblade Retreat, Twilight Arbor, and Scarlet’s Funhouse are anything to go by, necro support will be coming much more in demand in the future.
A minion health bar is definitely a good idea. It doesn’t give the necro any info he couldn’t have already (you can already see your minion health, after all), just makes it more readily apparent. More direct controls, no. Minions are disposable bags of meat that deal damage while they’re around. The chain skills are enough of commands.
P.S. I hate human minion quotes. Charr and Asura are sooo much better.
I never run Dhuumbfire. I actually run a 0/30/0/20/20 build. Even so, my condition rotation applies bleed, poison, weakness, cripple, chill, and torment in the space of about 4 seconds (and all but the Torment are accompanied by more bleeds). Sometimes I’ll pop a fear to force them to eat it outside of Contemplation of Purity/Plague Signet. Even without the fear, if they cleanse three conditions (which is what most of the condition removal skills do, or less), they are still typically left with the bleeds, poison, and more stacks of torment (depending on if tainted shackles runs its course). Outside of necros and Guardians, everyone has issues with that kind of condition loading. Heck, by popping a single utility skill (Signet of Spite), we can overload all but total condition cleanses.
So the prevelance of condition cleanses on short cooldowns is actually not that big of an issue for condition necros as they can reliably apply five or six conditions on a shorter cooldown.
However, for those cases where they do have total cleanses, it’s easy to spread out the rotation and get a similar effect. By slowing down your assault, you actually get to be more effective in these cases.
What’s the deal? Look again at how many conditions each of those cleanse. The number is hugely important, since necros without even trying stack 4+ conditions on in just a couple seconds if they are doing a condition build.
When you log on to your necro it starts with 0 LF.
Unless your talking about the very start of the game, LF remains what it was when you log out and never degens.
The only time it ever decreases is when you equip or unequip items that boost health (which in-itself shows its more a stat/ static bonus mech then say a combat-only related such as adrenaline that degens when not in combat).
You also lose some when you waypoint to a new zone (say, Lion’s Arch from Cursed Shore). A bit of an annoyance that is probably a bug.
Umm, so does Ghastly Claws. Sure, YOU can’t see the target, but it still hits them. Being true projectiles is frequently a downside due to the amount of projectile-hate in the game.
Smite: Unpredictable at best, given that each strike hits a tiny location inside that area. Works well for Lupicus and other really big targets, not so well for much else.
Pheonix: Less damage, though more utility. also, a 20 second cooldown is not short, so it’s really irrelevant to the conversation.
Rapid Fire: one of the few skills that does have the advantages I listed. Vulnerability to projectile hate is evened out by the finisher chance and vulnerability stacks. I recall it rooting you in place, but I will check again.
Volley: Not much to comment on here. It certainly has the advantages I listed and does so from longer range with more damage.
Unload: The other skill that also has the advantages I listed. Still weaker than Ghastly Claws.
So, I don’t see how you disputed my point, there. I did say “over most”, so the fact there is really only two skills that hit harder and has the advantages I listed doesn’t make me any less correct. However, those skills all do have superior range. This is more of a weakness of the axe not being sure if it’s really supposed to be a ranged weapon or not.
Thanks for the help everyone! But….I still have one more question concerning power. While doing some dps trials in PvP, I’ve begun to notice that, (while using minions) I can do more damage with the scepter/dagger than with the axe/focus over time, but more damage during a shorter period of time with the axe/focus. This should seem pretty obvious, but what I’m getting at is that without minions, axe and/or death shroud damage is pretty sad. I can only hit about 1000 with the main attack, and 4000 with the number 2 attack on the axe, with full berserker and maxed damage.
The only problem is, many other professions can hit quite a bit more than that with maxed berserker set ups.
So why not simply go for what the necromancer is good at: inflicting a ton of conditions. There are obvious reasons, such as condition removal and attacking objects, but I want to know if there is any true disadvantage to using conditions and if anyone else agrees that the axe really does not really do that much damage.
Axe #2 has three major advantages over most hard-hitting skills: it has a short cooldown, is ranged, and it doesn’t lock you in one place.
Hundred Blades is the highest damaging skill in the game, but while it hits hard and has a short cooldown, simply using it means you get damage OR mobility. If your target takes a step backward, you’re flailing around uselessly because it roots you and is melee.
Churning Earth likewise locks you down and is a glorified melee range skill. Meteor Shower forces you to stand still for a heavy-hitting ranged skill. Both of these have long cooldowns. Same thing with Barrage on Rangers.
No other “high damage” skill has that combination of attributes. Yes, Axe#2 deals less damage than my examples, usually, but since the skill itself is more flexible, it evens out some.
And are you just forgetting to Vuln stack someone? Even when in Knight’s gear, I hit 4k reliably.
