Showing Posts For Dreaming serpent.5197:
The mulcher
Fertilizer
Tree of death
Rise of the leaf
Leaf king
Annoying plant (woops already taken)
Leftover salad
Mortys minion
For norn:
Its not a hammer
Bjorn again
Bjorn to reap
Beer shroud
Dying for death
Fight like a norn (for when you get kitted)
Joras big brother
Reapers inc
My other necro is a reaper
Norneastern
Ice ice baby
Dolyak warrior
Javk frost
If your familiar with enigner, staff is basicly an upgraded version of grenade kit. If that isn’t enough to justify it in a pvp situation, how about this:
Staff is one of the three necromancer weapons that scale effectively with enemies (the other two are warhorn and great sword).
Pvp is about both 1v1s and team fights, which is why it’s important that your weapons scale effectively. This is the reason just about every necromancer will bring staff and warhorn into pvp.
Make axe 3 a blast finisher
Boom, competitive trait in all three modes
I was looking at the animations of other finishers (blast, leap, and projectile) and said to myself, hey these look a little bit like a couple of our skills. So, without any further ado, here are the comparisons:
Blast finishers:
I noticed that blast finishers fall into two animation catagories, something hitting the ground really hard, or something exploding.
In the first catagory we have several contenders Enfeebling Blood (Dagger 5 ), Unholy feast (Axe 3 ), and even entering death shroud.
In the second catagory, exiting death shroud is visably explosive, as well enfeebling blood. The warhorn skill Locust Swarm (Warhorn 5) litterally explodes out in locus (not to mention both the warrior and ranger’s warhorns have blast finihsers on their 5 skill)
Leap finishers: Most of these are tied to movement skills of which we have few, none of which are suitable for the animation. If we follow the example of the mesmer sword teleport leap finisher, than the recall on spectral walk could conciveably be such a leap finisher.
Projectile Finishers: these finishers often relie on large physical objects such as arrows, or spectral hands. In the case of necromancers, we even have a projectile finisher in the form of staff 1.
Skills that are canidates for projectile finishers are the following: Life blast (Death Shroud 1 ) Reapers touch (Focus 4 ) and finally, Spectral Grasp
Feel free to add suggestions or to commiserate with me on our lack of team skill interaction
/rant
Great job axel!
Also if your expecting your heal to be interrupted (especially in necro v necro) blood fiend has no cool down on the actual heal skill, it lets you bait interupts.
Everytime you post these, I want to go onto my perplexity sinister signet necro and play (exept yaks bend has turned into k-train central).
Nice fights!
Have you ever though of using epidemic instead of walk? Really fun putting massive condition pressure on downed then epidemic that to their would be ressurector (s). Also works on random beasts, about to go down? Plauge signet to a mob, epidemic, go down, rally off the beast, win in ds.
Aslo, you were pretty lucky that mesmer didn’t rally in that 3v2 fight round 5 min matk6
Our trait actually gives 2 stacks of bleeding base 10 seconds, with 6 seconds of weakness.
Imo this is actually a super strong trait (especially if and when weapon switch sigils proc on entering ds) swaping weapons, entering ds and pressing two gives 7 stacks of bleeding, weakness, and chill (with optional vulnerability) onto a target right next to you, in less than a second.
Just food for thought, you could totally drop soul eater for decimate defenses and go valk, uses that for crit chances. Really depends on how long you want to stay on great sword in 1v1 or team fight situation.
Alright bawb, you convinved me. Cleric amy is the way to go. Still keeping my staff over off hand dagger, as the transfer is simply more reliable, faster, and does a fair amount of damage with intelligence sigil.
As far as heals go, the blood fiend is still superior. While healing potentially less than other heals, its cool down of 16 seconds is almost half other heals (30 sec, 35 sec, 40 sec, for cc, sov, wob respectivly), and it matters. If your asking if I have time in a battle to get a 2 1/2 second heal off, I’d like to point you to mantra mesmers. Since I can summon it twice over the course of other heals, as well as the additional condi clear, and damage, makes this a superior heal.
I’m still debating wurm over shadow fiend, mostly due to mlg stomps (3 second delay blind op) as well as the life force gain. The shadow from a controler viewpoint is also the best skill to “wake up” minions and get them engaged. On the flip side, transfusion saves are super fun to pull off. (Pro-tip. Go ontop a ledge)
The best use of lich I’ve seen is from stealth, or entering a fight from the side. Stay close to your target, use #4 if they invuln, use #5 and #3 on downed (this strips stab and interupts). And uhh pretend your a bus and blind side people.
