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I don't really get the combat system

in Players Helping Players

Posted by: Knote.2904

Knote.2904

Don’t trust the wiki whatsoever.

You can always hit up the Heart of the Mists to test anything you like.

The game doesn’t do a great job explaining things very well so alot of it is trial and error/testing.

Toughness is your standard % dmg reduction it stacks with whatever armor you have to give you your full armor stat.

Healing Power isn’t really that great as MOST heals in the game scale very very poorly with it, it’s generally a gimmicky stat that’s only really used in certain specific builds with skills that do scale decently with it. Regen boon scales decently well with it. Don’t bother with it til you’re more experienced with the game.

Dodging isn’t super important early on, well neither is it TOO important while leveling up in general unless you get into a tough fight which is rare. In combat it’s usually used for mobility where as the actual iFrame isn’t used as much. Most mobs have quick auto attacks unfortunately and some have telegraphed skills while others don’t have very well telegraphed skills.

Ettin/Mosshearts are a great example of mobs done right in this regard, slow powerful well telegraphed attacks. Mosshearts for example you’ll want to learn to dodge.

Condition Dmg ignored all % dmg reductions and can only be removed or have duration reduced by some rare effects. Power increases your base direct dmg on abilities by a % (about 11% per 100 power at lvl 80, with your base power being 100% base dmg).

Precision is just crit % and you’re base crit dmg modifier is 150%, each 1% crit dmg stat adds to that. Precision without power is kind of crap unless you’re focusing on things that proc from crits, sometimes condition builds.

Condition Dmg is just straight up more dmg for dmging conditions (Bleed/Poison/Burn/Confusion). Keep in mind not ALL tooltips in the game are completely accurate. Each condition also scales differently.

You’ll want to focus on either condition or power depending on your weapon or build, but doing both also works, again depending on your weapon, etc. While leveling just avoid Crit Dmg % and Healing Power as they’re both pretty crappy at low levels.

While leveling you can just focus 100% on pure dmg as it’s quite an easy part of the game, Dungeons and stuff you defiantely won’t want to do that unless you already know what you’re doing.

Oh and don’t get confused by your Weapon Dmg stat, it adds your weapon’s average dmg with power which doesn’t make sense since power is multiplicative.

(edited by Knote.2904)

Nerf ore....

in PvP

Posted by: Knote.2904

Knote.2904

Mesmer and Thieves are the only ones allowed to go Glass Cannon, everyone one else will be called a noob.

That’s just how it works unfortunately, those 2 proffessions have plenty of tools baked in to go full glass and still have great survivability.

(edited by Knote.2904)

Power/Vit/CD viable?

in Necromancer

Posted by: Knote.2904

Knote.2904

If you like being more of a melee conditionmancer (Mark on Dodge, Enfeebling on Death Shroud) definately suggest Geomancer Sigil, overtime with optimal use could outdo Earth Sigil easily and isn’t crit dependant.

Might related sigils, corruption, or any of the extra CC options work ok. You’ll still have some crit anyway from Curses tree so yeah.

People overrate crit with condition necro’s only reason I use Rabid stats is because it has toughness, that’s it. The minor trait for bleed on crit is horrible outside of Life Transfer use.

Hey guys. What armor stats do you run?

in Necromancer

Posted by: Knote.2904

Knote.2904

I’m actually using a mix between Carrion and Rabid gear. I did it mostly for budget reasons, but I find it’s actually the best setup for a mostly Condition build.

They both prioritize Condition Dmg so there’s that out of the way, then it’s an even split between Toughness and Vitality and Power and Crit (plus Spite/Curses traits), so my direct dmg is pretty well off and my defensive stats are well balanced. My setup leads a little more toward Rabid stats.

Don’t believe the people that say crit is the only way to go for condition builds, we don’t have anything good that works with crits really except for the Earth Sigil, the minor trait is mediocre and is only actually “decent” on high attack count abilities (our channeled skills/wells).

That said I’m using Earth Sigils anyway for budget reasons as well, and because I DO have crit.

