The oldest mention of Zhaitan’s name was discovered in dwarven records by the Priory IIRC. A npc in Malchor’s leap mentions that.
Also his minions constantly call him by this name, so maybe he named himself and the dwarves took note of it. Or maybe he adopted the name.Primordus was named by dwarves to my knowledge too.
Kralk’s name was given to us by Glint.
Jormag I forgot. Woops.Mordremoth we don’t know yet.
The DSD most likely does have a name, we just haven’t found any records on it yet or heard anyone refer to it. It could have an arabic name if the Largos decided to name it or maybe it has been given a name by the krait (something with ss?).Or maybe one of the ancient races named the DSD and Mord but we just haven’t stumbled upon any records mentioning these names yet. Mord’s name we only know as players because of Subject Alpha’s move anyway. ;P
We’ve known the name of mordemorth scince the release of GW2 and the Crucible Of Eternity dungeon, if you look at your combat log @ Subject alpha, he got 3 attacks:
-Teeth of Mordremoth
-Teeth of Primordus
-Teeth of Jormag
Was wondering if anyone could help me with this image, it’s what you can see through the telescope at Arah p1
Wouldn’t work for mechanical reasons more than lore reasons.
On the lore side, for sylvari there’s nothing to say that it is the Pale Tree’s sylvari only that are immune – we have no indication that Malyck’s tree isn’t. This is also a mechanical issue. Secondly, it would be a requirement for the Forgotten’s ritual to be used, otherwise they’d be mentally twisted as well, which is why there are no “good guy dragon minions” beyond Glint (whom underwent the ritual).
This creates one of the mechanical issues: they cannot be of this ‘class’ for the personal story (time paradox issue), which in turn means that they cannot exist for 95% of the game (basically, for all of the non-LW).
Another mechanical issue is appearance – they cannot use the same character creation methods because twisted by the Elder Dragons means their bodies also change. This is the same reason why having an undead race would be hard to have. In fact, the idea you have is better as a race than a profession (since the dragon minions themselves have their own professions, just with an elemental theme attached), but you’d hit the issue of either “has to have multiple race frames” or “is restricted to a single former race”.
Overall, it sounds like you just want a dark knight kind of profession – and ArenaNet said that all players will be the “good guys” no matter what. Closest you’ll get is necromancy.
You forgot the chicken of arah p3
Well for the most AoE you gotta go with
-the two damaging wells and corrosive poison cloud
-Staff and scepter/dagger (staff 2-5 and scepter 2 and dagger 5/4)
-condi/toughness gear with some power here and there mixed in
-staff traits and more condi dmg/duration so some in spite, death, curses and soul reaping is opptional.
-plague formSo whatcha got is 2 damaging wells, poison field for 12 sec, dagger 4 and 5, scepter 2, all your staff skills (which will be bigger with traits) DS 4/5, (optional DS 1 with unyielding blast which will hit 2-3 people, same with staff) and plague form.
This came out of the top of my head when u said most AoE. Ofcoarse don’t run into the middle of the Zerg unless in plague, and just spam your utilities and weapon skills.
I think warhorn taggs more o.o
What changes @ TA Forward ?
Only reason a necromancer should have stability is to finish downed enemies, PvE we don’t need it & PvP is easy to live without if you l2d regular attacks..For PvE no profession needs stability and for pvp dont forget the necromancer is the light armor profession that is supposed to stay in a fight and for that you need stability. It is the same with guardians and warriors. And they also can live without stability in pvp…
Depends on what role you fill, but I guess you’re right, but scince we don’t have any as utility, necro’s should stay on the sideline @ groupfights, not zerg in but slowly get involved , or we can trait for it in a DS build, but we can also convert the stability of enemies, that’s imo a genius thing to do when you need to stay in a fight and make sure your side wins.
What changes @ TA Forward ?
Only reason a necromancer should have stability is to finish downed enemies, PvE we don’t need it & PvP is easy to live without if you l2d regular attacks..
Skyhammer gets everyone upset, don’t blame the poor fellow. Yesterday I fell to my death 5 times…
I never feared him off or anything, I just killed him…
My yolo build is my full berserker PvE build 6/2/0/0/6 that relies on the damage of wells and life blast.
