Stop with the pistol/rifle/bow talk, we already got enough ranged firepower, now lets get onto the coldsteel of melee; Hammer, Swords, Axe offhand or even Maces, GS?
ranged firepower? you mean axe… at 600 range? or staff? which is based around condi/support (and horrible auto attack for power builds anyway)
- though i do find it hard to visualise a necro with rifle/pistol
Death shroud that despite doing more in 600 range still is a 3-4k 1200 hit, lich form who i dont think has a need to explain and wells that are dropped at 900 range in pretty much every well build that exists.
lich form isnt sustainable at all (16 percent uptime), life blast requires LF which you arent really going to get at 1200 range easily enough to sustain it
Start with Spectral Grasp, go from there.
Eh, there’s three (four if both bone minions count) and one’s on the staff. At that point it could be theme or coincidence.
All of our finishers, sans staff, are on utility skills. All of our fields, sans staff, are on utility skills. That is nearly exactly the same thing on every class, they get fields and finishers from the same source, either weapons OR utility skills (with each class having their few exceptions, like our staff). That is done for, I would imagine, balance reasons, it means to have tons of finishers you are giving up fields to use them on, if you bring tons of fields you lack finishers, or you can balance it out.
That said, I would love to see a few more finisher options from our utility skills. I don’t know how they could add them into what we have now, but as we see more skills added I’d like to see them added.
And then you have the medium armor classes that have both finishers and fields in both weapon sets and utilities (Engineers are a bit confusing with their kits, though, is that a utility or a weapon skill?). Rangers in particular are notable since most of their combo fields are on utilities and most of their finishers are on weapons. Thieves likewise have combo fields on offhand pistol and shortbow and a couple of utilities, then finishers on pretty much every weapon and two of their elites.
Even despite our lack of finishers overall, we’re still in a much better spot on that front than poor Warriors, where their only combo field is longbow burst skill.
(edited by Drarnor Kunoram.5180)
The Jagged Horror’s lifespan increases dramatically as you level up. I easily get it between fights, though it does die soon afterward (about half health when it runs up to attack). It’s much more useful when you have multiple enemies in a single fight.
On the plus side, jagged horrors are extremely responsive to combat and do decent damage.
I agree that it does need a change (though I believe Bone Fiend has a 19% chance to remove a boon, 1% chance to remove two, when it attacks due to the double-shot nature). Right now, Death Nova does far and away win because, as my charr puts it, “they’re so disposable.”
I think the boon stealing would be better. One, it may take advantage of the boon duration in the Death magic trait line (though in that case, I’d suggest that it applies a set boon, rather than stealing the one), two, having the AoE healing might be too much sustain for the necro himself (since he’s probably running Vampiric Master as well).
Max speed is 33%. Max passive speed is 25%. Only time stacks for speed, so using traveler runes gives +1 slot for other skill
http://wiki.guildwars2.com/wiki/Super_Speed
http://wiki.guildwars2.com/wiki/((Courier_speed))…
right how many can use those? … in short i was writing about default buffs any class can have.
All classes…
What most people don’t know is that the current, massive sphere that dominates the Black Citadel is actually the second one the Charr have constructed. What you see there is the first which was completed and launched.
Oh I see… I want to go there!
Do you know what this place is called? I’d like to find out more.
I don’t know the name, I only know about it because some old guy and a farm boy apparently flew out that way. The old guy’s description? “That’s no moon.”
I only run Dire armor+trinkets (Ascended Dire+Rabid) with Rabid weapons, rings, amulet, and back., but I have to say, it’s a very nice change. I didn’t lose much offence (only 12% crit chance lost compared to Rabid armor) and gained a lot of survivability and damage with the Scavenger runes and vitality increase.
Some people thought it had a hidden nerf, but they just hadn’t paid attention to what it was before.
What most people don’t know is that the current, massive sphere that dominates the Black Citadel is actually the second one the Charr have constructed. What you see there is the first which was completed and launched.
The Last Gasp trait always had a 60 second cooldown. It’s why nobody ran Spectral Armor before that patch.
