But in 1 vs 1-3 encounters… the necro is as good as any other class.
not even close on 1v3, it is infinitely easier to 1v3 on ele, mesmer and thief.
1v1 the necro can hang with any class but it gets far more difficult to win compared to those classes when the number of opponents goes up.
Stop using a singular build as the example for why another class is “better” at attrition. Thieves have a single build (P/D) that is strong at attrition, every other build you will see them with is burst damage.
Attrition is, simply speaking, how well you can drag out a fight.
All of Thieves’ attrition is based in stealth, and using dodge rolls to stay alive between stealths. Every time they are outside of stealth, they don’t have access to the things that make them “attrition”-y. PD thieves work well because while in stealth, they lose conditions, gain HP, and can deal damage pretty safely, and out of stealth they have dodge rolls to prevent getting locked down.
Necromancers get fear, chill, weakness, poison, life siphoning, DS, regen, retaliation, condition removal/transfer, blinds, cripples, immobilizes, and boon stripping/corruption. All of our CC keeps us out of range when we need to be, and in range when we want to be. Our Chill/weakness/retaliation/blind/DS slow down incoming damage, punish it when it does hit, or in the case of DS, completely nullify entire bursts. Poison and boon stripping/corruption keeps the enemy from being able to heal, mitigate damage, or deal more damage. Condition removals/transfers keep us safe from conditions, and even turn enemy condition builds into a liability. And finally, constant ticks of life siphoning, while seemingly insignificant, really add up over time. If you have minions+your own life siphoning+regen+dolyak runes (easily accomplished via staff+minions+runes), you are getting 200-300 HP per second on your own, with another 100+ HP every time a minion hits. That is a very significant amount of things to drag fights out, they are very effective (ever corrupt boon a guardian/ele?), and they are accessible.
Most of the things you state we can do? We can’t actually do all of them at once or can’t do it frequently enough for it to be a big enough factor, guess who can? P/D thieves.
I don’t think the game actually has any attrition builds for any profession besides P/D thieves, that’s why we keep bringing that one up.Bhawb just please, stop this. You’re just being a mindless fanboy by this point. A P/D is a better attrition build than anything a Necromancer can do, everyone else can accept the truth.
Agreed wholeheartedly the we need to stop with the old metadata list of skills again. It really does look “cheer-squad-ish” and is actually misleading on profession builds. Like I said before, these need to be put into a viable build context so that you can actually see what is capable of being actually built.
And to the antagonists on both sides….people are allowed to have differing opinions and should be allowed to express them without being “howled” down. People who support their opinions with facts and figures rather than mere opinion usually make much more sense.
/agree
I wouldn’t have put it that nicely.
you gave the thief the same score for mobility as a necro, you are so clueless it isn’t even funny.
Thief is easily in the top 3 for mobility classes.
Yes, thieves can have high mobility, but in their attrition spec (P/D) they have very limited mobility. P/D has none (#3 is a melee move to shadow step backwards, but uses initiative and lowers their damage) swapping to SB lowers their damage (No decent bleeds, costs initiative to move thus lowering damage) thus removing the constant stream of damage that is required to be a good attrition build.
Their utilities may provide some mobility, but it’s typically on a long cooldown: Shadowstep 50 second cooldown, Roll for Initiative 60 second cooldown, Shadow Trap (Haha… Like anyone really uses traps on thief) 30 second cooldown.
I do know about this as I have mained both Necro and P/D Thief.
Necro gets a good score for mobility since they can easily remove any conditions that slow them down with Consume Conditions, Deathly Swarm and Putrid Mark there’s a lot of on demand removal of multiple conditions, Thieves don’t have this luxury in a P/D spec they’ll have maybe Withdraw (Most likely Hide in Shadows though for more stealth and offensive condition removal) Shadow Step (50 second cooldown…) and possibly the remove conditions while stealthed (One when entering and one every 3 seconds in stealth)
it’s funny how clueless you are as to what actually happens in practice yet you are good at listing character abilities like you know what you are talking about.
