alts: Fangyre (Necro), Hardrawk (Ele);
Jade Quarry
Am I the only one who’s #1 in lich rarely connects ever? Got tired of it and went back to plague form for get-aways. With buffs I’m better off with the normal tools anyway.
I’m happy with syvari. Now that I’ve come full circle and using the axe again the entangle skill can be very useful, in smaller battles.
My solution, just go here, math done automatically
I hate to start screaming OP as well but I have noticed in most of the randoms I play the team with the most necros seems to win. The main problem i’m having is by the time i get out of one fear i’m half dead then i get hit by another fear. On top of that there high health and shroud make them kitten difficult to kill.
A pity that Engineers do the same thing. And even being condition focused they bunker way much better than full condition Necros.
Engineers were UP but last patch made them pretty kitten cool and very synergistic with groups. I feel more powerful on my necro, but engies have so many options.
What is your focus as a power build? For me in WvW I find axe better because of axe #3, that with warhorn #5 pared with plague form or even in DS adds a good amount of extra damage. Plus the little bit of extra range gives you a bit of a buffer so you don’t need to stand in damage to attack. But in the end Dagger will do more damage if your able to sit there and dps. For PvE I would assume Dagger is the better choice but thats assuming your able to stand in melee range. Lower dps from range is better then no damage because you can’t stand by the mob.
Yes, i’ve been a long time dagger user, and when I switched to axe the #1 is pathetic in comparison. However given that #2 is actually more damage and using the other abilities in between (#1 just for more vulnerability), and the fact that I need to dodge attacks A LOT less, even in PVE I am killing much harder mobs than I could before. Fully kiting champs is possible taking no damage. With all the factors added up I’m doing better with axe traited, but I do miss daggers burst and immob in pvp.
There’s a few choices, if you’re concentrating on shroud, then axe with axe mastery is a good start. Dagger is better damage at melee range however.
Keep your chin up. Enough whining and it may come to pass whether its good for the game or not! :p
@jportell
there is no point arguing against them. Many Necros do not understand the deficiency with other classes condition removal. Many of them dont seem to play other classes to see why necros are viewed OP.
“Deficiency” is a strong word. Conditions arent supposed to be removed too easily, else whats the point. However necros are exceptionally strong at it, conditions are our toys more than anything.
Mind you every alt I play has several means to remove conditions, but thats how I roll. And yea theres always melandrus + lemongrass if you are really stuck and dont mind losing a bunch of dps in your build.
Problem with mesmers is they are less useful the more people in a fight (excepting portal monkey), where necros are more useful. So pick your flavor. I do far more with my necro in wvw.
Ive always given thieves a run for their money, this patch just makes it more painful for them. We’re one of few classes that doesnt need a target to unleash a ton of damage, which is something they should fear. On the other hand if they play smart avoid our siphon and avoid/evade or marks, they can destroy us pretty bad. Problem for most theives is they dont know necros well enough to fight them effectively.
The biggest boost I’ve seen in my necro damage has actually been due to the new +50% crit grandmaster trait in soul reaping…
CC is strong but intrinsic to necro playstyle. We are condition sponges that then use the conditions we have to our advantage. Cases in point is staff#4 (putrid mark), the sigil that absorbs others conditions in passive mode, Lich #5, and offhand dagger transfer. We have a whole metagame above other classes when it comes to conditions. Not surprising we can eat them for dinner when we want too.
Spectral walk. I appreciate the flavor of the green trail this ability has, but I’d appreciate needed functionality more. Necros need at least one true escape mechanism…this ability is the perfect choice. Please replace the cosmetic green trail with stealth. Same duration as the green trail…just stealth instead. Completely solves the problem of lack of escape options.
I’m amazed these three utilities made it through this patch in their current state, but here you go….fixed!
Interesting ideas, but I had to mention that I dont think the green tail is just cosmetic. I see it as a built-in tell to enemies that are following you that you may at any time teleport back to where the tail begins. Then they know what happened when you poof, which will minimize the qq.
DAOC was my first mmo, and it compares very well, since so much of the wvwvw was lifted from that game
It really is a nice homage and has taken it to the next level in so many ways; it has mitigated or avoided all the pifalls of that game too. ie unmatched realms, realms with totally different content, pve way better, etc
while taking what made it good ie. gear less a factor when fighting, 3 sides to conflict, etc.