Focused Rituals and Well of Corruption/Darkness works pretty well. Well of Blood does wonders to support flame ram teams that are under fire as well. For weapon, just equip a staff, spamming Mark of Blood off cooldown and using Reaper’s Mark to interrupt stomps or get enemies off of siege.
Just as a heads up, Silver Doubloons are currently more expensive than any lodestone but Charged.
Oh Chef I’m honestly really sad for on that front. I’m not sure how they will justify Chef 500 recipes, to be honest. Even worse would be balancing them.
As for why I don’t “supply the market” (I had crafted all my exotic jewelry before last November, so I didn’t care a whole lot myself), it’s because I can make more money by just supplying the materials instead of the finished product. It’s unfortunate, really.
However, they really should be craftable as well, since right now, the jeweler discipline really has no purpose to level to 400 other than for Gift of Ice.
It has lots of purpose … people don’t just jump into Ascended trinkets at level 1.
No, but once you hit 80, there’s no reason to not just get the Ascended rings, skipping the craftable Exotics (and rares) entirely. Heck, it’s probably easier to get an Ascended ring than to get the mats to craft an exotic one.
That’s only relevant if you have a main character to collect guild tokens and laurels for ascended trinkets. It’s not easier to get the mats for Ascended trinkets than exotics. If your as setup to farm Ascended gear as you post indicates, then getting exotics is as simple as going to the TP. Claiming jeweler profession is obsolete is nonsense.
Laurels and guild tokens are account-bound anyway, so having “a main character to collect guild tokens and laurels for ascended trinkets” is actually irrelevant. Laurels are easy to get (though time-gated). Yes, there is a small window when you are generally better off to get exotic trinkets (but only trinkets), but it’s not like the Ascended stuff is difficult to get, and you can do that without bothering with Jeweler (actually, any other profession than Chef for rare crafting is an easy way to get ectos for those ascended trinkets).
So, yes, the Jeweler profession is obsolete for all but the most impatient of players and for those few legendaries that require it.
It doesn’t take 5 minutes to get 5 ectos.
or to mine all of that orichalcum (you average about 5 ingots per map, which involves a lot of travel time, and you need a minimum of 12 to make a single Exotic accessory, more for rings and amulets)
(edited by Drarnor Kunoram.5180)
I think the idea is that adding a torch would be accompanied with the removal of burning from Dhuumfire (or removal of Dhuumfire).
That said, our bleed stacking is really weak outside of scpeter/dagger. If necros got a mainhand torch, then it would preclude good bleed stacking if they wanted burning.
Our bleed stacking is far from weak, our bleeds are what kill people, Dhuumfire, Terror, and all our other conditions only serve to cover the bleeds so they take full effect; but the DPS from Dhuumfire (while nice) doesn’t compare to the 15 stack of bleeds that it covers.
Yes, but I did say that outside of Scepter/dagger, it’s weak. We can stack bleeds well, but we need a Scepter to do so. Without it, your biggest stacker is Mark of Blood, and you can only get up to 9 stacks with that alone (assuming max bleed duration).
A torch mainhand that caused burning would mean we would have to choose between burning OR good bleeds..
I think the idea is that adding a torch would be accompanied with the removal of burning from Dhuumfire (or removal of Dhuumfire).
That said, our bleed stacking is really weak outside of scpeter/dagger. If necros got a mainhand torch, then it would preclude good bleed stacking if they wanted burning.
However, they really should be craftable as well, since right now, the jeweler discipline really has no purpose to level to 400 other than for Gift of Ice.
It has lots of purpose … people don’t just jump into Ascended trinkets at level 1.
No, but once you hit 80, there’s no reason to not just get the Ascended rings, skipping the craftable Exotics (and rares) entirely. Heck, it’s probably easier to get an Ascended ring than to get the mats to craft an exotic one.
The biggest thing I can say is that Thieves and Necromancers have completely opposite playstyles. Thieves are all about mobility, avoidance, and burst damage while necros are about holding ground, absorption, and sustained damage.
However, they really should be craftable as well, since right now, the jeweler discipline really has no purpose to level to 400 other than for Gift of Ice.
Does weapon damage affect your condition damage? If not it would seem better to get ascended weapons for power builds
No, but higher weapon damage means more direct damage, which is always relevant.