Didn’t they cap the damage on Lich Form during beta? I know I’ve heard that before.
Considering his crit chance while trying to deal damage is 100%, I don’t see how that can be improved.
Ok so i recalced the DS build with bloodlust and sweet and spicy butternut squash soup (100 power 10 crit dmg).
The dagger dps drops to 10941.3185 dps and life blast goes up to 11286.328 dps (still less than dagger dps on my build). Which considering how little you can consistantly life blast is a pretty poor idea. The build relies way too much on remaining in DS for damage which is far more difficult than it is to maintain melee distance lol.
Eh, I still prefer Nemesis’ build because it is far more reliable (most of the buffs you are working with come directly from his build, rather than party support), is safer, and only loses a small bit of DPS (but has the ability to blast multiple foes). Heck, the only thing his build lacks on the damage buffing department are banners and Signet of Spite (since signet passives don’t apply in DS for some reason).
So, let me get this straight. Because Nemesis’ build uses life blast, it doesn’t get banner buffs? It has a harder time reaching a high crit chance when it only has to gear to get 50% instead of as high as possible and ends up with higher crit rate solo than the dagger build does with banners and Fury (100% vs 88%)? Equal power, higher crit damage, higher crit rate, vulnerability stacking and self-might above 10.
Yes, I know the multipliers work out differently. A full cycle of a dagger attack has a total power coefficient of 2.8, exactly the same as two life blasts, but take approximately .6 seconds less time. Factor in Axe Mastery and the advantage is dropped. Factor in Bloodlust stacks and might over 10 and there is no longer an advantage. As a solo build, Nemesis has the better one, no question, as it gets higher numbers without any assistance.
And I’m pretty certain that the game doesn’t actually cap crit chance, not since I’ve seen Warriors with 120% crit chance (obviously, the extra 20% is wasted). What you might be seeing is a rounding error where it displays 50% (pre-deathly perception), but the actual crit chance is something like 49.7%
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Personally, I wouldn’t go with a condition damage focus without at least 20 in Curses. 10 damage/bleed/second is a surprising amount of damage, and that’s not including the fact you’re giving up Terror or Master of Corruption. With that trait setup, I would go with a power build instead as you lack the really useful traits for a condition damage setup.
Instead, try a 20/30/20 setup. You lose Death Nova (oh well, not like you lack for Poison) and minion siphoning (you don’t need it), but gain lots of condition damage and boosting traits. Weakening Shroud is better in WvW and Hemophilia is better in PvE, so there is your adept level. Terror is your next target (or whichever of the adept tier I mentioned that you didn’t take, they work fine in tandem). Lingering Curse caps it out (most of your bleed stacking comes from the auto-attack on scepter).
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“Your Mad King says: be more emotional than Trahearne. Congratulations, rock, you pass.”
On the upside, the build is intended for ZvZ combat, so all the minions should die quickly (bone minions being detonated as soon as they’re in range).
I may play around with it for a little bit. 3.5 silver isn’t a huge investment, since my gear would stay the same as my normal condi build.
I don’t like the Death Magic minors either, but at least this build makes use of the jagged horrors. No idea how effective it would be, though.
As an aside, does Putrid Explosion or Death Nova deal more damage? Does Training of the Master affect either one?
Since Death Nova now applies damage as well when your minions die, I’ve been considering running a minion bomber build in WvW. This is what I have so far: http://gw2skills.net/editor/?fQAQNArYWjMal61aubM8JCpHR7aTDSx7lWkCiZMA-w
I chose Bone Minions for the short downtime as well as double-field and Shadow Fiend because it can be directed to go any place you like in an enemy zerg. Staff Mastery was chosen over flesh of the master because I don’t care how long my minions live. Lich Form acts as a “destroy” button in case my shadow fiend is being ignored, but it also means Mark of Horror with its five disposable minions (can be cast twice each use of Lich Form).
Gear would be a standard condition gear (not entered in yet).
Anyone tried a minion bomber before? Any tips?
None. They exist in a world that doesn’t have the same evolutionary tree that ours does. For all we know, they were simply created by something and have no relatives.
And even some of their cultural armor looks bad (Tier 3 Light)
I have to say that even running pure condition damage, I never have failed to get credit for events. Always gotten Gold, even on the massive world bosses.
So, the people saying you don’t get kill credit are just blowing steam. Yes, you aren’t doing much damage in those cases, but you do still get credit.
I’m not sure why it would be. The game already checks what legion you are in. This would just add one more check to see who your sparring partner was. All Blood Legion characters get Elexus in their personal story, for example. Ash and Iron have their own guaranteed warband members as well.