The annoying part was perhaps that I killed him and he failed do kill me :p
(edited by Falcon.8713)
Watch my chat log…
It happened after my yolo build killed a rank 64 ranger…
• Reapers touch: @ PvE dungeon -> I’m standing in a spot in front of my target, my golem between us, I use reapers touch and the scythe bounces between target and flesh golem, also in pvp I have seen it bounce between flesh wurm/ blood fiend and target aswell
• Haunt & Rigor Mortis: Can be activated directly, but from that moment they have to charge it up before it goes, think about a small channel ( you can see the shadow fiend growing in size and the bone fiend gets chained up)
• is fetid consumption verified about the remove, not drawn part ? Because I swear that I’ve seen couple of minions gaining my confusion, immob , poison & chill several times (or it could’ve been some aoe but not sure)
Yea the guys been trolling since the start with invisible golems etc
Holy crap o.O
Not sure why this is in necro forums as it has nothing to do with necros….
My post @ bugg forum always disappeared so I thought that perhaps someone of the necomancer forum would know the answer, because it’s the only forum I go to..
Seeing as your on Gandara, that would be probably the notorious FSP hacker/bug abuser that’s been plaguing WvW over the past weeks/months.
Wow.. Never met him before until last evening..
I posted this on the bugg forum aswell, but my post disappears every time I repost it…
Me and everyone around me is getting killed by a thief who has bugged himself into the ‘unknown’
I’ve noticed that if I attack enemies from max range while my minions are still running to catch up to me, it increases the chance that they’ll stand there and do nothing. Anybody found a way to break them out of this lethargy if this happens?
At an enemy : channel attacks often makes them rush into combat, dagger/axe 2 works sometimes, but the thing that does the trick most of the time: Death Shroud 4
A got 5 necros, 5 different builds each for for its own purpose
• full berserker powermancer : PvE – Dungeons (6/2/0/0/6) / Low Fractals
• Cleric MM : sPvP: Tourneys- Close Point defender/mid support // WvW: Duelling
• Rabid Perplexomancer: WvW / PvE: Casual Dungeons
• Knight+Cavalier: PvE: Fractals higher levels (6/4/2/0/2)
• Wellomancer: WvW Supportive build
I like the Axe in sPvP Tourneys it does decent damage to everyone
It is not intentional.. It used to be fixed, but another patch coding just messed it up again
After some new testing I found out:
PvP: Holding/Defending a point, enemy incomming : you start attacking → minions are next to you and start attacking to !
• When you rush to an enemy who’s capping another point and you start attacking : minions are still behind you following you from wherever you came, and start slacking and standing at a distance for a while…
• When you rush to take out enemy trebuchet, you run up the hill attacking the treb, minions start slacking at the beginning of it, so perhaps if you run slowly… So your minions can keep up with you they will start attacking on these occasions aswell
Wait wut o.O
That was strange…
I’ve noticed : PvE/WvW they act normal, attack when you start attacking or with delay of max 3sec
PvP: you have got +- 70 % chance they’ll attack as you wish, but 30 % of the time they might slack at the sideway.
NOTE: only talking about the melee minions, the ranged ones almost attack immediatly
I’ve come to accept that certain builds are strong against MM necros, so my best resort against them is to avoid them 1v1 and change plans/objectives. Or fight in a duo/group instead.
What builds do you mean ?
Perplexity doesn’t cement the condimancer to the top, anti condition build kitten the kitten out of them, I have to say it makes them stronger, but still squishy and easy to down/kill
I use Cleric + Dwayna runes → Staff 2 skill is the AoE regen thing, staff 4 is the counter condition thing and staff 5 is the interrupt thing nowadays…
My secondary is Axe/Warhorn, just because I like an axe.. Warhorn is genius because of the ‘anti-block’ daze + lf gain through Locust Swarm
Thief/Warrior/Ranger fear: long duration, but no damage → if you get feared by one of them you’ll notice it in time to use a stunbreaker so they won’t kitten your kitten
Necro fear: short duraction, deal crazy condition damage → one has to pay very attention that he activates his stunbreaker even before the fear duration has run out, 2nd, if one uses a stunbreaker against necro fear 1 , you will get hit by necro fear 2 and eventually 3 and 4, I’m talking about stunbreakers against thieves and warriors longer no damage fear
He’s talking about a MM, 1 Moa morph puts every minion utility skill on cooldown.. So if you have some survival skills, tanking gear, you can survive , else you’re doomed most of the times....
