(edited by LezardValeth.9453)
I run a hybrid build with rampager’s (Power/Precision/Condition Damage) and now with this new patch I’m not sure how it effects how I should play it.
Any recommendations?
I literally watched the whole thing, no afk or anything.
Also, love how they bother moving the topic but not even responding.
I agree with the topic. I did not get my box of helms DESPITE participating in the whole fireworks and I refuse to let Arenanet give us the cold shoulder.
I have a topic complaining that I did not get the box that had the helms from watching the fireworks, so I’ll join you guys.
Seriously, I am so upset because it looked really cool.
Yeah I contacted support last night and made sure none of my alts had them. Not a fan of the support thing though, since it is so limited, but whatever.
I looked for that box you mentioned, but no dice.
And aww I could also have one for my warrior too? This stinks.
Either I send something to Anet or bump this and pray they actually check this topic out because I want my dragon helm(s).
On the 17th I watched the fireworks so I could get the helm, the item appeared in front of me and i took it.
Today I logged in and I looked in my inventory, and it wasn’t there. None of my items were imbued with it, so it just flat out vanished. I looked in my bank to see if it transfers there, but it isn’t there either.
What should I do? I really wanted to put that helm skin on…
Or how about just wait until 6/25 and see how much we change?
Not confirming all those patch notes, but… yeah, I think we’ll be getting good amounts of attention soon.
Then I guess the party will become the Dragon “Crash.”
Hah.
You guys say people like I do nothing but complain rather than offer suggestions.
You obviously didn’t check out my minion mutations suggestion then a week or two back. That topic got few responses though. So the only way to get attention is to point out facts.
Look, as neat it would be having a fifth skill for death shroud, i doubt one skill will completely fix all the issues necromancer has.
whoa, they did it before i could even predict it. Well done on your part Anet.
Two Possible Outcomes.
First is the more common one:
The condition comes out as overpowered, and within weeks a patch will render it worthless, and then a year later it’s buffed to be decent.
The second outcome:
Anet decides it won’t be necromancer exclusive after all. hint hint
That’s just how I view it. Anet has done barely anything to fix necromancers so far, it’s only natural they don’t want us to feel special.
Do you frequent guild missions?
I am not picky when it comes to game play. I can do dungeons, WvW, tPVP, etc. Although I want to primarily focus on guild missions because I’ve never done them before and the thought of it excites me.
My timezone is EST and my primary voice use is TS3.
I thought of a few things for shadow fiend.
Shadow Fiend Enhancements
1st choice: Shadow Veil
Replaces Shadow fiend’s skill with Shadow Veil. When activated, the shadow fiend merges with the necromancer, blocking incoming damage for… whatever the amount of seconds warrior shield blocks can. During this time, if the necromancer is attacked at least once, he can activate the skill again, causing the shadow fiend to explode and cause blindness in an aoe.
2nd Choice: Shadow Servant
Replaces shadow fiend’s skill with a new one: Shadow Servant. It is a target aoe, about staff aoe radius. The necromancer can command the shadow fiend to go into the ground, and spring up to where it is commanded to spring up, launching enemies who are in the aoe.
If you guys think of some cool ideas, feel free. Minions need improvement, and in my opinion it isn’t just A.I. that needs improvement. Though that is vital and more important at the moment.
I dunno, I’m just throwing random ideas out there to make minions look more interesting without changing their stats, health, A.I, etc.
Playing the zerg mutation missions in SC2: HOTS sort of made me think maybe it’d be cool if necromancer minions had something like that to further enhance minion capabilities, without wasting trait points on useless minion traits.
Here is one random example for the average bone minion, you can only choose between one, although you are allowed to switch decisions, it has a large cooldown/requires something in return, to prevent switch spamming like people could exploit it.
Cold Bone Minion: Bone minions attacks now apply chill for one second when attacking an enemy. Putrid explosion causes chill for 3 seconds.
Invasion Bone Minion: When a bone minion attacks a target, it has a % chance to have a target infected with a miniature bone minion that, inside the target, makes it temporarily lock a random utility skill for two seconds. Cannot lock weapon skills or elite skills.
Or maybe something like well of corruption, where a bone minion leech can turn one boon into a condition every few seconds, for 10 seconds or something.
