Tjegra: 80 Norn Necromancer
Mefitic: OTW to 80 Asura Necromancer
Basically what Kajin said. Stick with Zerg, don’t get up front, and keep the staff out.
Does it really?? I guess I should pay more attention to it… Sheesh…
Mud on my face if it really does! :o)
You should post video of this issue…
Basically what the title says…
Fix the Automatic Attack feature for Plague Form.
It is really annoying to have to try and reset your selection every time you go into Plague Form.
Or at the very least make a change to it’s mechanics so that when you push either 1, 2 or 3 it automatically sets that as the AA for the duration of the form. Of course, the AA could be changed at any time while in Plague Form.
This latter idea seems to me as though it would be easier to do than fix whatever is broken that isn’t letting it get stored right now.
Anyone that is saying the Necro is OP is just an f’n returd and doesn’t know how to play their class against a Necro.
BEFORE the patch, I was owning fools and now after the patch….well…I’m still owning fools…
The only thing they did was make a hybrid class viable…which is something that I have wanted for a looooooong time.
L2P B!+ches
-EDIT-
The only classes that consistently gave me trouble before the patch was Thief and Mesmer…now, I destroy most thieves because they expect that I am straight PPT and not a hybrid…so when my bleeds and dhuum start hitting for 103/tick and 575/tick they get ripped apart. A good mesmer can still get me, but they’d better be on their game.
(edited by Kitedyou.1720)
I have a question about legendaries…I was trying to see on the gw2 twitch video if they had a “Giver’s” version available for selection.
I didn’t see anything there…
So can anyone else clarify whether or not there is?
Wohooo!!!! We managed to avoid getting hit by the nerf hammer!!!
Where were you the last 3 months?
Don’t be an idiot Andele…I am obviously referring to THIS patch…
I just realized that despite having done tons of CM runs, I have never actually fought the Centaur boss for real yet, and have absolutely no idea what he does.
LOL
Wohooo!!!! We managed to avoid getting hit by the nerf hammer!!! 
Another closing thought…this build is not for the faint of heart, this is a go get’r build.
You need to keep on top of your enemy like flies on $#!t.
You need to use sigil of bloodlust on a separate weapon set and you need to get the full 25 stacks of power. A small tip that I just learned the other day, you can use two of these stack sigils (of the same kind) one on each weapon and double the rate of stack accumulation.
So the rotation that I have been running is this:
Lead into the fight with D/F active.
Cast BiP and SA as soon as the fight starts.
Hit with F5 and F4.
Swap to D/D
Hit with D5
Flash into DS and hit 5 then 3 and come out
Check yourself for conditions and D4 if need be.
Change to D/F and repeat.
Don’t forget you have an evade button!!
And don’t forget to check you BiP and SA!! Recast if they are up!
:o)
Just as an FYI, you can change out Soul Reaping trait 3 for 4 if you prefer.
(edited by Kitedyou.1720)
Engels, you have bad luck then man…because I last quite a bit longer than “5 seconds” against 5 people. I had a fight yesterday that lasted roughly 30 seconds against 5 people… heh…that seems kinda silly to say because that isn’t that long…but for a necro I would say it is.
The guardian that started the 1v1 was losing sorely…then his cronies came to save him.
They were all in hurting condition.
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The build I am running is this on my Norn: http://gw2skills.net/editor/?fQAQRAoY4djMap7ZbKb07JEoH5CuAixMImjh+Q5A-jUzAINMs2goJMYUnARECd+TZNHKIWNLiGruGT5CpiVq1xA27ioVLFAELAA-w
I am going to tweek it a bit for the Asura: http://gw2skills.net/editor/?fQQQRAoY4djMap7ZbKb07JEoH5CuAixMImjh+Q5A-jkzAIsQj0wwaBiwgRdCERI05Pl1cogY1sIas6aMlLkKWpWHDYvLiWtUAQsAA-w
If I don’t like how Pain Inverter works against the thief class, I’ll be moving the items back to my Norn because she is at least pleasant to look at while roaming solo. 
Pain Inverter will hit for 750+ dmg per attack against you with this build; counting confusion and retaliation together. So that knifty little three hit attack they get would play nicely against them for 2250 dmg in less than a second.