Last time spvp tourney, I was holding close as a MM, if a mesmers pops-up and you think you’re having a fair fight until he turns you into a moa... You really get angry.. Luckily I survived my blood minion’s CD so he could suck me back to full health when killing the mesmer..
Oh that way :o , well , if you’re used to mesmer shattering, it would be to easy for us to kill, just imagine 2 brainless 2-3k bombs are running into you..
In my opinion NEVER EVER switch bone minions, they are our acces do some reliable heavy damage, during a fight just watch at them and press the button if they’re near target
I only use Flesh Wurm in Tourneys @ point defending (as a MM) , if i’m going to hotjoin I take shadow fiend for roaming aswell, but as point defender, you get into 1v1 fights a lot, there it’s all about getting enemy down and keeping point before someone extra of their team arrives and it becomes 2v1, so the ranged hits go over melee because the shadow fiend can be kited around without dealing much damage the bone minions nuke their HP to zero if used at right time n.n
Hi guys,
did you all just give up on DS changes or are you satisfied the way it works? I love the Necromancer and think it’s the most versatile, fun class in the game but the class defining system (DS) still is badly designed. This is mostly for PvE.
All calsses have some mechanic that works untraited and gives you at least nice benefits or options however you play. The only other class that comes close to us is the thief steal in PvE if untraited.
Deathshroud requires you for PvE to be traited to make it even viable. If untraited it’s just a meatshield and you have most likely all other traits in stuff for your utilites and weapons, which are unusable. Currently I play a lot of Blood for fun and just can’t profit from vampiric while in DS. If I go full power I still have to trait stuff in DS to make it worthwhile, while actually I would prefer to keep my weapons and just ignore DS completely as it gives me no edge/utility or what so ever if I choose to trait differently. No other class has a restriction where the class mechanic negates a whole bunch of their passive abilities like the life siphon or utilities.If untraited:
In PvP it is okayish and gives a few more seconds of life so that maybe some cd’s come off again and of course the fear, while the damage is not worth it. But if you are lucky you get loaded with conditions that kill you the second you are out of DS, because you do not have a lot against conditions in DS, while the necromancer should be one of the top classes against conditions. Underwater this is another story with life blast transferring conditions.
In WvW it is more or less the same.
In PvE DS is simply meaningless if untraited. You will do most likely no damage, maybe just using Life Transfer for a short AoE burst as we have nothing else of the sort in our reportoire. The meatshield is seldom required for me and it feels kind of stupid having a class mechanic that I won’t use ever, as it strips me of the skills I have traited and actually want to use.
If you compare it to other classes:
Mesmer: Killing all your clones for an effect. Also somehow discussable in PvE, but you can use it without drawbacks for a dmg burst in PvE and regain the clones fast.
Guardian: Giving passive and active boons. This meachanic is always viable.
Thief: Steal and Item + Teleport. The item you steal in PvE might not make any sense and maybe you do not want to getin melee range. Also very bad for PvE in some situations and stays unused if untraited.
Elementalist: Elemental switch. Well, I like the idea and it is a great mechanic and used always.
Warrior: Damage burst or utility depending on weapon. Not very interesting as mechanic but always viable for an extra burst or other stuff.
Ranger: Pet. Is always there, it is not just the F2. Extra damage and no time where you would just not use the pet at all.
Engeneer: Switches to other kit’s for more utility. Interesting mechanic and always usable without drawbacks as you still have your utility skills.Of course there are drawbacks to some class mechanis as well, like using your main weapon but these are drawbacks, as the class mechanic gives you a real edge.
So, please Dev’s be creative and think of a way to make DS more attractive even if untraited or to use our gained Life Force in another way (a second option) that actually increases the abilites of the class instead of stripping us of our preferred way to play. It feels like I have to trait two classes and balance them in the middle to make them useful.