I’m not sure I agree with all your categories… Some of them seem redundant (No high damage abilities? That doesn’t necessarily mean attrition…)
Categories I’d use would be something like:
- Survivability (Health, healing, other defences) – 7/10
High health, Heal skills are good (Consume Conditions = Amazing especially for attrition) and DS is great survival tool. Let down by the lack of dodges, limited boons (Protection, Vigor, Regeneration (Outside of Staff)) and limited defence from utilities
- DPS (How much damage is dealt, how easy is it to sustain, how can it be countered) – 6/10
Direct damage isn’t very high and hard to maintain as there’s limited movement capabilities and lockdown (Outside perma-chill builds) and boons will counter it as anti-boon tools favour condition builds.
Condition damage is good, not reliant on high stacks of Bleed so condition removal tools have limited effect, can convert boons into conditions and transfer conditions from self to targets. Conditions also have relatively short cooldowns allowing them to be reapplied fairly easily.
- Lockdown (How much disable is available, how easy is it to get it off, how effective is it) 3/10
A few chills, a cripple and an immobilise. Can be built for perma-chill but still can only lock a single target down reliably. Has access to a few fears aswell, but only 2 are reliable and are on pretty long cooldown with short (1 second duration)
- Mobility (How easy is it to move around, how easy is it to prevent being controlled, can you stay with your target) – 5/10
Conditions such as Cripple, Chill and Immobilise can be removed and/or sent to opponents preventing loss of mobility. The lack of movement speed and gap closers (Outside DS #2) hamper keeping up with classes with mobility tools (Such as Ride the Lightning, Rush, Leap of Faith, Infiltrator’s Arrow, Swoop, Super Speed, Portal)Giving a score of 21/40
I’d end up giving a P/D Thief (Attrition based build):
Survivability – 10/10 Regen in stealth, can spec for heals when using initiative, stealth to try and avoid being targeted, can get extra dodges through Feline Grace giving 25% endurance back after dodging
DPS – 7/10 Constant pressure from multiple bleeds, as well as a not-too bad direct damage from applying them and using CnD to stealth
Lockdown – 3/10 Can perma-cripple but uses up initiative that’s needed to deal damage, can use Scorpion Wire to pull someone in but that’s about it aside from Basalisk Venom Elite skill
Mobility – 5/10 has access to multiple Shadow Steps which can allow movement and condition cleansing but they tend to have moderate to high cooldowns. The weapon set doesn’t have much mobility itself and it would cost initiative and therefore lower DPS if used.
Giving P/D Thieves a total of 25/40. Which while not great still beats out Necro’s
you gave the thief the same score for mobility as a necro, you are so clueless it isn’t even funny.
Thief is easily in the top 3 for mobility classes.
Your guest makes a good point about how the necro’s utilities let them spread around a ton of disabling conditions even when they’re not specced into condition damage. I should switch to a power spec for wvw too I think…
Your guest is awesome. He’s by far the coolest necro I’ve met.
lol nice 1!
what are your stats?
crit chance and crit damage
Come on you guys can’t really complain about this, it’s FAR MORE POWERFUL than if it worked like “provides protection to the necromancer when a well is cast”! And it’s exactly the kind of trait I think we should have more of, one that provides a lot of group synergy.
I agree it’s a badly written tooltip, but it’s hardly fair to say that it’s useless when combined with Focussed Rituals: your group still get the protection even if you’re not inside the well, and focussed rituals is really intended to turn the necro into a backline support character so you shouldn’t need the protection.
Why was I interested in focused rituals? So I could lay my wells on keep walls, cannons, oil etc.
How is it Far More Powerful when no one can benefit from the protection since my team mates aren’t ON THE kittenING WALL yet.
Now tell me why I wouldn’t need the protection when attacking a keep? because I am backline support?