The best lich is one that comes out of nowhere
I’ve taken to using Marauder runes with Axe instead of dagger. I also, of course, take the spite line going in for that spiteful spirit/axe training combo. Hits like a power necro, tanks like a minion master. Super fun, probably the only time I’d recommend trying axe.
Hi guys!
Jake Demoni here with a new version of the power necro we all know and love (or hate) without any further ado, here is the link: http://gw2skills.net/editor/?vRAQNBIhZakjGapxaawzG4wxBuQNH7ToKopRb8swrOAWAA-TZBFABiXGohDBADnAgS2fAgnAAA .
You’ll see that I’ve done a couple of small changes that I think really brings the build up by a few levels of play. I replaced Spectral Armour for Plague signet, This allows a direct ability to combat condition based rangers or guardians, along with putrid mark. It is also a traited 24 sec stun-breaker, which is almost half the time of spectral Armour.
On the traits side of things, I changed 3 things:
I changed spite 1 into bitter chill, as well as added an hydromancy sigil on the d/w so that each weapon set (staff, d/w, ds) can benefit from this trait. (dagger is reeeeeeeealy nice with 4 stacks on vuln on the target when you START attacking)
I changed Spite 3 into signets of suffering, rather than the flat 20% damage under 50%. This allows some interesting counter play instead of direct damage(same reason for marauder instead of zerker), which I’ll discuss later.
Finally, I changed Blood 1 into Blood Bond. This combos with signets of suffering rather nicely, allowing you to simple mark, dodge roll and corrupt two boons. Followed with plague signet, will give you a good change of corrupting stab or retail.
Tell me what you guys think!
“Infusing Terror/Terrify – Great skill, addresses some stability issues, at least while in shroud (still need stability), and the fear is still present, but at the cost of not being instant. I think its a fair trade off. Overall I wouldn’t touch this skill at all, just wanted to say it is a really cool skill, a ton of fun to use.”
I’d like this to become a stun breaker when foot in the grave is traited, allowing more stability based builds. Thoughts?
Dhuumfire
Shroud skill 1 inflicts burning on your target.
Deals damage every second; stacks intensity. Burning (3s): 984 damage
+30% condition Durration
Aaah. This reminded me of the time when there were 5 minion masters running in pvp. Good times.
That was me… good times
https://wiki.guildwars2.com/wiki/Signet_of_Vampirism Should heal when YOU strike a foe, not when the foe strikes you. Scale the passive the same as Warrior’s healing signet (.05). Up the heal amount to the same as Warrior’s healing signet. Change the ICD to 3/4 of a second (This is flexible, but is so that a dagger combo chain would still proc it twice. Also since it’s reliant on hits it will more often than not still heal less than the warriors).
So I was playing around in practice (I know) with my turret build. I ended up changing my build to have both accelerated turret packets and deployable turrets. Deployable turrets is just so very unfair. I was placing turrets in literally impossible to reach spots. I found that the thumper turret was even more useful than normal because now I get access to stability in a team fight, another blast finisher (+ the 2 water fields from healing turret, so strong) and I can reposition it ever minute or so, perfect for blasting people away during a res/stomp.
The Rocket turret and rifle turret just sit usually unmolested in a tree or something similar, I’ve put them on walls, half-way up a pole, you name it. So far the biggest counter has been a power necro using DS4 and simply killing them very easily.
I too feel like this patch actually helped out turret engies become more skillful, and is weeding out the brain dead ones.
For food, with your crit rate and condi duration from investing into spite, I’d suggest using (since your familiar with silverwates) prickly pear pie. It will make your condis last obscenely long, including fear. look into signet of malice too. If you want to be a bit more riskey, you can swap golem for lich. They nerfed it so you can only do 1 summon of bone horrors, but 5 bone minions with the increase damage is no joke (Plus you hit about as hard as a powerbuild in lich too).
As for runes, your good. The only real upgrade you could want is perplexity, but seeing as your doing this for PVE it’s not at all necessary
-my two cents
Holy cow, this just inspired me to make this build: http://gw2skills.net/editor/?fRMQNAW7Ylc0oxml3w7GcyNBuQB9AEARbkZwEQZbMGA-T1SAABKcBAo4gAQjuBpfAAQpkZLlQAcEAg2810KBvS5Q17Pq/QKAYWWB-w
with 100% condi duration and the amount of bleeds wolf 1 pumps out, you can get 25 stacks of bleeds in TWO seconds…. not to mention another fear (terror mancer ftw) that also can proc extra perplexity stacks.