The increased weapon damage is more of what you are after on Ascended weapons. That will play a bigger part than the stats boost.
To be honest, other than those poor folks going for The Juggernaut, does anyone actually collect them?
Given that Jeweler was the first crafting profession to be made obsolete by Ascended gear, it really makes me wonder why it did not get raised to level 500 and the ability to craft Ascended gear get added. When Ascended weapons get added, those 3 professions got increased, but not jeweler?
If possible, could we get a Dev response on this one? I really am curious to the reasoning here. Alternatively, a link to one?
On the upside, Jatoro’s comes with the Rune of Savenging already on it.
But yeah, it’s pricy. Put me out 40-45 gold for the set.
I’ve found a mix of Dire armor and Rabid everything else works quite nicely (though my accessories are the Dire/Rabid). I wouldn’t go pure Dire, but you only get 12% crit chance from armor alone, and the extra vitality gives waaaay more survivability (and more damage output if you use Scavenger runes).
On the mention of design philosophy, I wonder how much making it so you couldn’t teleport (or shadowstep) out of Immobilize would do to help the necro be difficult to escape from. Rangers, Engineers, and Warriors would notice no change, but the other classes would.
to be pedantic… you cant shadowstep out of immob… you’re still immobed, just in a different location (the biggest exception being ranger elite entangle… which reapplies immob from the vines… so shadowstep/teleport out and they do pretty much nothing – unless you’re stupid enough to walk back into them… which is humorous)
Fair enough, though I do maintain you shouldn’t be able to shadowstep at all while immobilized.
Well, I just swapped my armor to Dire with Scavenger runes, keeping my weapons as Rabid as well as rings, amulet, and backpiece (accessories are ascended dire/rabid). I have to say, I’m rather pleased with the results. I have more condition damage, more durability, and I still have a respectable 37% crit chance pre-Fury. I’m pretty satisfied with how it works right now.
My Yakkington’s Ring and Snaff’s Gyre got turned into the Precision Power Toughness rings while my Golden Lotus became Celestial (and kept the magic find infusion). I was looking to get those rings anyway for when I swapped over to using Frostfang as my main weapon (assuming I can ever get the precursor).
On the mention of design philosophy, I wonder how much making it so you couldn’t teleport (or shadowstep) out of Immobilize would do to help the necro be difficult to escape from. Rangers, Engineers, and Warriors would notice no change, but the other classes would.
I could, perhaps, see a mix of Assassin’s, Beserker’s, and Valkyries to achieve a more durable power build that lost very little in offense, but since power necros typically go 30 in soul reaping and get easy 100% crit chance in death shroud, that’s about all I can see being good.
“Epidemic now work only for 1 target”
my client data was corrupted and ive like 2 weeks i havent log, is this real?
No, it isn’t.
Not a bad idea on the healing reduction. It would need something more than just the pulsing anti-boon to be good in more than just PvP.
Bring back Well of the Profane as an elite well. I would be extremely content with that.
So just well of corruption we have now on steroids? How about a additional 66% healing reduction (that obviously shouldnt work on life siphons from other necros).
Well of the Profane was just stripping, really. I was thinking a debuff that reduced incoming boon duration by 100% (like how Beserker’s Stance is SUPPOSED to work with conditions). The one concern there would be that it totally destroys non-necro bunkers and pretty much has no other use (other than WvW).
With your setup:
1. Pretty much.
2. Whenever you need to soak a bit of extra damage or just want to tag a bunch of enemies for loot. It does decent damage on its own and also procs Barbed Precision pretty frequently.
3. Conserve life force. Condition builds have terrible life force generation and with full Rabid, your life blast damage kinda sucks while still not applying conditions (which you are focused around). If you have the Reaper’s Might trait, it could be worth shooting off 2-5 blasts just for the Might.
And for a damage rotation in death shroud, you should use #5 before #3. In fact, let the immobilize from Tainted Shackles wear off, then hit them with Doom to force the double-ticks on all three stacks of Torment.
Bring back Well of the Profane as an elite well. I would be extremely content with that.
Bifrost really should have a unique scythe animation on it. It’s such a waste.
Might be coming in today’s patch. Lindsey Murdock mentioned it got a new projectile effect among other things.
