Flesh wurm is perfectly viable, you just have to use your brain and know a good spot to set it up before a fight.
If you have a free spot on a build and the point of your build isn’t to stall and die on a point with Unholy Sanctuary to keep it from being decapped, then wurm should always be considered.
Please don’t be condescending i.e telling others to “use their brain”
Back to the topic, wurm is never considered in any of my builds because of how unreliable it is. Maybe if I’m on battle of khylo thats about it. I would much rather have spectral armor, walk, well of power or plague signet to keep me alive in order to win the fight and support my team better. The only reason it is not considered is because it can be destroyed and its as simple as that.
Up until the big patch, wurm was actually the meta for condi Necro in sPvP. BUT… to date, I have fought maybe 5 Necros who actually used the Wurm well… and by that I mean I was left there thinking “Woah… where’d the Necro go” and then I realized they wurmed away. In other words, most people don’t know how to use it. A lot of my friends who want to try Necro don’t want to take wurm because they aren’t comfortable with having to pre-cast it – which is what you have to do… pre-cast.
I play sPvP at generally high MMR and have almost no trouble with using Wurm. This might be different in team vs. team environments (I don’t know, I don’t do those, but I think if you placed it far away it’d be fine. The enemy team probably isn’t going to walk a 2000 range just to kill your wurm when there’s a teamfight going on). So in other words, Wurm is viable. Wurm and SWalk are still viable, and condi Necro is realllyyy strong but with all the free condi clears running around it can be irritating to play because your whole burst is just washed away with a push of a button or a random trait proc (-cough – ele -cough-). That was a tangent tho..
With that being said, I wouldn’t mind wurm being changed to something like a Spectral skill which functions like Chronomancer’s F5, where you’d place a glowing green portal, and then the next time you push it you just teleport in its direction.. and it can’t be destroyed.
But I personally think the skills’ fine as is. It also has a 32 sec recharge now, down from 40. Just sayin’
The argument that only 5 necromancers use wurm correctly displays that it is good is a very weak one at that. I also play at a high MMR rank, I’ve got over 5k games under my belt and 3k being on necro. I live and breathe necromancer, and cannot find any situation to use it effectively.
Flesh wurm is perfectly viable, you just have to use your brain and know a good spot to set it up before a fight.
If you have a free spot on a build and the point of your build isn’t to stall and die on a point with Unholy Sanctuary to keep it from being decapped, then wurm should always be considered.
Please don’t be condescending i.e telling others to “use their brain”
Back to the topic, wurm is never considered in any of my builds because of how unreliable it is. Maybe if I’m on battle of khylo thats about it. I would much rather have spectral armor, walk, well of power or plague signet to keep me alive in order to win the fight and support my team better. The only reason it is not considered is because it can be destroyed and its as simple as that.
All minions should be 3/4s cast anyway, but Wurm isn’t meant to be used as an unplanned escape, you are supposed to use it as a pre-planned one before entering combat.
That’s great and all but it would serve better as an unplanned escape. Currently it is not reliable and worth taking over any other stun breaker. Too many times you are required to go into plague form to survive or lich form to speed up the kill, it comes with the class due to our mobility. Necromancer relies on making clutch plays and the wurm stops you from doing so. If you are moa’d R.I.P. If your vamp runes proc, R.I.P.
Reduce the cast time of setting up the wurm to 1/4 of a second. Then it will serve as a more reliable escape method even though it still gets destroyed when vamp runes proc or lich form or plague form or moa form.
Everyone in this thread is either hating on staff or praising it.
When it’s really just in between. It’s not great but it will do with what he have access to.
The only reason I take staff is because of the 1200 range. It’s also a better defensive weapon against thieves and mesmers than any other weapon we have.
I’m having a lot of fun in PvP.
The 4v5 rate is definitely lower. 6/10 is a bit aggressive lol.
It should give a movement speed bonus instead of invuln
If that radius is 360 then what do you think Signet of Undeaths radius is? 180???? Pretty sure warbanner has a large radius that that or else signet of undeath is wrong as kitten.
Tell me if I got this right: from what I can tell from the video, if vamp runes proc while in DS, instead of turning you into mist, they just force you out of DS into “normal” mode. Correct?
still in vamp but out of deathshroud yes
I don’t understand. You mean the mist form from vamp rune procs like it should? Because in the video it looked like it dropped you into normal mode instead of into mist. I could see the mist form icon on your status bar, but all your skill slots were enabled, whereas they’re locked out when you’re in mist form.