If you decide to go full carrion instead that’s not bad either, if you’re going into the Death Traits you’ll still have some toughness to help balance it out and the extra power will go a long way with hybrid dmg.

I definately recommend a mix of the 2 though.

For power builds I only bother with going glass cannon, or atleast mostly glass cannon. If I want to do a tank build I want to do it with condition dmg or healing power.

(edited by Knote.2904)

Are Necromancers good for PvP?

in Necromancer

Posted by: Knote.2904

Knote.2904

Flesh Golem, chill, and cripple prevent people from getting off wells before they do the majority of their damage. Wells also forcibly penetrate any thief running thieves guild or trying to pull off a backstab rotation.

People who say “people don’t stand in wells” should roll something else. People do what I tell them to do in PvP. And I tell them to die.

That doesn’t stop people from dodging. =p

Only reliable well build involves dagger for immobilize. Not saying they’re useless though.

Let Us Swap Between Deathshrouds (UW vs Land)

in Necromancer

Posted by: Knote.2904

Knote.2904

Yeah I thought about that. I figured by cementing the UW DS as the “condition” death shroud it would be fine. TBH I think condition builds should have the leg up on condition manipulation/transfering where as power builds get the full benefit of them since EVERY build takes Staff/Condition Heal, and some even use dagger offhand plenty as well.

Otherwise I wouldn’t mind them changing plague blast into just stacking bleeds instead (maybe 1 second x8 bleed for flavor), and giving our underwater weapons a couple condition options, those weapon skills could use some help anyway.

Spear #5 could be turned into a condition transfer to replace the bleeds and given more direct dmg (single target putrid mark essentially), or keep the bleeds and have it turn conditions into boons on us.

Then Trident #2 could transfer a single condition on us to each enemy hit instead of the weakness.

I still think the effort would be worth it so we could have more Death Shroud options/customization.

Our land DS would work great underwater.

(edited by Knote.2904)

Dealing with Lupi on Condition Nec

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Posted by: Knote.2904

Knote.2904

Yeah I’ve noticed necro’s tend to get the most aggro no matter what in any situation.

I notice I’m always the one “tanking” and kiting for my groups even though half of my dps is coming from pets.

I haven’t done Lupi yet, but have you considered pulling out your pets for phase 2/3?

Or you could just take one for the team and “tank” him, absorb any big hits or maybe teleports with DS.

It probably has to do more with your HP and perhaps condition dmg with threat mods, would make more sense than toughness IMO.

Perm immobilized bug ????

in Bugs: Game, Forum, Website

Posted by: Knote.2904

Knote.2904

Yeah it’s happened quite a few times over the months, can be caused by a variety of things.

I usually just spam jump/WASD and every key out there awhile swearing for about 10 seconds then it usually frees up.

Staff skins

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

Yes. I am and I’ve complained about it for a couple months now.

Being an asura just makes it worse, most of them are twigs with hood ornaments glued on top.

(edited by Knote.2904)

Greatsword Thieves

in Thief

Posted by: Knote.2904

Knote.2904

I’d rather have dual axe. Shadow Zerker anyone?

TTK in this game is the worst ive ever seen

in PvP

Posted by: Knote.2904

Knote.2904

Yeah I’m not a fan of super short TTK’s, otherwise I would be playing FPS’s.

I was hoping this game would’ve avoided that a bit better, and unfortunately I’m not sure it will change because of downed state. Downed state is sort of the “excuse” for having low TTK, even more PvE as well, one shot mechanics are “balanced” with downed state even though it’s not anymore difficult or interesting/fun.

I’d personally rather have downed state removed, have TTK be increased and have the actual combat made a bit deeper in terms of strategy/skill.

I find actual combat more fun than “who can down/rally/stability/strip/cc each other first”.

Just my opinion however.

I prefer quick battles rather than long, drawn out fights of attrition.
If burst gets cut too much, then all you’ll see are bunkers or condition classes.

Also, and I know this has been said a million times, grab a stunbreak and some toughness if you don’t want to die to instagib combos.