Better memories with daoc but this one is getting up there. I was dying to scream “INC” in chat again!
Its a good utility. The thing I dont like and why I stopped using it, is because its dispelled as soon as you use an elite.
Maybe an escape? I’d say a nice one would be making DS2 ground targeted (as in beta) instead of enemy targeted. With its slow projectile speed its mostly useless as a teleport as is. And we would be using shroud more then…
Let me know when a necro can win or escape a fight from 2+ competent players, then I might consider them OP.
IMO, you really can’t be considered OP in WvW without escapability and mobility. The classes that can kill 1vN AND escape from really bad situations are the classes that need to be looked at.
I’m often the only survivor from a zerg onslaught with plague form. Used completely defensively it gets me out of some unbelievable s***storms.
If I want to run away, leaving behind the full set of staff marks, well of corruption and spectral wall is enough to make many people reconsider too.
(edited by Kilger.5490)
Sounds about right, terror and burning is a very potent combination, since fear disables a person also. All good to me, I dont use terror anymore :p
Dodge is your friend. All walls are countered this way, unless you are lucky enough to have stability.
Not sure yet, seems like we might be. I changed my spec and can definately get a good amount more damage out utilizing the patch changes.
It really depends on how underpowered you considered we were. I thought we were ok before so I feel a bit OP.
Can you not dodge while crippled?
Not sure what your point is, you can dodge crippled or not. Still better chance you’ll take another pulse if crippled.
I walk into the well and get crippled, I dodge. One pulse.
Dodge twice and take none. Your point? Dodge is good? No argument there…
In fact you can dodge and avoid anything in the game. This makes the skill no good? Gotta make your argument more clear bud.
(edited by Kilger.5490)
Someone complaining about thief downed state? thats new. Or are we being ironic?
All downed states are just delaying tactics, with a few exceptions. Thieves almost guarantees at least skipping the first stomp by any number so its pretty good.
Can you not dodge while crippled?
Not sure what your point is, you can dodge crippled or not. Still better chance you’ll take another pulse if crippled.
Thanks for the post Rennoko. I found a post that is much older (last year) that tested WoC and found nearly the same order. Tried to convince fellow necros that CorruptBoon was a better choice. Even now with only 5 boons I think it is much better than WoC.
You can argue that it’s 1 boon off up to 5 people every second for 5 seconds, but WvW has become more of a ‘push right through, don’t stop’, which means you might get 10 people in the well for 1-2 pulses before they double-dodge roll through it or just walk through it (can’t take more than 1 second to walk the radius of a well). Also, wells are blockable.
Would be nice if they updated the wiki to show the corruption order. If you look at WoC it shows what gets boon gets converted into what condition, but the order alphabetical by boon.
Nice thing is though, swiftness if a very common buff and second on the lst. Once corrupted to cripple they’ll take another pulse at least.
Dagger/something and staff is best leveling. Axe is trait dependant so stay away for til 50 or so anyway. Dagger does massive damage with #1 from the get go. Staff gives you a ton of utility and aoe damage.
Greater marks is a complete waste for pve. Mobs will not bother to walk around your marks, and the aoe/damage/everything else is the SAME.
Why would people complain about dhumfire, its the same as an engineer adept trait?
I rearrange a bit to take advantage of the changes. Axe is a worthwhile weapon for me now, and the new DS grandmaster trait is beast. Makes the class fresh for me a bit, and love critting 100%!
Axe got aoe boon stripping in the patch, thats a pretty nice buff already.
Huh, yea this is news, I was always hoping my well of corruption was cleaning out stabilitys but it appears thats very unlikely. Swiftness is fortunately a good one to corrupt, making it a hefty speed bump, but the rest is kind of meh. Was wondering why I never seemed to fear anyone running through.
EG/rocket boots/FT here. FT is my go-to weapon, good utility there too. Swap into pistol for #2 (and might stacks) every so often. I was jumping my way out of everything last night.
Theres another side to “close to death” in the equation for me. That being, if they are below 50% they are probably in deep doo-doo anyway, and an extra 20% damage is redundant, that eggs already cracked wide open. Everyone knows if you are below 50% you are a MAGNET for player aggro. And/or they are employing other measures to avoid damage altogether.
Now if I could get a damage bonus for when they were ABOVE 50%, that would be great.