What don’t you understand???
Can’t you make a video showing us what you mean on Svanir or the Blue Lord in the lobby and post that on Youtube ?
What is so hard to understand?
At 0:10-0:11 seconds I am hit by a mesmer clone that takes me out of deathshroud due to a vampirism rune proc.
Calm down m8, you’re spilling salt around.
I lol’d irl
Tell me if I got this right: from what I can tell from the video, if vamp runes proc while in DS, instead of turning you into mist, they just force you out of DS into “normal” mode. Correct?
still in vamp but out of deathshroud yes
Someone was telling me that I reached the health threshold to go into vamp but I didn’t get struck by anything yet. So once I go into deathshroud and I am hit while my real health pool is at the threshold then it proceeds to take me out, which I think is a stupid mechanic since it completely screws over the build just by taking that rune.
If someone doesnt get it, when you are hit in DS for a total dmg that without DS would trigger mist form, this attack hits your health, not your LF, and so it triggers Mist Form
Yes, this is what happens, I think?
I posted this in the bug section and its really been annoying me and I wanted to make sure it receives attention.
This bug has been happening ever since they fixed all professions F1 abilities functioning with the rune of vampirism proc. Although for necromancer, the fix has hurt the power necro, due to the fact vampirism runes are almost always the go to choice for zerker/marauder builds in this meta.
You can notice that when I use my deathshroud, roughly 3 seconds afterwards I am forced out causing us to lose even though I had full deathshroud.
I posted this in the bug section and its really been annoying me and I wanted to make sure everyone knows about it.
This bug has been happening ever since they fixed all professions F1 abilities functioning with the rune of vampirism proc. Although for necromancer, the fix has hurt the power necro, due to the fact vampirism runes are almost always the go to choice for zerker/marauder builds in this meta.
You can notice that when I use my deathshroud, roughly 3 seconds afterwards I am forced out causing us to lose even though I had full deathshroud.
This bug has been happening ever since they fixed all professions F1 abilities functioning with the rune of vampirism proc. Although for necromancer, the fix has hurt the power necro, due to the fact vampirism runes are almost always the go to choice for zerker/marauder builds in this meta.
You can notice that when I use my deathshroud, roughly 3 seconds afterwards I am forced out causing us to lose even though I had full deathshroud.
PvP specialist have touched on this in their reports quite a bit apparently now were just waiting….
You do realise that if anet listened to all the new player complaints, it would result in nerfs to things such as stealth (omg they went invisible, I can’t do anything), longbow ranger, lich form, minion master, etc.
How many new players actually complain about D/D ele compared to any of those other things?
I think the best way to counter this is to have a really good tutorial system in-game. Not like the current one lol. Also maybe a link to metabattle.com….
Yes!
I think this would be a neat idea- a golden border that can be turned either on or off, whatever your preference is.
We already have a similar system in place for events (an orange ring), which is pretty handy. I think it would be more helpful if it was a bit more exact for tasks though.
I’ve seen people really struggle with tasks because they’ve found something that contributes to the task and don’t want to check if there is a better area (more spawns, different activity) for fear that they’d be out of range. Moreover, some of the areas covered by tasks are very obscure shapes which can be confusing for most people- especially when there are two tasks very close to each other and you keep switching between them.
Yeah I just realized this is technically already in game with the events system they just need to bring it to the hearts now.
I hear you, but at the same time, context usually takes care of this. Like, if a Heart says to kill centaurs and destroy centaur siege weapons, there aren’t usually vast fields of centaurs in all directions and you only get credit for killing a specific area of them.
Sometimes I find myself in the wrong spot looking for the thing required to complete the activity but because the area is so large I have no idea where to go and not go whereas if there was a perimeter I could instantly know the other half of the area is where the majority of things to complete are….if that makes sense.
Hi I think it would be a lot more less annoying if when in the vicinity of a heart activity, the map highlights the perimeters of that activity. This way when I am doing the activity I know where to look for what is required to complete it.
Does anyone understand what I’m trying to convey? lol.
Do I have to log in on the birthday to get the reward?
Why has this gone on for so long…..you can’t come across anyone sitting in HoTm that doesn’t agree.
Queueing from outside of the mist was good for PvP.
Do you how unproductive just sitting that stale map is…?
In the mean time if we were able to queue from PvE:
We could farm PvE mobs.
We could do map completion.
We could harvest nodes.
We could complete events.
We could do jumping puzzles.
Literally anything you can think of is better than just sitting the mist waiting for your queue.