My plan is that when I see a thief I will swap out SoL and put in PI…because, the way I see it, is you are f’d anyways…so why try and run away, stick it out and fight to the death. But for other classes…well…they usually try to keep a distance from me once they see their life disappear so fast… LOL
(edited by Kitedyou.1720)
Ah yeah….I forgot about how transformation (Moa) makes you drop all your pets…
Just another reason to go hybrid, power or condition! :o\
I have to agree with OP. AoE DESTROYS pets so fast it isn’t even funny. One reason why I don’t use them in WvW…every class has so much AoE.
You can use them for farming champs that don’t have a hella-bomb-AoE attack…but good luck against one that does!
Their toughness needs to be upped for sure.
Focus. Why? Personal experience. I don’t much like the WH because the stun is soooo iffy and the Locust Swarm is really only good if you need HP, assuming you have any “On-hit” or “On-Crit-Hit” healing…
Though, I also don’t go zerging a lot…
If you are going to zerg it up a lot, go with staff and D/F or D/D. The D/F or D/D come in handy for the 1v1 fights. Staff is disgusting for zerg fights from what I have experienced…because it hits everything within the range of the grasping hand…and the greater marks trait is a must have.
(edited by Kitedyou.1720)
My guess is they’ll make other pets disappear when you walk through bushes…you know, because the golem disappears when you touch water…
Haha, yeah, thanks for the directions Khis. I posted here intentionally. It seems as though there is little attention really to any of the posts except for ones regarding client issues and people whining about getting banned for doing something stupid.
Also, get the bugs out of whatever sigils have them…the GW2 wiki is a good place for that info.
In a general sense, hybrid stats make WvW a pain. You are so light on stun break, and so easily bursted down already in full rabid, that losing that toughness makes you easily fodder for thieves, longbow rangers, zerker warriors.
I like the idea of hybrid, but I could not make it work. If you cannot take a backstab, 3 hits from a dagger, and a C/D from a thief, it isn’t fun to roam in WvW. With hybrid stats, you really can’t.
Haha! No way man, everyone thinks instantly that because I have a MHD I am power build.
Lemme tell you that once they see their life chunk off in less than 3 seconds they run back and regroup, thinking to themself VVTF was that monstrosity!?
Heh, I just had a theif that was trying to run away from me…along with a tank ele and terrible mesmer.
I can take on two people, with a lot of quick thinking, three…ehh…that would be hard to do because of timers…
I wish I had a better computer….I would love to take some videos for you guys… It is a LAWL fest for sure especially now that I have my rotation down a lot better.
There are still thieves that will beat me, but that is part of the game…there is always at least one spec almost always beats another spec.
(edited by Kitedyou.1720)
If you guys really think about what these changes have done for us we can now go hybrid builds and whoop some butt.
I have a hybrid build that I have been THOROUGHLY enjoying.
It uses the 30,20,0,0,20 on my Norn…but I just came up with a more devious hybrid that I am going to be running on my Asura when I get ‘em to 80… It’ll be using 30,25,0,0,15.
The stats I’ll have will be:
2710 Attack
1052 Cond. Dmg.
80% Cond. Duration (100% Bleeding)
55% Crit. Chance
50% Crit. Dmg.
2408 Armor
If you get your timing right, you will easily eat up an opponents life in a few seconds.
I have been chewing everything up easily, no fear either, just synergy between my gear and the traits I picked.
The only thing that I still have trouble with are those kitten thieves…but that is why I am trying an Asura… If everything works as I hope it does…the Asura will be the answer to my problems…
I’ll probably bring the Cond Dmg down some to favor more power and tough…this is still in the thought pot though…
PS: Scepter and staff are not my weapon of choice. I like D/D and D/F
(edited by Kitedyou.1720)
First off, if you agree with this topic please +1 it because we need to get some sigil attention!
Into the topic…
Timers
Each of the different sigil activation styles (on crit, on weapon swap, on kill) should be on their own timer, not connected to one another. Because this interaction between sigils really limits a players build flexibility.
With the current system a person can really only have a non-timer sigil with a timed sigil…even though they proc differently.
Why is this an issue?
Because not everyone wants to have a +5% to dmg or crit or some other static sigil.