I feel that we will probably actually escape the nerf hammer this time, save for perhaps a couple of small numbers tweaks (Dhuumfire numbers I’m sure will stay the same though -.-). People keep screaming “necros OP”, but they’ve started to learn to adapt to it. It’s not dominating the meta anymore.
It’s probably intended (never been confirmed by a dev to my knowledge) due to the fact Putrid Explosion already does a serious amount of damage and stacking more on top of it is probably making the trait too strong. So, they made it not apply to sacrifice skills.
Frostfang and Kraithkin are the two legendaries that currently really fit necros. Unfortunately, Kraithkin is an underwater weapon so you never get to really show it off.
Also, Jagged Horrors inflict Bleeding with their attacks. Condition damage applies.
My first guess is that the Splitter will revert the item you use it on to whatever item the appearance belongs to, in effect destroying the item that provided the stats.
The important trait to get is Deathly Perception, which gives 50% crit rate while in death shroud.
In my case it seems this trait is not working right now, can anyone confirm?
38% crit chance, in normal state, still 38% in death shroud, no matter the map. Is the trait broken now?
(using Nemesis’s build, cheers mate)
Trait works perfectly, it just doesn’t show up on the hero panel.
Rabid is widely regarded as one of the best armor sets for condition necros, since it gives good offense and good survivability (in combination with necro’s inherent strengths). Rabid or the new Dire stat combo is what I would recommend to new necros that want to go the condition damage path. I, personally, will be probably doing a mix of Rabid and Dire.
I still think that even post the patch Carrion will be the way to go for a true cond duration/hybridish dungeon necro and on the maxing condition damage rabid wvwvw, but dire will probably be the knights condi equivalent, never actually better than any of the builds but strong enough to compete with both in their strengths while allowing for mistakes/learning time… or plain for lazy people that dont wanna dodge.
You’re dealing with necros. Two dodges is all we get.
Thinking you need survivability stats in PvE is laughable.
PvE, yes. WvW, not so much.
I’m actually not so certian I would switch to this gear on my necro. I get a lot of damage out of barbed precision procs (which is currently 1/3 of my attacks) and I don’t run condition duration, so swapping to this would make my bleed stacking significantly weaker. I noticed a change immedietly when I swapped from Sigil of Earth to Sigil of Blood in my stacking ability, and I’m sure that swapping here as well would make it even tougher.
The upside is that with tuning crystals, those bleeds I can stack would hit HARD.
Best gear obtained by the worst activities
in Super Adventure Box: Back to School
Posted by: Drarnor Kunoram.5180
Did you guys not read the blog post? Ascended items have a chance to drop from chests that normally drop ascended crafting materials. The best part is you get to choose what stats go on that Ascended item.
I thought it was that you get the stats and choose the weapon that goes with it?
Well, either way, should be pretty good!
Pack Stability if you have it, since that negates Fear entirely. Other than that, keep an eye on your opponent. If he pulls his staff toward him like he’s pulling something in with a scythe, dodge. That is Reaper’s Mark. Spectral Wall won’t fear you if you don’t run into it, so keep your eyes peeled for that being dropped.
If you watch for those two skills, he’s reduced to only Doom, which usually has to be stunbroken, but the single skill won’t have the massive impact that the chain fearing does.
That said, if you’re bad at dodging, he can fear you into the spectral wall. If he attempts this, let him, then stunbreak after you’ve passed through.
(edited by Drarnor Kunoram.5180)
Ok, let me just provide an example so I understand this right. An enemy zerg is rushing towards me and I drop a Well of Corruption.
Upon dropping the Well 5 enemy players were inside it and each player inside the well had 5 of their boons converted to conditions (for a total of 25 boons converted) on the first pulse, shortly after 5 more enemy players move through the boon on the second pulse and 5 of their boons are converted to conditions, and etc etc.
I am trying to check the efficiency of Wells in a WvW/Zerg environment to make sure that they are affective vs 5+ people. Each pulse of Well of Corruption can convert 5 boons to 5 conditions per person per pulse. If all this is true, then Wells are highly effective vs zergs.
Is my logic correct?
The logic is correct, but it is 1 boon per target per pulse.