“But I shouldnt be forced to build around one specific build that’s stupid blah blah blah”
That burst class is throwing everything they have into killin you. The least you could do is give up one slot for a stunbreak.

I’m not flaming you, and I know it isn’t fun to die instantly, but there are ways to prevent it.

Yeah, believe me I’m not a fan of the bunker vs bunker never die kitten a-thon. But it’s 2 opposite extremes and I would like the game to be brought more toward the middle of the two.

(edited by Knote.2904)

Fun or Grind for (little) fun?

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

Grind is partly subjective, and Anet saying “Grind isn’t fun” is sort of a false statement.

Some things may be “grindy” as fact, but if people actually are having fun during it then it’s not really considered a grind, atleast not IMO. If said grind is boring, tedious, gets old too fast then it is your classic full-blown “Ugh, Grind”.

As for having carrots that take a long time to gain or grind for, those are always good to have, assuming they’re optional. It’s always, always good to have SOMETHING you could work for if you wanted to. If you literally attained everything you had desire for immediately, or in a week, what would be the point of money, or materials, or the rewards for ANYTHING in the game?

As long as you already have a decent array of options w/o much grind then those optional long grinds are great.

If this is a case of “Oh this skin and that skin are the only ones I actually like and would want, but will take forever to get, so meh screw it” well that’s unfortunate and I can feel your pain, but IMO that’s a problem with a lack of options.

What Anet was going for was : you have options for gear/skins/etc right off the bat, then you have different and more desirable skins that take longer to achieve at various levels of effort/time. But the point is to enjoy whatever it is you want to do in game which rewards you with the stuff you need to achieve said longer cosmetic goals.

Fractal with ascended gear (which isn’t just a cosmetic thing, but STILL optional) being only available in Fractals, that was a mistake and they already admitted that. The goal would be the same here as well, do w/e you want to do in order to eventually acquire your Ascended pieces, dungeons, WvW, Events, Crafting, etc.

This leads back to what I said at the start of my post, getting a Legendary may be a grind, but assuming you’re actually having fun playing various parts of the game which all get you closer and closer to said Legendary, then it shouldn’t be considered a “grind”, although it’s technically grindy.

NOW, of course you could argue the game just isn’t fun enough to last that long in order to acquire your longer rewards, that’s debatable and subjective although I wouldn’t disagree, but that’s a different topic.

For me, the way to obtain those legendary weapons should be legendary (High difficulty quest? Achievements?) but not grindy.

Of course I definately agree with you here. =p

I’m never really impressed when I see someone with a Legendary, they either had help or just farmed/played the TP alot.

And the game doesn’t have enough “I’m skilled and showing it off” sort of things really.

(edited by Knote.2904)

How are Necromancers?

in Necromancer

Posted by: Knote.2904

Knote.2904

Pretty much the same.

We’ve had a few decent fixes but still have a TON of stuff that need fixing and reworking/buffing etc.

We’re playable though, if you’re not going to bother playing it til more “good” fixes come you’re probably going to be waiting for a long time, the rate at which we’re getting fixes is extremely slow.

Tactic against Mesmers

in PvP

Posted by: Knote.2904

Knote.2904

You bunker, or you just become a pro elementalist player.

There’s no way a squishy elementalist will be able to out do a mesmer in a 1v1 unless they’re just really bad or mess up horribly, or you somehow can burst them from full instantly and catch them off guard.

They’ll pressure you extremely easily unless you bunker, or atleast build tanky enough and can keep illusions dead constantly.

Hardest to easiest class

in PvP

Posted by: Knote.2904

Knote.2904

IMO

1) Elementalist (Non Bunker)
2) Engineer / (Bunker Ele)
3) Necromancer
4) Ranger
5) Thief
6) Guardian
7) Mesmer
8) Warrior

Slightly influenced by the overall power of the classes as well.

I’m surprised people rate Mesmer so highly in terms of difficulty, it’s one of the THE most forgiving classes to play and is incredibly easy to pressure people to put fights in your favor. I understand there is some slightly deeper gameplay with juggling clone generation with actual shatter usage but it’s not really that complicated, although trying to make optimal use of the Daze Shatter takes skill.