I guess the dirty secret of well of blood is that the massive initial heal has nothing to do with the well effect. After all, if an ally is inside the well when it’s first cast, they don’t get that same starting heal. They just get the smaller pulsing ones.
The description could do with a “Wells apply protection within their area of effect” clause I suppose, to clarify to what protection is applied. But as it is, the trait acts pretty consistently: be inside a well when its cast, receive protection.
exactly my point I am glad you were clever enough to figure it out. It would be stupid if the heal worked that way so why does this one trait work that way when combined with another trait.
I use the trait and drop a well and get protection.
Now I select another well trait to increase it’s range BUT it doesn’t help me at all because now I have to ground target it on me to get the effect of my first trait.
Even an idiot can realize that doesn’t make any sense.
If it is a poorly written tooltip and the skill is working properly then this is just another bit of evidence of the lack of synergy our traits have. Our traits are actually working against us now?
with 30 poinst traited conditon duration is 30%, with food it can add 40% so thats 70%
2 sec poison with +70% duration is now 3.4 sec poison. the master sceptor trait is 33% on top the end formula so 3.4 sec +33% equals = 4.53 seconds
and something isn’t adding up either…
2 second base poison
3 hits in the AA chain each listed as half a second
yet you cant get another poison stacked by only spamming AA, the first 2 second stack runs out before 1.5 seconds of autoattack
That seems pretty correct to me, really… After all, it applies protection to everything inside the well. It’s not like the tooltip says “Gain protection for 3 seconds when casting a well”
It’s more likely a bug. Something that wasn’t thought of when making the ground target trait.
it isn’t consistent with the way the heal works, if I make the heal well ground target I don’t have to be in the well to get the main heal.
The description says Wells apply protection when cast.
disagree for a necro who has specced and geared for condition damage and duration you should be able to easily keep up poison if you carry scepter. You should even have time to use a couple of other abilities and not worry that your poison stack is gone.
If you are using scepter right you will have close enough to 100% poison uptime that any tiny gaps won’t really matter.
“If you are using the scepter right…” lol don’t act like an kitten
I know exactly how much poison up-time is both possible and practical and even a half second would be a great step towards better “attrition”.
Because 100% poison uptime shouldn’t be super easy, it is an incredibly strong skill against anyone who has heals that don’t remove conditions.
disagree for a necro who has specced and geared for condition damage and duration you should be able to easily keep up poison if you carry scepter. You should even have time to use a couple of other abilities and not worry that your poison stack is gone.
fakeblood is right, sadly in pvp/wvw our downed skills are by far on the low end.
If kiting is stopping your skill chain, that’s your fault, you should be able to kite well enough that you are still getting your attacks out (otherwise you are just running away).
We don’t dodge that often, lets be honest here, we’re necros. You should be able to have near permanent poison on your target all the time if you are using scepter, if you don’t, its not up to the game to buff our already permanent poison durations.
lets error on the side of “Attritiony” and give scepter AA3 poison .5-1 second more duration.
Easy solution: use traits or runes to increase poison duration
That’s exactly what I was thinking. With all duration bonuses applied adding just over a second to two seconds.
If kiting is stopping your skill chain, that’s your fault, you should be able to kite well enough that you are still getting your attacks out (otherwise you are just running away).
We don’t dodge that often, lets be honest here, we’re necros. You should be able to have near permanent poison on your target all the time if you are using scepter, if you don’t, its not up to the game to buff our already permanent poison durations.
lets error on the side of “Attritiony” and give scepter AA3 poison .5-1 second more duration.
lol
and den?
are there any of you on Stormbluff?
I have been wanting to test out some 5 man necro groups in WvW.
let me know if there is anyone up for it there.
yeah this blows, I cant switch to my rage sigil weapon and set up a proc anymore in DS
could it be counting DS usage as being downed in odd cases perhaps?