This is an aging topic that has so much support please make this change soon.
Or at least let us duel, or duel in player owned servers!!!
A good necro can beat D/D ele almost 100% of the time. When reaper comes out necro will be meta in pve. I was getting ridiculous numbers in dungeon runs on reaper.
You should make this most in the profession forums since you are talking about pve too.
A suggestion that makes sense?!?!?! It’s like… Almost as good as being able to queue outside of the mists!!!
/15chars +1 support
Weapons and Skills locked behind Elite Spec
in Guild Wars 2: Heart of Thorns
Posted by: Jelzouki.4128
There is one link in this thread. Click it
.
Can you be more specific than somewhere around page 40? Because locking classes out of weapons has got to be the dumbest kittening thing I’ve ever heard of. IT DOESNT MAKE SENSE /CAPS.
You balance your build off of your traits which decides what weapon you should take. The whole point of Guild Wars 2 build system is to be diverse that is why we can take 3 full traitline now instead of 2.15.
So please show me where this system is proposed and show me where the devs reply to it because telling us to go to a 70 page thread and asking us to find the answer seems like a good way to get out of providing a straight forward answer that supports your claims.
Weapons and Skills locked behind Elite Spec
in Guild Wars 2: Heart of Thorns
Posted by: Jelzouki.4128
1 Because this forces a choice and otherwise all classes would eventually have all weapons all the time.
2 Because it is way way easier to balance. If you add a weapon and utility catergory with each elite spec, and you constantly have to balance that weapon and utility line with all the previous specs, that would just add and add and add, wich is eventually a mess to balance. When they are bound to eachother, you basicly have to only considder adding to the base class.
So basicly when they do it like this you’ll get more elite specs, as they are easier to put out and balance.I really don’t see how this is hard to understand.
Because it doesn’t make sense. The weapon you take when build crafting, at least in PvP, depends on your traits. I.e as a necro who doesn’t have access to any good mobility buffs, they are usually forced to take warhorn, and vice versa if I have mobility buffs I can drop warhorn because I don’t need the extra swiftness. So once again to reiterate, the weapon heavily depends on the traits you take. We shouldn’t be locked out of weapons. It really isn’t harder to balance.
(edited by Jelzouki.4128)
They did say they would release more details about the legendary weapons in a future blog post. I’m personally hoping they replace the “party” legendaries first. Pistol, Mace, Scepter, staff, short-bow. All the brightly colored confetti weapons.
I know. It’s like they never considered necromancers when making the Bifrost. Also that’s such a cool name why couldn’t it have been a frozen type staff that had the same theme of frostfang. But yeah I hope they release legendarys to make up for the party ones.
I’d like to see screenshots as well ._. before I keep collecting the stuff needed for bifrost.
Yeah it seems redundant to even get the required Gifts for the current legendary recipe because the new legendarys may look better.
Hi I play on NA servers and I’m looking for a partner to duel with in order to get better at dueling cele ele. If you need practice against necros or just want a dueling buddy to practice on whisper or mail me in game.
Weapons and Skills locked behind Elite Spec
in Guild Wars 2: Heart of Thorns
Posted by: Jelzouki.4128
I agree utility skills and weapons should definitely not be locked behind the specialisation. The traits should be incentive enough to specialise.
It makes no sense to be locked out of weapons and utilities.
Finally thank you. We needed something like this, good on ya.
The thing with the economic shifts is a lot of people are just saving and sitting on their money right now until they see what legendaries are in store. If they show the legendaries now there will be a big shift. However, if they wait to show them further down the road there will be an even larger shift because more people would be sitting on more money waiting to use it after they find out if they want those legendaries. My suggestion would be to show the legendaries one at a time so there are more economic shifts that are smaller. Hopefully they are not already doing this now with the legendary back pieces.
makes sense to me
Pleeeeeeeeeeeeeeeeeeeeeeeeeease.
Or tell us the recipe xD
They’re avoiding this in order to prevent major economic shifts before the expansion even hits.
Then just show us what they look like!!!!!!!!
I don’t want to craft Twilight and regret it because I could have got a better looking legendary!
Pleeeeeeeeeeeeeeeeeeeeeeeeeease.
Or tell us the recipe xD
That moment when you realize other specializations get to retain their old F1 abilities while reaper makes you choose between the two…I wish we could just choose whether to enter reaper shroud or death shroud, while still taking the reaper traitline. I also think specializations shouldn’t have weapons bound to them. We should be able to use greatsword with whatever traitline we choose.
