Elementalist – Necromancer – Warrior
Elementalist – Necromancer – Warrior
Death magic is amazing. I am absolutely taking it on non-MM builds.
Corrupter’s Fervor is great flavor and super strong, and shrouded removal is just so nice with all the conditions flying around. The toughness to power conversion in the major slot is perfect synergy with all the toughness boosts in the line. It’s a well designed line with good theme and great power.
Elementalist – Necromancer – Warrior
1) burning itself is already borderline op right now so even without firegrab it’s worth applying
2) a clever player will use drake’s breath and wait for the opponents reaction. If the opponent dodges away, let him eat your burning speed. If not, use firegrab. So even if you don’t even use firegrab, drake’s breath will be the setup for a good amount of burst damage.
3) with 8 seconds attunement cooldown and -33% fire cooldowns + traits like gaining fire aura when attuning to fire, there are several different options to apply burning before using firegrab.
1: This is about firegrab not about burning. The zerker builds that need to land fire grabs are getting maybe 100 dps out of burning.
2: If you want to talk about drakes breath how about we assume your opponent will not be horrible at this game and just face trade your drakes breath with a burst/interrupt. DB is incredibly low DPS in a power build compared to your other options anyways. It’s fine that its strong on cele/condi builds but again, this is about fire grabs and the niche that fire grab should fit into (power burst builds) so try to look at things from that perspective. There is no class that will not win the trade over your DB by just sitting in it and blowing you up as you channel, and every good opponent knows this.
3: You’re not even making sense anymore. Nothing on a weapon skill will even apply burning outside of fire attunement so the attunement CD doesn’t matter either way. 33% CD is nice but doesn’t do anything for you in any given scenario, only further encourages you to build cele so you can roll through more cooldown rotations and run the opponenet out of options through repetition instead of skilled play.
I don’t see you talking about the problem at hand at all really. Fire grab was already dealing with a finicky hitbox and only got harder to land. It’s not as if zerker burst was doing well on d/d, and even s/d eschews fire grab for phoenix when it can. There’s no reason not to improve the grab or its hitbox.
Elementalist – Necromancer – Warrior
(edited by Linnael.1069)
Because it’s become so much more predictable. Used to be you could stack up 10s+ of burning with a good drake’s breath and have alot of time to play around and bait the enemy into eating a fire grab. Now that burning doesn’t stack duration it’s just so obvious when you’re going to be trying for grabs, especially because any build that relies on fire grabs is going to be a power build and won’t really make use of +Burning Duration.
Either buff the hitbox to include a 120 radius pbAoE, or significantly improve the payoff for actually landing one. I much prefer the first option, as it’s very counter-intuitive to have fire grab be easier to land from 200 range away than it is when you’re actually touching your opponent.
Elementalist – Necromancer – Warrior
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Elementalist – Necromancer – Warrior
Just getting these out there so we know we are all in agreement:
1) Conditions seem a bit strong
2) World bosses are currently too easy
3) There are some bugged skills and traits
4) There are some overpowered buildsWe won’t fix it all at once but these are four large topics we are talking about. In the meantime keep the feedback and bug reports coming, and I guess farm up some world bosses. We are dedicating time towards these issues and are intending to resolve them as quickly as possible. As we have said before, the live environment differs too greatly from anything we can reliably simulate internally so big changes like today’s build will cause things to sometimes change at an alarming rateTM.
Thanks for your patience,
Jon
I just really want to thank you and everybody at ANet for putting stuff like this on the forums. This is all we were really asking for in the transparency rage threads. We just wanted to know that you guys were aware of the problems and looking at them. This kind of post is simply perfect.
On the topic of damage being OP, I really don’t think thats the case. I feel like correct application of mitigation is far more important right now. Just give people some time to change their builds before you do too much, because right now everybody is used to gearing offensively and getting their defensive stats from traits, which doesn’t work anymore. I am loving the way that all of our choices feel more powerful now compared to pre-patch, where you could be fairly sure that half of your skill bar would feel wimpy and pointless.
Elementalist – Necromancer – Warrior
Link don’t work?
Sorry bout that some weird formatting on these forums. Should be fine now.
Elementalist – Necromancer – Warrior
I’m not at all surprised by this. It would have been nice to get the 10% bonus all the time, but it would make no sense whatsoever for the Axe Training trait to be the best trait when not using axes.
The answer would have been to buff the other traits to be better.
Elementalist – Necromancer – Warrior
I am not certain how changing Plague’s bleed stacks from multiple short ones to a single long one will help Necros.
I am somewhat suspicious that they are being very careful with Plague because of the hypothetical Spite/Curses/Reaper build which takes “Chill deals damage”, “Blind applies Chill” and “Chill applies Vulnerability”. However, Reaper should not be a mandatory pick for a viable Plague.
It’s far less damage than it was before. About 1/4 if you’re staying in plague the whole time. It’s also not pulsing so it’s easier for allies to cleanse you and won’t act as a permanent cover on top of what enemies might be loading you down with.
I’m pretty okay with the change, especially is the poison from MoC is getting the same treatment. At this point 120s plague might be worth traiting for.
Elementalist – Necromancer – Warrior
The strengths of the new necro have always been undoubtedly strong. Enfeebling shroud in particular is one of the best GM traits in the game, and power necro is getting all around buffs.
The complaints are coming from the full condi side of things, because the whole playstyle isn’t just getting nerfed, its getting hit in really inexplicable ways. You’ll note that the necros you saw doing well in the streams were all running at least hybrid builds and being most effective with the power side of their builds. The streamers that tried to find something like the current 100% condi based terrormancer were universally unimpressed.