I am in total disbelief right now
I have experienced this too without being downed at all previously during that play session
the devs are suffering from a severe case of FOBO (Fear Of Being Overpowered)
It is a terrible crippling affliction that resides only in the minds of the developers.
I’d rather have a class that is slightly overpowered and playable than a class that is completely inferior to other classes and not worth playing with in WvW.
agreed
the devs are suffering from a severe case of FOBO (Fear Of Being Overpowered)
It is a terrible crippling affliction that resides only in the minds of the developers.
I thought pierce meant that it can hit 2 targets rather than one, not that it can’t be blocked o.O
I think he said body blocked, meaning that if anything gets in between you and your target (ex. clone, pet, critter, enemy player or npc) without pierce your lifeblast will be blocked by them and not damage the intended target.
I agree that you should always find a balance between toughness and vitality, as it is going to give the best returns. That said, I still think because of how LF is built based on a % (therefore higher HP actually means higher healing), and just the general necromancer playstyle, that if you absolutely had to choose between vitality and toughness that vitality is a better option. It is completely up to debate though, and in the end falls down to personal preference.
no not at all
the necro has many many ways to deal with conditions where vit is the better defensive stat
necros have very few ways to deal with direct damage compared to other classes and that is why we need toughness more than we need vit if you cant or dont want gear for both.
I think Life Force should act as an entity that fights from within the necromancer. It provides support while the necromancer to fight with his/her regular weapon and skills. That means the necromancer can use LF skills at the same time as his weapons skills and utility skills.
We should remove DS altogether, and add 8 skills to F1 to F8 that uses LF. Each skill costs significant life force. Since these actions are performed by LF and not the necromancer himself/herself, none of them are interruptible. And none of the skills have cooldown.
A necro cannot use certain LF skills if he/she doesn’t have enough LF.
For example:
F1: Spiritual Protection: For 5 seconds your LF blocks the next 3 attacks against you. Cost 20% LF.
F2: Spiritual grasp: You target is chained and cannot move for 3 seconds. Cost 10% LF
F2 alternative: Spiritual pull: You pull your target to your location. Cost 10% LF.
F3: Spiritual arms: Your LF forms arms and swings wildly and hits everyone nearby you for the next 5 seconds. Cost 20% LF.
F4: Spiritual force: Your LF swings around and knockback all nearby foes. Costs 10% LF.
F5: Spiritual gun: Your LF fires at target foe, dealing damage and knocks him down. Cost 10% LF.
F6: Spiritual sacrafice: You LF forms a ghost and charges at the target. If it hits, target is chained for 3 seconds. 3 seconds later, the ghost explodes at that location dealing deviating damage. 100% LF.
F7: Spiritual wall: You LF forms a wall at the target location. No hostile projectile can get though and no enemies can walk though. 30% LF.
F8: Spiritual teleport: You teleport to target location: Costs 20% LF.
and CHIPS makes his worst post ever….
this idea feels so devoid of necromancy altogether, it seems like you just finished watching the green lantern and playing a guardian and then made all this up.
sorry but this is ridiculous.
I really see the lowered drain rate as a pve option where you can sit and nuke freely and get a few extra hits in.
In pvp pierce is so much more valuable on LB it’s not even close.
if you want to focus on 1 defensive stat so you can devote the rest of your stats to damage go with toughness over vitality.
Huh… I’ve also just noticed some other things:
Consume Conditions – 1.25 second cast on land – 0.5 in water.
Summon Blood Fiend – 1.5 second cast on land – 0.5 in water.
Epidemic – 1 second cast on land – 0.5 in water.
Blood is Power – 0.75 second cast on land – 0.5 in water.
Signet of the Locust – 0.75 second cast on land – 0.5 in water.
Signet of Spite – 0.75 second cast on land – 0.5 in water.
Signet of Undeath – 2 second cast on land – 1 second in water.No wonder Necro feels so smooth and fluid in water, all their cast times are reduced by about 1 second…
actually I would love to hear the devs reasoning behind this one.