Thief has some very faceroll level attacks and ways of dealing dmg, but they can still go splat very fast if the person isn’t used to it, although Thieves are incredibly easy to escape any fight with.

Warrior is an obvious one, they’re not OP at all, but they’re just extremely simplified as a proffession.

And this is coming from someone who’s most played classes was Thief/Mesmer for the longest time up until recently. I was actually hoping Mesmer would be as challenging to play as Elementalist is now tbh.

Make Fear Necro only

in Necromancer

Posted by: Knote.2904

Knote.2904

I think removing the 50% fear trait and just making our 1 second fears 1.5 seconds baseline would be good.

Then replace it with something that does something interesting with fear or something.

However, alot of traits need that treatment lol.

2 Quick question about Epidemic.

in Necromancer

Posted by: Knote.2904

Knote.2904

So to answer my own post, as I just went and tried out the two second fear, with fear on damage, I have to say I am pretty surprised about how amazingly powerful that DOT is. It does around 1000 damage with BIP up… thats quite amazing. I will have to try this out a while and see if I can get used to the smaller marks.

How do you end up at 1K dmg? Or rather, with how much condition damage?

The trait is basically like a slightly stronger Burn. I think 1300 ish Condition Dmg gave me 800 ish tics.

Make Fear Necro only

in Necromancer

Posted by: Knote.2904

Knote.2904

Mark/Doom = 1s fear every 30 seconds on average. (one is a small aoe)
Fear me = 1s fear every 26 seconds on average (moderate aoe)
Steal = 1s fear every 15 seconds on average (huge aoe “600”)

Throw traits into the mix and they’re still beating us, we just have the edge with doom being slightly better for interupting because it’s a shorter cooldown. You’ll rarely interupt someone on purpose with reaper mark because of the cast time.

I would like Thief Steal (Necro) be turned into some condition overload skill or boon strip instead of the broken 600 ranged 3 second fear(BASE) that necro’s could only dream of having (if we could use UW death shroud on land maybe =p).

Warrior’s Fear Me should be turned into an aoe “taunt”, basically just a reverse fear, make people run to you slowly.

You have to go out of your way to achieve the same level of aoe fear with necro, full blown fear duration set up with runes/traits and land a (larger marks) reaper mark with an immediate doom folllowed by epidemic for only a 3-4 second aoe fear. It’s satisfying but we have to jump through some major hoops for that.

(edited by Knote.2904)

Transfusion Question

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Posted by: Knote.2904

Knote.2904

DS #4 and any life force you get.

Oh man, if only.

Transfusion Question

in Necromancer

Posted by: Knote.2904

Knote.2904

Aw, I actually thought that was the skill it was talking about back in beta lol.

It’s for Life Transfer your #4 Death Shroud skill.

I was actually a bit dissapointed when i found out it wasn’t for Life Siphon, was hoping it would make that skill splash heal people around me.

I kinda feel sorry for warriors

in Necromancer

Posted by: Knote.2904

Knote.2904

Just wait til you meet a competent warrior that uses stability with their bull/100b combo or bola/fear/100b.

Good luck trying to fear that, even built tanky it shreds through a full DS in a second, just gotta hope you can corrupt in time afterwards assuming they don’t immediately whirlwind after and evade it. =p

But yeah, warriors are laughably kitable, overall.

(edited by Knote.2904)

Swap Jagged Horrors and Flesh Wurms.

in Necromancer

Posted by: Knote.2904

Knote.2904

Imo it would be a nice idea if Bone Horrors would spawn like Jagged Horrors from the Lich’s Mark (so they won’t have to search for the target far or casually going after other undesired targets) and having more stational Wurm out each time, to gain more ground control like the engineer’s turrets.
Also it would be nice if the pet’s AI would work like the Thief’s and Mesmer’s minions, by the moment they works better than ours..

Yeah I actually wish our minions were temporary and could be linked to targets like Phantasms, the AI issues would completely vanish, and they could be made stronger to compensate, while also fitting that theme of disposable pets.