I’m just throwing random ideas out there, these suggestions would probably not be good, but maybe I can at help Anet make minions more interesting.
Apologizes, I’ll just post it myself.
Axe(Sigil of Superior bloodlust)
Focus(Sigil of Superior Fire)
Dagger(Sigil of Superior Preception)
Dagger(Sigil of Superior Fire) <—— might change depending on opinions.
Utility skills: Spectral Armor, Spectral Walk, Spectral Grasp
Traits:
Spite: 30: Spiteful Talisman(make focus better), Spiteful Spirit(retaliation in death shroud) Axe Training
Curses: 20: Weakening Shroud, Spectral Attunement
Soul Reaping: 20: Vital Persistence, and Spectral Mastery
Exalted Armor set all with superior runes of divinity.
Accessories right now are random ascended, I plan to focus on getting ones that prioritize power, critical damage, and precision.
As I mentioned in my previous post I am open to criticism, so don’t feel the need to hold back if there are silly things about this build.
http://gw2skills.net/editor/?fQAQRAnd4YjMaV7hbab07JAoH5ubtRKOWZKFuDPA;TwAg0CnoqxUjoGbNuak1ssYAx2iZEA
Feel free to criticize, I am open to new ideas. The idea of this build is using brute force through power, precision, and critical damage, combined with spectral skills recharging my life force quickly so that i may frequently death shroud for enfeebling blood and retaliation stacking with axe skill 3.
Hello, I just want you to know that I invented this Technique, which I have also titled “Spectral Bungee Cord”. Please refer to me whenever you want to make mention of it.
But everytime I run into a thief in PVP and WVW, they never seem to run out of it. Its so boring fighting a spell spammer with a class that actually has cooldowns. I thought there was a limit, like certain spells cost a certain amount of initiative, but every time, there’s a thief that can easily spam spells over and over, while I’m waiting for cooldowns on all my spells. I"m sorry, but thieves need to be removed from this game, or given regular cooldowns like every other class, because this initiative stuff is just complete bull.
And don’t give me that “Thieves are fragile” thing, because they have at least 50 evade/strikes that don’t charge endurance, so that’s extra dodges, and two or three stealth moves, and one of them is also the healing move. Give us stealth detection that doesn’t involve spamming AOE spells and praying that it gets them.
Necromancers cannot run, they cannot tank. Every other class has a good variety of instanteous mobility. Necro has none.
Necro damage relies on conditions, and other classes have too many condition removals.
50% of the thief’s moveset give free dodges, count the fact that thieves can spam. I’m sorry anet, why are thieves in this game again? They break the balance, and being fragile is pointless if they can’t be hit.
Good necros do not exist. What you see are good players. Good players that somehow manage with the necro’s low variety pool, poor trait line and bonuses, etc.
While Necromancers without a doubt have a large pool of improvements that are required, (which would take a full day to explain) we currently have a vantage that no other class has.
Its called the Spectral Bungee Cord! trademark
Ever wanted to survive those 0% survival rate fatal falls? Its easy, unless you have bad timing.
Equip Spectral walk in one of your utility slots. Go to an extremely high place with a massive fall. Do not use Spec walk yet. Once you are mentally prepared, jump off!
Use the camera angles wisely, because if you time it poorly you’ll die (or take heavy damage) When your near the ground, immediately activate spectral walk and spectral recall afterward. You see, by recalling while falling, it actually resets the fall rate. You can make it so that you take no damage at all from a high cliff!
This was viable after spectral walk got that buff, and I’ve been using it ever since. I made a topic about it awhile back but I don’t think anyone remembers
Does this help the fact that necromancers are in dire need of buffs? No, not at all. But it is something exclusive to us necros to be able to survive from such falls. And… its fun. =)
So go now, and try out the Spectral Bungee Cord! trademark
Did you guys even bother reading my post before responding? Its not about how effective it is now, its that it has no variety at all.
Now when I say ‘worst’ i don’t mean effective wise. 2 gives regen to allies and bleeding to foes, 3 and 4 can be used as a self cross combo, and 5 is an aoe fear, so its not bad when it comes to actual game play.
The problem I have with staff necro is that It is supremely lacking in imagination and its easy to tell that this was rushed.