However I FEAR them just increasing the cast times under water just to SPITE us once it has been brought to their attention.
Kilger is right based on what you have said you are looking for.
you need higher crit chance and more power at the expense of crit damage
perhaps use emeralds in the armor and exquisite rubies in the accessories as they have 3% crit damage over 2% in the orbs.
I usually use a 30/20/10/0/10 build.
After trying every spec imaginable over the course of lvling and gearing two 80 necros this build gives me the most reliable high burst dps, AOE, utility and survivability in WvW.
Things I find are a must have for my playstyle.
targetable wells
Greater Marks
Pierce on lifeblast
“I love the smell of minion explosions in the morning! – Apocalypse Now.
wasn’t that Necropolypse Now?
In fact, if a DS centric build was able to crit on all three dagger strikes his numbers would be higher.
That was the question I was thinking about. How hard would that have been, however unlikely the odds, if there WERE 30 points in the DS tree. That is 30% more damage on crits, so it would have been much harder. I could do the math, but I am lazy so I can just say that it would have been well OVER 9000!
Sorry for that.
yeah it would be great damage when it happened
lets say 42% crit with that build like bas mentioned (.42×.42×.42=.07) that will happen for him less than 1 in ten times
get your crit up to 50-55% and toggle DS for fury (.74×.74×.74=.4) 40% of the time you should crit 3 times in a row
in fact odds are I will more likely pull off 8 crits in a row before bas gets 3 in a row with his 42% crit chance.
(edited by Dredlord.8076)
Finally, Crit damage > Precision and Fury – i can get 40-42 percent crit without touching the precision tree. You do realize that your 9k is based on your crit damage and has nothing to do with your crit percentage. In fact, if a DS centric build was able to crit on all three dagger strikes his numbers would be higher.
exactly like I said if you want to see damage like that on daggers you need higher crit chance. my crit is close to double yours with fury up. The chain adds up to good damage because I can count on all hits critting more often than not whereas you may have to wait for the stars to align to get 3-4 crits in a row (keep in mind that all the stats you sunk into crit size are wasted for you 60% of the time)
If you want a build where you can go fishing for “teh Uberest DS1 HiT” or Uber lich damage then by all means go 30/0/0/10/30
I dont know bas you’re kinda coming off as a bit of a dick when I am just telling you what I have experienced
I play mainly wvw and I am on storm bluff isle
Here is some damage from a devona guy, no orb bonus and in combat I may have had 3-4 stacks of might.
As you can see it was against another necro player.
It is surprising to see you hit 8.3k on the stack, which is good to see. I was just telling you that no numbers like that where you aren’t fully buffed with orbs, might stacks, and full vuln are being reported by anyone else.
From the looks of the combat log, you got a string of three straight crits, and it came immediately after Well of Suffering applied vuln stacks. So what bhawb says holds true, It could happen if all things broke right and you crushed someone severely undergeared. There is no way to verify there was no orb or buffs going on at that time since we are looking at a combat log, but I will grant you that you hit 8.3k with at a minimum 10 stacks of vuln.
I was wrong about it not even hitting 8k in those situations. I am pretty interested in seeing what I could do with a full zerker Axe 2 would hit for now.
obviously there is no orb bonus because there is no orb bonus icon there, besides that orbs havent been enabled for ages
your math is also off, the chain hit for 9050
The player was undergeared I agree but it is unlikely he had more than a few stacks of vulnerability as he was able to clear my root and evade my wells almost immediately.
btw your power build 30/0/0/10/30 wont give you that kind of damage, your crit will be too low and you wont have fury either.
It would be nice if you could admit you don’t know the necro as well as you think you do….
I dont know bas you’re kinda coming off as a bit of a dick when I am just telling you what I have experienced
I play mainly wvw and I am on storm bluff isle
Here is some damage from a devona guy, no orb bonus and in combat I may have had 3-4 stacks of might.