Better yet, a new 2hand weapon that focuses on Minions that work like phantasms/clones, then have the utility minions just be temporary pets like all the other utility pets.

Mr. Fleshy (a.k.a kitten Golem) can still be permanent though.

DOO EET ANET! =D

why is staff good for DS?

in Necromancer

Posted by: Knote.2904

Knote.2904

Yeah I do wish life force gain was completely normalized across all weapon sets and would only change based on how you trait or set up utilities.

Anyway, for warhorn what you can do that works pretty nice is combine certain traits with it to become pretty tanky with Death Shroud in aoe situations.

Soul Reaping for bonus life force pool (each point being more effective health), 25% slower decay, and hell even locust swarm at 25% (which can proc from DS hp).

20 Curses for warhorn duration, 1% life force on crit, and fury on Death Shroud.

Then get some toughness, pop locust swarm and jump into death shroud and Life Transfer, your DS would probably stay strong for quite awhile with that gimmicky set up lol. =p

Thief balance cooldowns plus initiative

in PvP

Posted by: Knote.2904

Knote.2904

Paying Initiative to take them off cooldown? That’s essentially what the initiative resource system already does. =p

If it takes 3 initiative to use a skill and you gain 1 initiative a second (as an example) that’s essentially a 3 second cooldown.

They could instead just put actual short cooldowns on all or some abilities and still have them cost initiative. Would be just like the old GW1 style, and would probably make things alot easier to balance. For example instead of gutting Dancing Dagger dmg (which was much needed IMO) they could have added a short cooldown (3-4 seconds) instead so you couldn’t spam it back to back and instagib 2 targets.

Speaking of the Thieve’s mechanics, I actually wish the cooldown + initiative system was given to every class as well as the dual weapon skills. It would make the combat for every class much more interesting and give room for more interesting abilities or traits, as well as support abilities (give init to allies)

I honestly liked how it worked in Warhammer, every class had that energy style of resource.

(edited by Knote.2904)

Tier 3 Cultural Armor - Lets reign it in

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

Another alternative would be to make them purchasable for karma as well, more uses for karma is always good.

That would be stupid, karma is extremely easy to gain, ive got over 200k in the past few weeks just from daily jugs. If that was ever introduced everyone would have t3.

How can you say that when you don’t even know how much karma Anet would make them cost? Really now? =p

On necros being "broken"

in Necromancer

Posted by: Knote.2904

Knote.2904

I know people are going overboard with the QQ, but honestly I don’t blame them at all. As said above, some of it is justified.

Frankly all this thread is 2 different sides of necro calling each other out, and at this point it’s some necro’s telling other necro’s to shut up and L2P over and over, this thread isn’t constructive either. And really it just feels like some people want to brag about how “pro” they are being a godlike necro and trying to hide the profession’s flaws doesn’t help get them buffs/fixes they need.

So why don’t we go back to making more constructive threads offering suggestions (and easy/realistic ones at that) to fix certain parts of the class, because in the end, we all just want the necro to be more fun and less buggy.

Fix our bugs.

Give us real, meaningful build options (both weapon and traits).

Focus DS so its use is actually as cool as its concept (I love actually using it… but hate it as a skill… does this make sense?).

Oh, and this. =p

(edited by Knote.2904)

On necros being "broken"

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Knote.2904

I don’t want to say Necros don’t have problems, but the forums are too negative.

The last time i saw something like this was on the ffxi dragoon forums.
And we successfully managed to damage our reputation in the game to the point
that when you entered a party, at least two people instantly left and just said “loldrg”
in party chat before doing so. Or they asked the leader to kick you.

Thank you! An excellent illustration of what I’m trying to say. It’s already started happening, if some of the posts here (“I see ‘LFG, no Necros’”) are true.

There are people that are definately taking it too far.

PvE especially we’re fine, although if you played other classes up to 80 you may be jelly of their weapon skills, since alot of our dmg is baked into death shroud or utilities.

Higher levels of Fractal may be alot tougher for us necro’s though since agony does twice the dmg to our death shroud which is absolutely insane. I’ve experienced it for myself. So who knows for high end stuff.

i have experienced the same problem. but what can we do? it’s a bug. At least its only fractal that contains agony.