Excluding attack number 1(the basic attack, spec grasp or whatever) Every other staff move has the same exact animation and they are all aoe. Seriously, this reeks of lazy design. I’ll admit I have not played all the classes and know all other move sets, but my point remains clear:
Having a weapon with all of a single type of attack, (AOE, Line, Single Target, etc.) is a horrible decision. I could same the same about the main hand dagger, but that’s only 3 skills(counting basic attack) but I excuse that because that’s a one handed weapon(though improvements are required there as well) and if you have double dagger the off-hand ones hit muli targets. (one automatic, the other a large aoe.)
But the staff is just 1: Single target long range, 2: Aoe, 3: Aoe, 4: Aoe, 5: Aoe. No variety cept the types of conditions each aoe causes. Like I said, before, I’m not saying the staff is useless. Heck, its probably the most viable of all the short amount of weapons necros can use. But at least the other weapons have a variety of different skill types.
Do they stack? I can’t tell if there’s a difference when i have a main hand dagger and signet of the locust equipped. *note i’m not using offhand dagger i heard having two daggers doesn’t stack.
I can’t support this because I don’t want this trait to be disabled.
I want it to be Removed from the game completely.
The right thing to do here is to continue expressing how we feel to arenanet, send the message anyway you can. In this case, all they can do is listen to our criticism, and the more criticism there is, the better the chances for a reaction.
Call me stubborn as a mule, but I refuse to give up. You don’t get to play a necromancer in every game you pick up and I’m willing to fight for this rare to play class.
And seriously? They have the nerve to keep reanimator? Reducing the de-regen is not the issue with the jagged horrors, its the fact that they are <b>Utterly Useless.</b>
I dont know which one of you thought up of that fractual, but I beg to question your sanity. This swamp fractual is the most absolute worst thing i’ve ever seen.
The paths are inconsistent
The traps bug so that you get hit by the same trap TWICE.
Too little of a time limit over and ever changing path.
This fractual should not even exist. Every other fractual i’ve played had its share of problems, but were still fun and playable. This is virtually unplayable and requires sheer luck.
I’m insulted by a few things related tot he necromancer.
1. Certain traits, namely the death trait ones. But that’s a topic that’s already been covered.
2. Dagger main hand. I like the fast combo, but as mentioned life steal is pointless. And dark pact? This Skill BARELY WORKS. The range is inconsistent, and the immobilize doesn’t last long for what its worth. Oh, and off-hand dagger deathly swarm lasting 6 and a half seconds? Bull. It doesn’t even last a full 2 seconds. This is a flat out tooltip LIE.
3. Minions, but already covered.
4. NERF THIEVES, or remove them from the game completely.
5. All of the staff moves are marks. I don’t know about you guys, but I just find that plain BORING. Why no variety? Yes i know all the marks do different conditions and such but its still uncreative and wasted potential. Sad part is the staff is the most usable weapon for necros.
6. We need one more weapon, preferably a two handed weapon. How come we’re stuck being typical scholars with mostly scholar type weapons? Mesmers get a greatsword, so its only fair that we get one too. That or hammer. Either works imo. And you might argue that axes aren’t scholar, but they manage to make even that look like a scholar based weapon.
Now I believe those broken traits are more important than what i’ve listed, so its only fair to focus on what’s not working properly first. However, my points I will continue to hold dear, because seriously, stop favoring thieves and give us necromancers the buffing we deserve.
How come trahearne is allowed to have 8 or more flesh golems and wield greatswords but we necromancers can only have one flesh golem and no greatsword at all?
And where the heck did this character come from? Does he appear sooner in the sylvari story, because I’ve never heard of this guy until the one mission way later in the game.
Honestly I think this is Anet’s way of trolling us necromancers while favoring other classes. cough thieves
I wanted to primary focus on conditions, (until necro gets some good buffs) and I’m curious on how I should build my traits.
Obviously curses maxes first. But then there’s spite or soul reaping. Spite for condition duration, and soul reaping for critical damage and life force. I know for a conditionmancer it would seem the duration thing is more important, but I keep hearing others say critical damage is more important. What do you guys think?
It works like this: They go behind you, you are a goner. The camera angle turns in such an awkward way and your left wide open for attacks. This needs to be addressed.
I keep running into thieves who never seem to run out of that bar(i don’t know what its called) so they spam their skills like its of no concern, while I’m stuck with cooldowns. That is a horrible advantage that should be taken out.