Not sure where you heard that. Only three condition removals have been announced as getting changed at all (one of which to actually remove fewer conditions, but reduce incoming duration some, another to remove conditions from allies as well as the user, but no additional on the user, and one on an otherwise useless ranger pet) and the only thing changing with conditions themselves are the scaling at lower levels, which won’t affect PvP at all.
Adding on to that, the last three dungeons I’ve run had three necros in the party, including myself. Each time, I was the only condition build in the party. Not only are fewer condition builds running around, but most of the necros aren’t using them anymore. Which is fine with me, since it just means I get to deal my full damage.
I personally feel that Tequatl is the main reason for this. People switched to power builds so they were actually useful against him and just never bothered going back.
I’d prefer it summoning two members of your actual Warband. For example, my main character had Reeva as a sparring partner and was Blood Legion. Summoning Elexus Shredskin and Reeva would be fantastic!
if you want to play EQ then go for it and live out your furry dream.
Hilariously, all the furries I’ve brought up the subject with prefer Charr appearance over other beast races. They’re just cooler and better designed.
And yeah, Kerra are a joke when it comes to good design. No understanding of anatomy is apparent on them.
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My complaints as a zoologist about charr anatomy are actually with the horns. Not their presence, but their ridiculous variety of shapes. Teeth can be adjusted to not be ripping the male mouth to shreds with a slider, but given that most of the time they are still reasonable, I will give that a pass. The horn variety though…no.
I tend to think a lot of the horn shapes are caused by the charr themselves shaping them as they grow. More a result of culture than nature. That should be possible, yeah? Similar to the way some tribes elongate the neck or the skull.
Possible, but not to the extent of Legionare Steelbane’s, for example (the “longhorn steer” style). Definitely not the ones that curve up and around in front of the face (which have more mass than any other horn style).
Sylvari have a root and daze racial ability right? I’ve seen the guy that makes the Infiltrator Thief videos use it and it seems pretty good. Other then that, most racials are terrible.
They have a root and turrets. The daze is on Asura.
It might be useful in WvW. Not so hot if you’re a necro (I like Flesh Golem more) or a thief (Thieves Guild), but for others, I could see it being handy.
The Charr look like the most believable beast race in any game I have ever seen. By far. Their skeletal structure makes sense including the always overlooked detail of how the spine attaches to the head with a beastial jaw. Normally, the jawbones and muscles for the race would take up the space for the windpipe and voicebox (other beast races). Charr have the spine attaching to the skull from the back instead of the bottom, leaving them plenty of room for things like being able to breathe. The four ears are arranged in a logical pattern as well. This arrangement also allows them to easily run on all fours and not crane their necks to see where they were going. The quadrupedal running, which I’ve never seen anyone attempt outside of werewolves in the Elder Scrolls series, was done very well. The animation is smooth and doesn’t break the skeleton or muscles (armor is another story, but that’s the actual subject of this thread).
My complaints as a zoologist about charr anatomy are actually with the horns. Not their presence, but their ridiculous variety of shapes. Teeth can be adjusted to not be ripping the male mouth to shreds with a slider, but given that most of the time they are still reasonable, I will give that a pass. The horn variety though…no.
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I just find it confusing that I can get 20/14/+14 stats from crests, but an ascended infusion is +4 or +5. That’s it??
Actually not so surprising. The jewel/crest is already factored in on Ascended gear.
No effect on DS is what I figured, since that would make the trait really, really powerful.
Food can give 40% condition duration, Spite can add 30%, 30 in curses can add 33% bleed duration.
Generally, I avoid improving only bleed duration, anymore, because of the cap and because duration of other CC can be more useful.
Scepter duration =/= bleed duration! Stop doing this, people! Lingering Curse applies to only the bleed, poison, and cripple generated by 4 skills (3 of which are in the auto-attack chain of Scepter). It does not apply to Blood is Power, Enfeebling Blood, Mark of Blood, Mark of Evasion, Signet of Spite, Tides of Blood, Sigils of Earth or Geomancy, or Barbed Precision.
I don’t know if it applies to Dark Path or not, though. May be worth looking into, since that would likely mean it applies to Doom and Tainted Shackles as well (I don’t think it does).
Trident #3 isn’t for poison, it’s for mobility+combo field. The poison is a nice bonus.
Givers was introduced during Winters Day and currently there is no influx of supply for the crafting mats (snowflakes), so you cant get those stats for ascended weapons right now.
I wouldnt be surprised though, if they introduce a recipe for ascended givers inscriptions/Insignias during this years wintersday patch.
Yet Sentinel’s weapons are available via ascended weapons and their supply of materials is likewise cut off (and smaller, since it was a shorter timeframe and much more limited access to Azurite)
condition or power build?
also you say your a condi warrior as well, we can transfer whatever condi you put on us back you plus whatever we can stack.