FYI, I’m talking wvw, for pve it would make a great choice.
(edited by Kilger.5490)
Only if they look too simliar to me… then I give them the evil eye for a while.
heh, seriously though I do “people watch” now and then.
Nice build, interesting that you can build around no crit chance now and let the grandmaster trait take care of it. Still nicer imo to have 100% crit in shroud imo
But everyones got their preference.
Ties you very heavily to shroud too, as your crit chance is neg. outside.
(edited by Kilger.5490)
Depends on whether you want to play as a power based (direct damage) or conditions necro.
If you want power based, berserker is definately the way to go. I’d add in some pieces of knights or soldiers to help your health until you get the feel of it, then swap out later.
Condition necro I cant tell you much about.
Because working for a goal is too hard, lets make gw2 instant win. Winning is good right?
Yea I find that annoying too. They should either remove where it says “elixer” or make them work with elixer affected traits. Doesnt make sense.
Honestly, if you just run a rotation of axe 2 > DS (6-7 seconds to do whatever you want) > weapon swap staff > do stuff till swap is off cd > swap back > axe 2 > etc, you won’t even run into the dip in dps from not having dagger auto attack since you are never ever using anything outside of axe 2.
Cool, will try. I also like the immob on dagger however (esp right after spectral grasp, great combo), but cripple will have to do.
hmm forgot about that axe trait improving life blast damage. Might have to grab it now that it is down to master level. Still thinking it might be an oversight but worth trying for a while anyway. Main down side is have to grab an axe but whatever, main damage isnt from melee anyway.
Always did hit hard, I dont think damage went up. They just changed the requirement to get the max damage. But yea, get more of it now.
Ugh compared to pre-patch I feel very overpowered. I dont know yet thakittens true but it feels like too much.
I was just about to take elixer gun off my utility bar in favor of rocket boots. With this change I may just want both…
Even though its not a stun break… can you use rocket boots “while stunned” still??
I wont have to change my spec at all… its just better
I wonder at spectral wall, do enemies run from it, or the player (as usual).
With juggernaut get an extra 6 stacks might with full uptime, and that can include HGH, not to mention the toughness. Not to mention a fire field to stack another 6 or so with little problem with a couple blast finishers. And it attacks often so great to stack on-crit conditions.
Not sure why flamethrower gets a bad rap.
The build it opens for me is to use the trait to pierce with pistol, spread around a lot conditions that way, no need for grenades to get a full spread of conditions on everyone.
Juggernaut is really not as great a trait as it sounds. Any PvE dungeon group can reasonably hit 25 Might, meaning the 6-9 gained from Juggernaut is a total kitten to your DPS.
They need to just elevate the damage of the Flamethrower at a flat rate rather than using Might stacks as a fix.
I’m usually wvw where I dont see those kinds of might stacks. Also, I like might for the condition bonus too, makes my burns extra crispy.
Rocket man… burning his fuse up here alone…
F—- YA!!!!!!
The leaked notes were real!
If the tick has a base duration of a second you would only need +90% condition duration to double it since when it is rounded to the nearest quarter, it gets round up (because its closer to 100 than to 75). If the base condition is two seconds then 90% of 2 is 1.80% so the bonus duration gets rounded down to 1.75. So in that case you do need +100% to get another extra tick.
I’ve read some testing that says opposite, 90% condition with a 1 second bleed is still only one tic. Would run out and test it myself but at work. The only way it tics twice is with existing condition starting the first tic early.
My understanding, and it seems consistent with experience – for damage tics its got to have the full amount of time to the second.
However, i’ve heard that you can get the extra tic early if there are conditions already present, but I dont know the truth to that. The reason being all conditions tic at the same time, so you might get a tic at .5 and 1.5 seconds for instance, meaning you dont need full double duration to get both tics.
With juggernaut get an extra 6 stacks might with full uptime, and that can include HGH, not to mention the toughness. Not to mention a fire field to stack another 6 or so with little problem with a couple blast finishers. And it attacks often so great to stack on-crit conditions.
Not sure why flamethrower gets a bad rap.
The build it opens for me is to use the trait to pierce with pistol, spread around a lot conditions that way, no need for grenades to get a full spread of conditions on everyone.
https://www.guildwars2.com/en/news/upcoming-skill-and-trait-changes/
More talking about this aspect of the patch
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