1. 30 Into blood – First lock: Transfusion, heal heal heal, you’re welcome allies
2. DS 1 Skill is a raw blob of piercing damage, perhaps if you have a power build you should use it from time to time ?
3. Pvp ‘gives you some extra life’ I think you’re playing necromancer wrong and you do not understand how the mechanic works.
4. Doom : Fear + Interrupt nowadays, can’t complain
5. Please dev’s, only change ‘dark path’ to a teleport skill, let the rest stay as it is
Stunbreakers… Use them kittenmit !
Rotation depends on what weapons you use, but if you want to nuke someone down, use Charge or Rigor Mortis on him so he’s locked in place and let the Bone Minions explode at his feet, they do a really good amount of damage.
A good MM Necromancer, can be a good close point defender, we’re one of the better 1v1 specs, but you’ll have to change your amulet & runes so you’re not too squishy and perhaps use flesh wurm instead of shadow fiend
You’re saying that the secondary skills of minions are ‘no brainers’ but they are actually usefull:
Necrotic Traversal (Flesh wurm): Stun breaker, teleport, poison field creator
Haunt: Blinds an opponent (small aoe) : try to use this at the perfect moment when you down someone, ex. You’re fighting a guardian, he gets downed and you know he’s going to do the AoE knockback, it will now MISS
Rigor Mortis: as told before, lock down your target, make them stop running around and get ready for your burst
Putrid Explosion: BOOM BOOM DAMAGE BABY
Chaaaaarge: Flesh golem rushes to target and knocks him down, during this skill the golem gets the stability buff → if a guardian/ele/necro places their wall on the floor and you got no stability, the golem can rush through it and harm them.
If you manage to push someone against a wall and let the golem charge against it, it will be like a FGS 4 ‘No target’ attack → almost instant death for the opponent.
At the same time, being a knockback it will also be an usefull interrupt against healing skill, ….
I just found out that there’s a difference between Hotjoin & Tourney, so if one doens’t give the other one still will
Raging… raging everywhere…
Is this normal ? can I only get a number of rewards each day ?
Or does the last 3 tracks require a massive amount of rank points ?
Rotation
Again, this is only a baseline. The rotation can be tweaked depending on your situation/weapon choices.
ST: Blood is Power -> Ghastly Claws (Axe 2) -> Spam Axe 1 for life force -> Death Shroud -> Tainted Shackles (DS 5) -> Life Blast until no more DS -> Blood is Power -> Lich Form -> Spam 1
AoE: Well of Suffering -> Enfeebling Blood (Dagger 5) -> Grasping Dead (Scepter 2) -> Epidemic -> Feast of Corruption (Scepter 3) -> Swap Weapons -> (If Warhorn, use Warhorn 5) -> Death Shroud -> Tainted Shackles (DS 5) -> Life Transfer -> Drop DS and repeat in case enemies are somehow still living at this point.
General Tips
- Constantly move.
- Avoid being father than 600 feet away or you start to lose DPS sharply.
- Always use your axe when you enter Death Shroud. DS will use the stats and sigils off your weapons, as well as benefit from Axe Training.
- Don’t ignore the usefulness of the DS teleport. It can move you out of a bad position in a jiffy, as long as you are obeying the distance rule above.
- Flesh Golem is amazing, because its charge ability can be exploited in certain situations. If used on an immobile enemy or object, it will hit for 10-20k. You may have seen this in sPvP when a necro one-shots you with it. It can be used to knock the gate control in CoF p1 to 70% as soon as you enter the room. Any fight that involves cornering a boss is a great time to summon your golem.
- You will have 90%+ crit chance in Death Shroud (I have 103%). I hope you like doing damage!
Weapons
Axe/Focus (or warhorn, personal preference) – Zerker stats. Should ALWAYS be the weapons you wield when you enter Death Shroud. Primary single target, Lich Form, and DS damage.
Superior Sigil of Strength (or Battle) and Superior Sigil of Torment
Scepter/Dagger – Rampager stats. Use to drop AoE condition spam (Use 5 and then 2 in quick succession to cut your animation time in half) + Epidemic for group murderfication. Scepter 3 for burst on the toughest/most annoying enemy in the group. Will be your primary AoE damage unless you use Axe/Warhorn, then use Warhorn 5 before swapping to Scepter/Dagger and dropping AoEs.