That is pretty much what he did to me. I’m running a condition build with precision, toughness, condi and he pretty much just loaded me up with massive amounts of conditions. I’ve never died so fast in my life.
In general, condition necro>condition anyone else. This is actually intentional.
Has anyone else had this problem? I"m positive my group isn’t the only one
Because necros and elementalists totally want those jester leggings…
GW1, the clothing for Charr was indeed a part of the model. The only one where that might be an exception was Pyre, because he was literally the only charr in the game where the armor could change appearance.
It is indeed far more difficult in GW2, due to not only the vastly increased number of armor skins, but also the variance in body shapes of the charr themselves.
I don’t excuse ANet for their current lack of progress on the matter, but it is significantly more difficult than in their first game.
Fear is a condition, so yes, the Sigil of Malice increases its duration as well.
My guess would be that jewelers will be able to craft infusion once it gets upped to lvl 500.
Well, if they don’t get something unique to craft, Jeweler will be a “why bother” discipline to level to 500. All the stuff jewelers can make have been available in Ascended for several months now and most people who are interested in it already have that gear..
Because charged lodestones are waaaaay easier to farm than silver doubloons. That’s why.
The real reason people are complaining? Buy a stack of silver doubloons off the trading post. Just one problem: you can’t. There aren’t 250 of them even available. The ONLY thing that silver doubloons really get used for is The Juggernaut. Yet their price is the second highest of any crafting material (non-Ascended). The price isn’t high because of demand. The price is high because the supply is ridiculously tiny.
TLDR: the price is a symptom of the problem, which is a ridiculously tiny supply.
I can confirm that even the soldier’s gear can’t be used anymore in the mystic toilet. Really ticked me off when I had sunk 4 gold into the axes and had to just destroy them because they couldn’t be sold, mystic forged, or salvaged.
Considering I’ve gotten a quarter of a stack just from orrian jewelry boxes, I don’t see that as too difficult. A couple Fractal runs per day, some champ farming for about n hour, then doing core promotion, should result in getting pretty close over the course of a month.
@Nike: It’s been a long time since charged lodestones have been over double the price of silver doubloons. Each doubloon is about 70% of the charged lodestone price right now (and over 100% of the price for any other lodestone).
And how long did it take you to farm the karma for enough orrian boxes to get 63 charged lodestones?
About a month. Karma flows quite easily when you make sure to do dailies and monthlies as well as use the liquid karma in the boxes. Champ farming usually has you hit multiple events (more karma) and has decent chances at lodestones/cores (so direct). WvW is known for the “karma train” and I typically turn out a lodestone or two (not necessarily Charged) from Fractals (which has, guess what? Karma rewards too!)
Add in the occasional one when I salvage aether scraps for mithril/orichalcum (which drop from the champ farm that is most lucrative, albeit unpredictable). Yeah, I can see someone really going for it to farm a stack of lodestones within a month without buying any off the TP.
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Considering I’ve gotten a quarter of a stack just from orrian jewelry boxes, I don’t see that as too difficult. A couple Fractal runs per day, some champ farming for about n hour, then doing core promotion, should result in getting pretty close over the course of a month.
@Nike: It’s been a long time since charged lodestones have been over double the price of silver doubloons. Each doubloon is about 70% of the charged lodestone price right now (and over 100% of the price for any other lodestone).
Last night I tried the new path for the first time. We only got up to Sparki and Slick where we managed to wipe a dozen times (had a lot of replacements going on there). Now, while the group was not the best (a number went running as far away as possible from the oil, despite having the ooze follow them), that isn’t what frustrated me.
It was the fact we frequently had to lead the ooze directly through the middle of the oil puddles multiple times to get it to actually drink them up.
The ooze did behave as it was supposed to for the majority of puddles, but then again , 51% is a majority. Roughly a quarter of them, it just would not suck up the oil until we lead it over the puddle 2-3 times first. One particularly annoying time, we had to drag it over 5 times (far edge to far edge) before it finally did its job. This issue got us killed so many times over, it’s just not funny.
Please, ANet, fix the dang ooze.
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Adding in a “siphon health when hit” mechanic would go a long way toward helping necros be able to face tank multiple opponents, but it does require the numbers to be good (it would probably be an active skill as well). Still wouldn’t help much against the one-shot mechanics, but I expect we will slowly see those phased out. The new content hasn’t had that lately (save a couple of easily preventable ones in the Queen’s Gauntlet).
The only condi trait that doesn’t work underwater is Lingering Curse, but since you can swap that out for Master of Corruption/Hemophilia/Terror/Weakening Shroud/Chilling Darkness, there’s not a whole lot of concern.