As you can see it was against another necro player.
All marks should be 1/4 or 1/2 second (like chillbains).
All marks are 3/4 cast. Including Chillblains…
Also Warhorn #4 is only 1/2 cast which is relatively quick for an AoE Daze (Other AoE Daze are 3/4 cast time)
The only skills I feel have a long cast time are:
Focus #5 – Which is very noticeable since a large reason to use it is to remove Boons applied mid-combat which breaks the flow by a huge amount.
DS #1 – It’s very slow at a full 1 second cast time, it may do high damage but it’s pretty terrible when compared to Dagger #1 which will complete 3 attacks per second… The slow cast time of this also makes using the #2 and #3 skills much harder to do without crippling the damage you’ll do in the short time you can stay in DS.
DS1 is only bad in that instance if you are a condition mancer, at which point DS shouldn’t be used for damage, except to pop crits. At lvl 80 with full zerker gear and a power build. Dagger1 hits for around 150-200, Dagger2 hits for 250, and Dagger3 hits for around 900. That’s a total of 1300 with Crits as high as 2200. DS hits for 2200 normal with crits of 3300 – 4k. That’s twice the hit, and if traited it stacks might, pierces and stacks Vulnerability. Axe 2 with a full power build can hit up to 8k in it’s channel. Dagger is not as great as everyone says it is, and Axe is not as Bad. DS is great if used for the right reasons and in the builds that support it.
For Hybrids and Condition builds, Death Shroud is used for Bleed on crit with DS 4, DS3 and DS2. DS1 is simply used as filler or when waiting for cd, and to possibly stack might if traited.
That’s terrible damage. Something must have gone horribly wrong with your power build.
My dagger auto attack chain hits for up to 9k plus.
I seriously doubt your single Dagger1 auto hits up to 9k as that would be the single highest reported amount at any time, and would be even more powerful than 100b.
My dagger auto attack chain hits for up to 9k plus.
the auto attack chain being necrotic slash>stab>bite
you shouldn’t play the necro
sorry you just don’t sound like you are cut out for it…
All marks should be 1/4 or 1/2 second (like chillbains).
All marks are 3/4 cast. Including Chillblains…
Also Warhorn #4 is only 1/2 cast which is relatively quick for an AoE Daze (Other AoE Daze are 3/4 cast time)
The only skills I feel have a long cast time are:
Focus #5 – Which is very noticeable since a large reason to use it is to remove Boons applied mid-combat which breaks the flow by a huge amount.
DS #1 – It’s very slow at a full 1 second cast time, it may do high damage but it’s pretty terrible when compared to Dagger #1 which will complete 3 attacks per second… The slow cast time of this also makes using the #2 and #3 skills much harder to do without crippling the damage you’ll do in the short time you can stay in DS.
DS1 is only bad in that instance if you are a condition mancer, at which point DS shouldn’t be used for damage, except to pop crits. At lvl 80 with full zerker gear and a power build. Dagger1 hits for around 150-200, Dagger2 hits for 250, and Dagger3 hits for around 900. That’s a total of 1300 with Crits as high as 2200. DS hits for 2200 normal with crits of 3300 – 4k. That’s twice the hit, and if traited it stacks might, pierces and stacks Vulnerability. Axe 2 with a full power build can hit up to 8k in it’s channel. Dagger is not as great as everyone says it is, and Axe is not as Bad. DS is great if used for the right reasons and in the builds that support it.
For Hybrids and Condition builds, Death Shroud is used for Bleed on crit with DS 4, DS3 and DS2. DS1 is simply used as filler or when waiting for cd, and to possibly stack might if traited.
That’s terrible damage. Something must have gone horribly wrong with your power build.
My dagger auto attack chain hits for up to 9k plus.
All marks should be 1/4 or 1/2 second (like chillbains).