I for one would rather have the option to use an “On Crit” and a “On Weapon Swap” sigil.
2 Handed Weapons
As a Necromancer, I don’t care to use the staff because it negatively effects my build because of the lack of two sigil slots.
Please make 2H weapons have two sigil slots.
Additional Sigils
Create some new sigils that you can click on a GUI icon to activate. Granting the user a pet, a buff, a heal, or the ability to reduce their elite timer or heal timer by 50%.
This will make the variations the people can come up with more interesting, for sure.
(edited by Kitedyou.1720)
<shrug>
And it hits so fast
…Seriously? 2 hits every 3/4 of a second…that is slug speed compared to daggers 4 hits in roughly 1/2 second…
If they just increased the rate of attack it would be a MUCH more useful weapon.
Interesting input. Thanks all. I was just looking at this for 1v1 fights that get adds…
Anyone use this on their Necro? Has the cloak ability been useful or not? How long does it last? I haven’t been able to find any information on it.
@OP, your healing is very low, don’t forget they cap healing to your current level…which could be the reason why you aren’t seeing a large difference.
Having a 10% bonus to condition time seems like a waste…is it not? Am I missing something?
IF I were to run this build it would be something more like this:
http://gw2skills.net/editor/?fQAQRBIbhG2IjW1e4m3G9mCQqg1TF4OSxxKT9Ae0PH-jEDBocDimAJ0EBBKnbQjZPJt2NsVXRr8KIKbY6XER1GcC12cKaA-w
But I have never bothered with stability…what class gives you that much of an issue with being stunned that you opted for stability? Just curious, because I never had a fight were I was disabled for so long…
Ya know, in order to make the other heal options more appealing they should ADD condition removal to those too.
1 condition per tic of WoB.
1 or 2 conditions per hit from BF.
Since when single skills are supposed to be effective only in a single gamemode?
Another stupid comment…
This is comparable to how different races work better for different spec types in a given class…
Think about it. How often have you had 4+ conditions on you in PvE?? I don’t think there has ever been a time that I have had that many… Now, you get into WvW and you easily will top that…most of the time in the blink of an eye.
The well is great for dungeon runs because your group is generally close together and it provides a bit of auxiliary healing for them; it could also provide a 3 second protection buff to them too if you spec for it.
The blood fiend can be very useful for MM’s the right spec. I could solo many champions with my MM spec.
(edited by Kitedyou.1720)
Must not be too “senseless” when a lot of other people are posting the same thing…
(edited by Kitedyou.1720)
My solution is not a nerf. My solution is just to move some of the healing capability of CC to other unused skills/traits. It’s not a nerf, it is just a “skill potential” balance.
I did not proposed to just remove those extra healing of CC. I’ve just proposed to spread it among other skills, so that people who doesn’t run CC can still enjoy its massive healing, making WoB and BF suddently more attractive.
Your suggestion nerfs one very important WvW skill…
Why not just leave it the way it is and add a cond removal to the well and Blood fiend?
Sorrow…your idea, regarding CC, is terrible.
WoB is for dungeon runs because it supports the group.
Blood Fiend could be used for MM in regular PvE.
CC is primarily for WvW because that is the place where you can get hit with the most conditions.
Learn the class before making posts like this…
I know this because I have played Necro since the launch of game, only Necro.
I do, however, agree with you that there should be a way to heal your corporeal form while in DS.
(edited by Kitedyou.1720)
Yeah, I could have probably done that (new thread) but then this one now has the answer to many questions about this trait.
Thanks for the input Softspoken.
I don’t like raising old threads from the dead…but I figure this is probably the place to post my Q…
Does anyone know what amount of LF is gained with this trait when a spectral skill is used?
sry main necs,
but necro is totaly out of controll.
i just start playing again with next patch :Pbuff was need, but not like this we have now
I am sorry Oidmetala, you don’t get a vote, you haven’t been playing a Necro since the start of the game.
Your opinion is like that wet plastic bag that just happens to blow by you in the wind…worthless pollution.
(edited by Kitedyou.1720)
The necromancer class should have a stability effect on Spectral Armor, it would be nice if it were 6 seconds just like the protection buff.