Hopefully one of many that will be fixed soon. =/

On necros being "broken"

in Necromancer

Posted by: Knote.2904

Knote.2904

I don’t want to say Necros don’t have problems, but the forums are too negative.

The last time i saw something like this was on the ffxi dragoon forums.
And we successfully managed to damage our reputation in the game to the point
that when you entered a party, at least two people instantly left and just said “loldrg”
in party chat before doing so. Or they asked the leader to kick you.

Thank you! An excellent illustration of what I’m trying to say. It’s already started happening, if some of the posts here (“I see ‘LFG, no Necros’”) are true.

There are people that are definately taking it too far.

PvE especially we’re fine, although if you played other classes up to 80 you may be jelly of their weapon skills, since alot of our dmg is baked into death shroud or utilities.

Higher levels of Fractal may be alot tougher for us necro’s though since agony does twice the dmg to our death shroud which is absolutely insane. I’ve experienced it for myself. So who knows for high end stuff.

Panic--Please bring it back

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

I would love for them to make some more interesting skills like the gw1 hexes for here. Hopefully in a way that’s very clear visually and toned down so they aren’t too strong considering they’d be uncleansable.

Or they could just implement new condition types but that could get messy.

Remove the new Rich Ori Node

in Suggestions

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Knote.2904

Stop being so selfish. Everyone is entitled to the same content. These type of posts really disgust me.

I agree, hopefully Anet gives everyone a free Legendary of their choice this christmas as well, everyone is entitled to it.

(Sarcasm ^)

They should remove that node, and instead place some regular ori nodes around the island to encourage actually playing/roaming around the map instead of just parking alts next to the rich node to get free ore daily. Pretty silly.

Think it’d be a good idea to stick a free rich node of every type of material in the game in LA? People can just log on daily and get their free mats, and ruin the market for each of them? I don’t think so. =p

Wintersday Event, boggled

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

I would’ve loved to see a charr be the “santa”.

One that’s obligated to do so for some reason and does it begrudgingly, and can be moody the whole time while trying to play the part. Would be hilarious.

Also Trahearne for the Grinch.

Swap Jagged Horrors and Flesh Wurms.

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Knote.2904

What’s the point in having wurms spawning after enemies die?

Much cooler IMO. If it made the wurms a little smaller and weaker and either removed the cooldown or kept it short like 4-5 seconds that would be super fun.

Even better if they explode out of the corpse. =p

Everything I want to know about Death Shroud

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Posted by: Knote.2904

Knote.2904

As long as the fall doesn’t do enough dmg to take you out of death shroud, you can use it to absorb some hefty amounts of fall dmg, I do that sometimes.

And I’m not sure what you’re talking about in regards to spectral utilities. Death Shroud just removes the (gain lifeforce when hit) feature from Spectral Armor/Walk but that’s it.

Also the shroud stomp/rez is when you shroud and immediately hit rez/stomp right after so they happen at the same time. I doubt it will be fixed, if anything it should be fixed so we can activate DS while stomping or rezzing, like a mesmer can shatter during them.

2 Quick question about Epidemic.

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Knote.2904

You really really should not rely on the wiki haha.

Heart of the Mists testing > Wiki.

People keep telling me how bad Dmg on Fear trait is and linking wiki but don’t bother to test for themselves.

(edited by Knote.2904)

Mobs and Epidemic in PvE

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Posted by: Knote.2904

Knote.2904

I would say spectral walk and epidemic should have a permanent place on your utility bar while leveling.

The last slot can be w/e you like. Personally I’m not that big a fan of BiP anyway. And I like to put some extra utility there instead like Corrupt boon. Shadowfiend is also pretty nice, extra dmg/tank.

2 Quick question about Epidemic.

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Posted by: Knote.2904

Knote.2904

I like the idea behind that, but realistically is it worth going 20 points into soul reaping for that considering what you have to give up?

For a condition build you need 30 in curses, and 20 in spite (at a minimum IMO).