Superior Sigil of Bloodlust and Superior Sigil of Frailty (Replace with Generosity if you have it)
Gear
You have several options here. While I was saving up to buy Celestial gear, I carried both Rampager and Beserker armor. I’d run in Rampager for trash and swap to Zerker for bosses/ST fights. Ruby Orbs or Scholar Runes both work.
Now that Celestial Armor is enjoying a lovely boost, I use Celestial Armor +Scholar Runes, and Zerker trinkets. I still carry my zerker armor just in case I feel I might need it.
Krait Runes deserve a mention here as well.
We don’t fit with celestial, prefer zerker armor… Your build is +- same as mine, but I’m full power 0 hybrid, full rampager is needed for that.
• Reapers precision really ? How about the trait that makes Well’s ground target ?
• No need for celestial, if you can master the necromancer you can survive in full zerker armor (dodging-DS)
Berzerker I think, but not totally sure. It adds like 25% crit chance thought:
I was still able to hit 4-6K Life blasts (Eagle Runes + within 600 range + DS Above 50%)
I’ve called it month before that they’re nerfing Power necros the most, but nobody wanted to listen.
GG now and return to Condi
Lol @ that, why should one play condi if they prefer Power ?
Minions are great, like Bhawb said, their AI was as good as perfect 1-2 months ago, but after a certain update they kindoff started slacking again, ignoring me fighting and just watching from sideline instead of helping
Alrighy, I’ll give you my feedback soon
10 Stacks of might actually gave me a decent damage boost :o
Warhorn is an unblockable AoE long CC. Makes it possible to counter a lot of healing skills, rezzes, stomps, etc. It is comparable to reaper’s mark in many functions.
WH 5 gives you a long amount of swiftness, over 100% cripple uptime, meaning anyone you catch in it should never escape, plus it generates a lot of LF, like a LOOOOOOT of LF. 20% per person caught in it for the full duration, it can potentially fill your entire LF bar on its own in one cast (it will overfill giving you 110% if you have gluttony). Its all a matter of preference, all of our OH weapons are very strong in their own way.
Don’t forget the WH 5 + DS Tank combo
I’ll test it out at my pvp hour, what amulet are you using ?
PvP: nightmare runes are epic now , 2 sec fear or easy proc
PvE: Power: still use Scholar/Eagle
Condi: Undead
In PvP I tested out my new build that I put together.
0/20/20/30/0 – Focus on Wells, give protection to allies, heal them, surviving myself through health siphon through wells
Staff – Axe/Wh
Curses: III-VI
DM: IV-VIII
BM: IV-VIII-XII
Using Cleric amulet to boost healing power, toughness and power (not totally useless @ dps)
Got same build, my damage is still the same, even more because I now have 230% crit damage ?
(PvE/WvW)
Power: Dagger/Wh – Axe/Focus
Condi: Scepter/Dagger – Staff
Offhand dagger is good to transfer conditions you got (corruption skills/plague signet)
Focus is good vuln stacking + boon removal
→ looking from PvE perspective
I made Frostfang yesterday, howler will be next n.n
I know what you guys mean, and you’re right, but BiP was my special way to buff up before a boss / mob pack , it felt like my version of For Great Justice
- I can’t transfer them, I’m zerker with D/Wh + Axe/Focus..
I can use my CC but that’s a negative side that I’m out of healing skill at the start of a fight
Blood is Power, used to be an effective way to gain 10 stacks of might without any problems if you had no target… A real BUFF.. Now we do get bleeding if we don’t have a target… kitteners..
Perplexity will hurt xD why would they allow it in pvp anyway :/ + Necro will be able to Epidemic whole stacks of their own to enemy zerg n.n
I have been using the zerker MM build back in the days, worked really good, you just have to know when to spawn em/ when to aggro the mobs
But, nowadays the AI is not good again.. A normal autattack does’t activate em anymore, the best way to activate em is either use their Minion skill or use a channel attack (Dagger 2 / DS 4, Axe 2 also doesn’t work 4/5 of the times)