Changing the sigil that is effecting fear should be the fix. Leave the rest of the stuff the way it is because Dhuumfire just made hybrid builds a bit more viable.
As far as the warrior and ranger goes…I don’t know what to do with them because I’ve only played the Necro since start.
Axe damage is still LAWL because of it’s terribly slow hit rate on #1; do the math vs dagger if you don’t believe me… MH Dagger is a PITA because there are no AOE attacks for it and the range is 130…while I don’t have trouble pwning people w/ dagger it would be nice if Life Siphon was AOE just like Life Transfer; hitting everything, not just 5 targets.
Having those things would help a Necro fit in better with the classes that can fight 3+ people all at one time and live; we all know what classes those are.
I have to agree with you Arvid…there used to be an outline…it appears as though this might be bugged. I ran into one three times before I could figure out where it was…
Axe DPS needs to be upped.
Dagger DPS should be lowered.
Staff #1 should have a low scale with power so it won’t do as much damage with power builds (basically a damage nerf, and it should have some utility added.
WHAAAAAAT??!!! Shuddup you!
These are the worst ideas ever!
If dagger dmg was EVER lowered, they need to increase the attack range to 600.
So, I come back to GW2 after 8 month hiatus because I was sick and tired of getting nerfed like a godkitten kitten every single patch. Next day, ele gets nerfed like a godkitten kitten. kitten you anet, kitten you.
LAWL @ this!
Btw, just so everyone knows…. torment gets removed like any other condition. Just played against a very good shout guardian, no problems removing it.
His stability on the other hand…. video inc!
DOH!! D@mn it all!! ANet still has not done s#it for our mobility…
Hrmmm…in re-reading the patch notes…it seems as though Torment cannot be removed by any other class…is this correct?
Most other classes have “remove condition” skills or traits that don’t specify what they can remove. My guess is ANet didn’t specifically mention that all those can remove Torment because Torment is a condition and interactions like those shouldn’t need to be mentioned.
This is the way I read it as well. I bet Consume Conditions has a list of conditions it will remove, and the patch note was the addition of Torment to that list.
I really hope I am reading this correctly…because that would really give us a hand up in fighting all of the other classes…which have waaaaaaaaaaaaaay more mobility than us…
Hrmmm…in re-reading the patch notes…it seems as though Torment cannot be removed by any other class…is this correct?
If that is the case, and only Necro’s can remove it, that is a win…
I make the above statement because Thief and Mesmer can apply it…but nowhere in the patch notes does it say that any other class can remove it, except for Necro’s…unless other classes have “Consume Conditions”…
Anyone able to verify this?
Terror…VVTF are these dev’s thinking…they give this ability to two of the most mobile classes in the game…oh wait…every class other than necro is very mobile…
*Torment
Aye, thanks. 
Terror…VVTF are these dev’s thinking…they give this ability to two of the most mobile classes in the game…oh wait…every class other than necro is very mobile….
They really need to rethink that one…we have a hard enough time dealing with the g’dam thief and mesmer class….
Surely this “leaked” patch notes is a tr01lolololol….
If it isn’t, I am very pleased at the way things look for necro…only time will tell…
Dunno if you thought about this Softspoken, but you could run two axe’s…one in each main hand slot so that you can have an “On Weapon Swap” sigil that will fire whenever you change your secondary…
Just food for thought.
They should just get rid of that stupid @s$ bouncing mechanism…It has been broken on the Necro forever…
The kitten bounces hits things like ambient mobs and neutrals (yellow)…The fact that the “return” bounce is 600 range and the original is 900 is f’n stupid too.
Any slight bump in terrain makes the bounce end early too. There are other times where you can be on perfectly flat terrain and use F4 or D4 and the kitten thing just disappears…not even hitting the intended target.
Another thing that is irratiting is how the f’n bounce goes to my pet…vvtf? It is a g’kitten jagged horror…WHY would I want that to get the regen boon?!
Aggravating to say the least.
(edited by Kitedyou.1720)
The aggravating thing, for me, is that the “bounce” abilities are never consistent…even with LoS being perfectly flat and your facing the target dead on…
Go into the water.
I LOL’d at this! I hate losing my golem to the water!!! 
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