Talk about a condi spike
This page might help: http://www.reddit.com/r/Guildwars2/wiki/returningplayers
More specifically this website contains guides to the most popular builds: http://metabattle.com/wiki/MetaBattle_Wiki
Just a personal option, it procs them when you leave death shroud, but not when you enter, which can be frustrating when designing builds.
I love the turret engie, you get so many options!
- 2 separate water fields
- A Fire field
- A smoke field
- 7 blast finishers
- Stability
- 8 CCs
- 2 immobilize
Seriously, between so he water fields and the blast finishers, your so hard to kill it’s feels great!
Minion masters can flip camps incredibly well, as well as do great in 1v1 situations. 2v1 or 2v2 your disadvantaged though. teribad for zerging.
Nice video! I’ve been roaming around in a similar power build that I can easily switch to well to hop in a zerg and mow down people.
What I’m looking to find is what its like fighting against a Mesmer (Shatter, Lockdown, and/or Condi) as a Necro? I have a few questions going forward:
- What is the first thing that comes to mind when you’re about to face a Mesmer?
- How do you feel about your odds of winning?
- Strategies and tactics?
- Which type of Necro build do you feel best fights Mesmer?
- What Necro skills (weapon or utility) are most important to have in this fight?
- How do you feel about Mesmer in general?
- I find mesmers really easy to kill, their heals are almost as interruptible as a necromancers.
- I find myself winning about 2/3 or more against mesmers
- Best strategy is to not let them kit you, they can easily run around you and try to make you lose track of them. The best way to kill any mesmer is to interrupt their heal, they really have no counter against that.
- I feel the best would be a terrormancer due to the fact that it’s so super full of interrupts.
- I feel immobilize is the best counter to mesmers, followed by daze. Even if the mesmer goes invis as you cast the immobilized you know where they are and they usually can’t react. (only exception is blinking away)
- I like mesmers, was the second character I made, but I love how much an engie can use combo fields (and I love necro the best due to the tanky nature)
Eat food. http://wiki.guildwars2.com/wiki/Koi_Cake will help out alot with conditions, and I think it is still pretty much dirt cheap to boot. (Buy it from the vendor with z-taffy)
http://wiki.guildwars2.com/wiki/Combo
You only have 1 blast finisher, staff 4, and it only triggers if someone is inside the mark area, quite annoying.
Try out vital persistence, (II in soul reaping) it’s over powered to heck.
Good luck and have fun!
I literally AFK in silver wastes and am unconcerned.
http://gw2skills.net/editor/?fRAQNBmQDbkhmuabqxtG2bTsLISfbWsJHuEyAvA-TlSAABfcQAUS5BPq/olSsm2fYijAQDPAAAM/ZhSQvvAAECo/YA-w
The signet goes against the playstyle of the necromancer, where you use CC such as fear and stun to control the fight, giving you windows of opportunity to attack/defend. SoV supposedly heals more than healing signet on warrior (392 compared to 362 health per second) and damage to boot. It compensates by a longer cooldown and slightly larger heal compared to the healing signet. However, while warriors make use of blocks, we are stuck eating whatever damage we are hit by instead.
Charge (Summon Flesh Golem):
- Reduced dash speed by approximately 25%.
- Adjusted number of hits during the charge.
- This skill no longer deals damage if the golem’s position does not change significantly (for example, running against a wall).
- This skill now ignores the movement penalties from chilled and crippled conditions.
- Updated skill facts to more accurately show the damage of this skill.
Thanks for taking the highest skill /reward system the necromancer has and destroying it, Great buff to keep us competitive.
Shrouded removal, a death trait VI removes a condition. All stuns except knockdowns are conditions and can be removed
*Withering Plague: Fixed a bug that prevented this skill’s recharge from displaying. Updated the range indicator for this skill.
*Plague of Darkness: Fixed a bug that prevented this skill’s recharge from displaying. Updated the range indicator for this skill.
*Plague of Pestilence: Fixed a bug that prevented this skill’s recharge from displaying. Updated the range indicator for this skill.
Plague no longer auto attacks….
I think the new bug patch broke something in that ctrl-right clicking to make an skill auto-attack no longer works in plague.
My main character (lvl 80 Necro called Jake Demoni) was porting into Southsun Cove following a large amount of people (Boss zergs Yay) and the client froze. After restarting it, the client turns non-responding when logging onto that character. Other characters can go in and out of southsun.
So, I was looking though the woefully small amount of titles and thought that the drinking achievement Thirst Slayer could use a title. I propose the following:
Permanently Dehydrated
Thanks
-Jake Demoni