All marks are 3/4 cast. Including Chillblains…
Also Warhorn #4 is only 1/2 cast which is relatively quick for an AoE Daze (Other AoE Daze are 3/4 cast time)
The only skills I feel have a long cast time are:
Focus #5 – Which is very noticeable since a large reason to use it is to remove Boons applied mid-combat which breaks the flow by a huge amount.
DS #1 – It’s very slow at a full 1 second cast time, it may do high damage but it’s pretty terrible when compared to Dagger #1 which will complete 3 attacks per second… The slow cast time of this also makes using the #2 and #3 skills much harder to do without crippling the damage you’ll do in the short time you can stay in DS.
actually I have come to like the cast time on DS1, lately it seems like players dodge in between the cast of each nuke and the roll is done by the time the next nuke is finished.
how exactly does DS1 make using DS3 any harder? perhaps you’re doing it wrong?
I am sure he meant just DS2, the indication being you are in the middle of a DS1 cast and then switch over to the DS2 and it restarts your cast bar. But it is no different than stepping on your own marks by swapping to DS or swapping weapons. Again the “fluidity” problem of the casting times. Since I don’t use DS1 its no problem for me though. I spam 2 whenever I go into DS to preven that DS1 from casting. I may even try making the DS2 my autocast…. never thought about that.
No, I dont think he meant just DS2. I think he doesn’t really know how his abilities work, thanks for showing up though.
All marks should be 1/4 or 1/2 second (like chillbains).
All marks are 3/4 cast. Including Chillblains…
Also Warhorn #4 is only 1/2 cast which is relatively quick for an AoE Daze (Other AoE Daze are 3/4 cast time)
The only skills I feel have a long cast time are:
Focus #5 – Which is very noticeable since a large reason to use it is to remove Boons applied mid-combat which breaks the flow by a huge amount.
DS #1 – It’s very slow at a full 1 second cast time, it may do high damage but it’s pretty terrible when compared to Dagger #1 which will complete 3 attacks per second… The slow cast time of this also makes using the #2 and #3 skills much harder to do without crippling the damage you’ll do in the short time you can stay in DS.
actually I have come to like the cast time on DS1, lately it seems like players dodge in between the cast of each nuke and the roll is done by the time the next nuke is finished.
how exactly does DS1 make using DS3 any harder? perhaps you’re doing it wrong?
what? wait???
where are all the usual necro fanbois today?
I don’t like the feeling of this….
An aoe blast for slightly less damage would be awesome.
And NO any less damage would not be awesome, at all in any way shape or form.
No thanks piercing works alot better for me than the tiny aoe on fireball, i can hit 2 players much farther apart with pierce.
Norn necro is a wise choice my friend…
Necro just happen to also have the worst stun break in the game. Have you seen their skill recharge? None is faster than a thief’s 45 sec of stealing.
we can have fear break every ten seconds can’t we?
You can use DS while feared, but your fear won’t end unless you traited for that.
Excellent, problem solved then.
Necro just happen to also have the worst stun break in the game. Have you seen their skill recharge? None is faster than a thief’s 45 sec of stealing.
we can have fear break every ten seconds can’t we?
You are misrepresenting your damage with this build a bit, it is actually miserably low damage even with dagger aa.
Your crit chance is so low why would you mention what ds1 will crit for when it will virtually never happen in practice.
I remember our first win too.
It’s to bad we got bandwagoned into queue times.
I left the server as it became really boring to play there.
I just laugh whenever another necro im fighting pops plague form, its so bad in wvw that it’s just downright pathetic. I don’t think I have ever lost to a necro who used it against me.
only 3 skills to use and all of them exclude the others.
make it better or at least more fun
add a gap closer on 4 usuable once or twice during the transformation, call it Swarm
add a condition transfer or rip on 5 usuable once during the transform
allow you to weave 2 of the 1-3 skills at once similar to bards in other games
attrition can be fun but too much attrition with a few poorly thought out skills just shows how little thought was put into our class on the whole.