The other 20 points I split between greater marks and dodge roll mark. Losing greater marks would just be horrible for me, now that I am used to the larger size, and it synergizes so well with the dodge roll marks.

Definately worth it.

You could always give up 30 curses for 20 curses and get greater marks, but I was never too keen on dodge mark anyway, considering how few dodges and mitigation tools we get I like to make my dodges count instead of using it up for 2 bleeds.

I live w/o greater marks but it’s definately a great trait. And now that soul reaping is finally fixed the extra 20% to Death Shroud health along with my carrion/rabid gear mix I’m fairly well rounded in my defensive stats.

But this is really starting to get off topic.

Mobs and Epidemic in PvE

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Posted by: Knote.2904

Knote.2904

Yeah it’s really not that important to weapon swap, you can stack bleeds a little faster by dumping each x2/x3 bleed cooldowns back to back, but for normal mobs that’s a bit overkill and unless you’re a hybrid build with some decent Power being stuck in Staff for 10 seconds will sort of lower your DPS in a condition build.

You can start with staff and dump Blood/Chillblain then just sit in sceptre and use cooldowns. Also I suggest using DS Dark Path in a group of mobs (the chill splashes) then epidemic’ing for double aoe chill, makes it alot easier to kite, although Grasping Hand works just fine for that.

Also I’d refrain from using Poison Cloud, waste of a utility =p.

2 Quick question about Epidemic.

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Posted by: Knote.2904

Knote.2904

Interesting about that being a multiple trait, I didn’t know that. I never use the 50% longer fear trait, so I haven’t tested.

I guess I also never really considered fear a “condition”, in the normal sense of the word. I have 20 points in spite and run condition food all the time, but that would not be enough to get the fear above 2 seconds for the second tick.

Yeah I run the dmg on fear trait which turns it into a unique Burn condition, so I’m still gaining dmg in my condition build that has a larger focus on CC. IMO it’s the only condition build worth running and it’s what I run in both PvP and PvE.

It also gives you some decent burst for a condition build. And there is NOTHING as satisfying as stacking some bleed, double fearing and casting epidemic and watch 5 mobs run away in fear and completely melting.

Tier 3 Cultural Armor - Lets reign it in

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Posted by: Knote.2904

Knote.2904

Another alternative would be to make them purchasable for karma as well, more uses for karma is always good.

Only Flaw With FOTM IMO (Levels)

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Posted by: Knote.2904

Knote.2904

Lockout after disconnection is biggest flaw. :<

Yeah this definately drives me absolutely insane and I really can’t wait for that fix to come.

I’ve DC’d at the last boss on the 3rd fractal, and it ended up kicking the whole group, and this was after a painfully long Cliffside run because people didn’t know what they were doing. Just awful.

And the fact that you all have to be in the same overflow in LA and join together, if someone doesn’t get in, you all have to come back out and go in together again. It’s just sloppy.

I think what is also incredibly broken is how people can troll the whole group by hitting the exit button and even though you hit NO, it will still port everyone back. I’ve had some impatient stupid people do that after Jade Maw because it takes a while for the fractal to register that it’s over, and even though I hit NO, it ports us back and we don’t get the chest/daily nor do we go up a level, HUGE waste of time.

Annoyance

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Posted by: Knote.2904

Knote.2904

Yeah it’s definately annoying.

What is the best dagger build?

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Posted by: Knote.2904

Knote.2904

If you’re not keen on having ground targeted well’s I’d probably say 30/0/0/20/20.

30 Spite for obvious reasons, power build and closer to death trait so you actually do dmg.

20 Soul Reaping for some extra dmg/beefiness and DS traits. You’ll want to jump into DS to do some good life blast ranged dmg.

Then 20 Blood for obvious reasons too, you have some decent options to choose from there, lifesteal traits which are kinda meh, but the 50% better lifesteal trait affects the heal on dagger #2. Faster well recharge, faster dagger recharge, aoe heal on life transfer, whatever you prefer.