What are your thoughts?
Agreed
/15 chars
Master of Corruption (Trait in curses)*
While taking this skill, your healing skill consume conditions puts one of the most dangerous conditions that can possibly be applied to necromancer and that is blind! Please change this to something else.
Corrosive Poison Cloud (Corruption Utility Skill)
This skill puts AoE weakness and poison for 12 seconds which is strong but I would like to see the poison damage on this skill increased to match properties similar to a well, which requires players to actually leave the AoE to make condition necro a little more terrifying than what it currently is.
I don’t understand what you are getting at here. Maybe I am missing something. CPC (whose effects last 15 sec afaik because the last pulse is applied at the 12 second mark) already pulses every three seconds like a well and does as much or more damage than any well we have. What is it you want?
As for the blind on Consume Conditions, I just use an auto-attack after. Has never seemed like a big deal to me.
I must have calculated something wrong my mistake, the damage is pretty good for condition builds. It could still use something like a projectile destruction as many have mentioned before.
Dagger #3 should have lower cast time.
I disagree, I would rather have a lower cooldown on that skill. The animation is obvious regardless.
Yeah runes definitely need rework.
Theres a handful of necromancer skills that need quality of life changes. I am going to list the skill, the issue, and the possible solution that could follow. Please post your feedback and keep it constructive.
Reapers Touch (Focus #4)
This skill is pretty strong, but the velocity of the projectile is very slow and has a lot of terrain issues where it will get obstructed unless you are point blank in line of sight of your target. An increase in speed of the projectile and a 1/4 cast-time reduction would make this skill more reliable.
Spectral Grasp (Spectral Utility Skill)
This skill suffers the same issues as Reapers Touch, the same solution is proposed here but the cast time reduction is unnecessary.
Spinal Shivers (Focus 5)
This skill is very slow and often at times is not used due to how hard it is to land, and could use a 1/4 second cast time reduction. I myself use it mainly for the chill if I am using focus, the boon strip is just too hard to land in the midst of an intense fight. I usually use it to engage for the chill or if I am joining a fight unnoticed.
Flesh Wurm (Minion Utility Skill)
This skill is very good except it does not serve as a reliable disengage or teleport. The fact that it gets destroyed by using plague form, lich form, or getting moa’d deems it unsuitable as disengage. While in those 3 forms you are usually being focused, and now one of your stun breakers are gone. I’ve also been teleported into a wall countless times, or not teleported at all. This skill is super bugged out. The solution I would like to see is make this skill a single-man portal similar to a mesmer portal, and make it a spectral skill, while changing spectral grasp/walk to a minion skill somehow. For more frustration regarding this skill please see twitch.tv/LEET0
Superior Rune of Vampirism
This is obviously not a necro skill but is usually the meta choice for a zerker build but what is very annoying is that sometime when you enter your deathshroud the vampirism runes will proc after entrance, and force you out of your deathshroud and put your deathshroud on full cooldown. This can be really detrimental at times and I’ve found the only way to counter this is by using Unholy Sanctuary, which does not really fit in a zerker build.
Master of Corruption (Trait in curses)
While taking this skill, your healing skill consume conditions puts one of the most dangerous conditions that can possibly be applied to necromancer and that is blind! Please change this to something else.
In my honest opinion I think any type of AI such as minions or turrets or whatever should be revamped because of how much trouble there responsiveness has caused. If you can’t fix it after 3 years, why have it at all?
Post some changes you think should happen.
(edited by Jelzouki.4128)
Anyone else noticing this traits internal cooldown being more than what is shown? (16 seconds traited)
I main necro for the record, barely touch ranger. But it feels weird that ranger pets die so passively, and this needs to be addressed before any other balance issues.
slow as kitten
/15chars
+1 support
/15chars
Once again, a nice temporary band aid to this issue would be to allow us to queue from other parts of Guild Wars 2 besides HoTm.
HoTm is stale and boring, and the PvE world is more interactive and ideal to queue from. HoTm should solely be for tutorials and golem smashing at best.
A friend of mine was streaming the other day and he told me he accumulated 9 viewers while playing on his ranger and as soon as his game ended and he was waiting in queue, he lost all those viewers and I’m sure you can apply the same scenario to higher watched streams.
Then the issue of this recent booster buff comes into play. If I am using a booster that grants me 50% more reward track experience, I may be able to play 5 or 6 games in the 2 hour time span given. The rest is queue times and people not accepting queue pops.
(edited by Jelzouki.4128)
Temptest has it too.

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