And if you would like to go for a hybrid ish build like this I’d definately suggest Well of Blood with some healing power as that’s basically where all of our healing comes from, and it gives you some time to get into melee and do some dmg while staying alive, DS for any burst, then stand back and channel to heal back up, etc.

Let Us Swap Between Deathshrouds (UW vs Land)

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Posted by: Knote.2904

Knote.2904

Now that plague blast (now just called Life Blast) has been fixed, the underwater death shroud is actually pretty awesome and I really wish I could use it on land.

I think it would be amazing if we could choose between either Death Shroud skill set to use underwater or on land. Our normal Death Shroud would lend itself to be better overall for 1v1/dueling and power builds, while our underwater Death Shroud set would be better for condition builds and utility/crowd control.

I would be just insanely happy if I could have the Underwater DS available for land use. I would even be willing to accept a few minor nerfs to the blind field/aoe fear if it’s too good, maybe lowering their direct dmg a bit, and adding an aoe bleed to the #4 skill to solidify it as the condition DS set.

Nothing would make me happier to blind/poison a group of mobs while I stack conditions then just cone fear everything away from me and watch them die, that’s what the (Condition) Necro should be.

Also AFAIK you can’t use either the fear or blind field while CC’d so it wouldn’t be the ultimate defense.

If a dev reads this, please for the love of Grenth consider it.

(edited by Knote.2904)

2 Quick question about Epidemic.

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Posted by: Knote.2904

Knote.2904

Lay down Reaper Mark and quickly DS—> Fear—> Epidemic.

Also you only need 20 in spite + 20% from runes to hit 2 seconds. I believe the 50% fear trait is multiplicative.

2 Quick question about Epidemic.

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Posted by: Knote.2904

Knote.2904

Yes, it does. It’s fairly easy to test in the mists.

If target number 2 has a 30 second bleed and you spread 5 bleeds that each have 6 seconds remaining, target number 2 has 6 stacks of bleed at 30 second duration, but at 24 seconds 5 stacks fall off.

(edited by Knote.2904)

30/0/20/0/20 Staff, Is This A Build?

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Posted by: Knote.2904

Knote.2904

That’s the generic Power glass cannon build. So yes.

Staff then either dagger or axe and w/e offhand you prefer.

Mobs and Epidemic in PvE

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Posted by: Knote.2904

Knote.2904

Just try to get atleast 5 stacks or more of bleed to spread, that’s about it really.

If you want to just practice or are lazy just lay down grasping hand, auto one mob with sceptre for a little bit then epidemic and clean up. You’ll eventually start to get the hang of BiP —> transfer combo and stacking mark of blood/grasping/enfeebling and spread higher stacks of bleed, but on normal mobs it’s usually overkill and you’ll kill your target too fast if you try to stack too much lol.

@Druitt not sure what you’re asking, it “throws” everything, complete copy/pastes conditions from your target to everyone else which stacks on top of what those targets also currently had. (Mark of Blood —> Epidemic = aoe 6 stack bleed, 3 stack on one target)

Also don’t bother with Signet of Spite, that skill is absolutely horrible, I know it’s enticing to combine with epidemic because it’s technically putting up 6 conditions but it’s terrible. Super short blind/Cripple/Poison/Weakness for 5 sec base on a 90 sec cooldown? The single stack of vuln/bleed is pretty much irrelevant. It’s just terrible.

Are Necromancers good for PvP?

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Posted by: Knote.2904

Knote.2904

IMO the only necro build worth anything in pvp is a fear/condition build.

And I’m usually on babysit duty.

2 Quick question about Epidemic.

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Posted by: Knote.2904

Knote.2904

It’ll spread every single condition on the target at whatever remaining duration is left when Epidemic finishes casting, this means even fears.

But since it has a bit of a cast time you won’t be able to immediately spread a full duration one. If you focus on condition duration you can however. I regularly chain a 4 second fear then spread it with epidemic for about 2-3 second aoe fear.

Only Flaw With FOTM IMO (Levels)

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Posted by: Knote.2904

Knote.2904

Awesome to hear that they’re working on this.

Does anyone know if there is actually a difference in difficulty from 1-9? I never really noticed any.