Where the conditions where really doing work was mostly in the engie matchups where engies have been historically weak to conditions but today were loading up the necro with big loads of burn/bleed and failing to dodge the followup plague signet. I think its a combination of the streamers being overexcited by the new builds and under pressure to keep talking as they duel, and the fact that nobody is used to the new, dramatically lower CD on plague signet.
Elementalist – Necromancer – Warrior
I was watching << https://www.youtube.com/watch?v=e6J4XbNym-o >> and at 2:20 the footage shows the cast bar for fire grab completing as he dodges. How do you get fire grab to cast during the dodge? I’ve never heard of dodge casting even being a thing so this was super surprising to me.
Elementalist – Necromancer – Warrior
(edited by Linnael.1069)
Karl called his own build “corruption condi” and he didn’t take “master of corruptions”.
Balance team in a nutshell.
Elementalist – Necromancer – Warrior
I’m thinking of something… five necros running blood magic could go down in a cluster, and the Last Rites trait would cause it so that they would all keep each other from expiring naturally, and they could all focus their downed state power on someone.
Mind you it steals life, so they’ll eventually rally, but they can use master of corruption to help themselves go down faster again.
But you can’t even nuke yourselves down fast with plague because if you ball up for last rites, 1 engie can just moa all of you.
kitten … I guess they will have to start out separated, and converge on each other when they’re about to go down.
Does plague signet passive function while in plague form? I’m thinking now about one necro sucking off all the other necro’s self condis onto themselves… I wonder just how high the stacks could get.
Plague locks your whole bar except for 1-3, so no signets, just like in DS.
Wow shutting down all these suicide plans makes me really appreciate how non-functional so much of the class is. Come on ANet.
Elementalist – Necromancer – Warrior
I’m thinking of something… five necros running blood magic could go down in a cluster, and the Last Rites trait would cause it so that they would all keep each other from expiring naturally, and they could all focus their downed state power on someone.
Mind you it steals life, so they’ll eventually rally, but they can use master of corruption to help themselves go down faster again.
But you can’t even nuke yourselves down fast with plague because if you ball up for last rites, 1 engie can just moa all of you.
Elementalist – Necromancer – Warrior
Can we get a confirmation that this is true? I thought this applied to conversion only.
If rng is coming to cleansing its gonna be straight up gg.
Elementalist – Necromancer – Warrior
Jebro is apparently playing onto the na servers from EU so maybe that explains some of it. I dunno he’s also playing condiguard with meditations, and apparently convinced that the condis are shredding him when the warrior in the 2v2 is popping rampage and taking 5k chunks out of him with autos.
Elementalist – Necromancer – Warrior
Jebro dueling karl right now, with karl playing condi corruptions. Karl isn’t taking MoC.
Karl opening every fight with SoS, jeb has yet to not eat one, karl convinced corruption condi is actually strong. kill me now.
Elementalist – Necromancer – Warrior
Vampiric Presence is pretty disappointing, given that I was hoping it would be a “unique group damage modifier” like spotter or empower allies. However- if all group members hit 3 times/second (this VERY generous), it’s only contributing 38×3×5 = 570 dps, which is less than half of spotter or EA (if a meta group does 45K combined dps, its about a 1.3% increase). Furthermore, VP is in direct competition with Banshee’s Wail, and the loss in personal dps probably means that VP is a net damage loss even in an ideal 5 mean group situation. The heal is essentially pointless as is. Did anyone at Anet do the math here? (For that matter, why are we still trying to balance flat numbers instead of just making it a % of damage dealt?)
It’s because they balanced it around casual groups wearing greens. The dps gain doesn’t depend on your allies playing well, so you could be seeing something like a 20% dps gain for your entire party, if your entire party has terrible dps. Blood will be pretty good at carrying pugs i guess.
Elementalist – Necromancer – Warrior
There are rumors that Karl is looking into the plague self-applied bleed, and making it one long duration application instead.
Karl? The ele forums were asking for Robert Gee because Karl has nerfed them so many times. I don’t trust his balance…
I main ele. You should pray that necros don’t get karl.
Elementalist – Necromancer – Warrior
If he used other runes than Nightmare, he’d maybe even kill himself.
With the poison/bleed duration runes, plus food in PvE I think it should be easy to kill yourself.
Yea, Drarnor already calculated that. I’m curious if we can do the same in PvP though. Was thinking about some signets maybe, for more might? Like replacing CC with Vampirism and maybe one more.
Group of 3 Necros casting Blood is Power is 8 seconds of 24 Might to each, plus a nice long bleed to kick things off. Should be doable with Afflicted runes and duration sigils.
Wouldn’t Krait runes be more optimal for this meta? And maybe weaponswap with Sigil of Battle before?
Krait Runes would be better in PvP, yes. In PvE where you have consumables, Afflicted are better.
Actually, I could probably come up with something that kills you faster still by netting 100% condition duration. 40% food, 10% Toxic crystal, 10% Trapper rune 2 piece, 10% Sigil of Malice, 5% Nightmare 2 piece, 5% Mad King 2 piece, and 10% from one Giver’s weapon.
If you recalculate don’t forget to factor in the 8 seconds of +10% self damage from CC
Elementalist – Necromancer – Warrior
Did you test if its capped to 5. Ive always assumed those buffs were capped. But im wondering if thats true. Or if minions ignore the cap because they are linked to you.
They count towards the 5 man cap for boon application skills, even when you’re the one applying, so I would be surprised to see them ignore the cap.
Elementalist – Necromancer – Warrior
Necros supposed to be the condi king, its like their lore in any mmo. Then Anet comes and screw everything up and make it awful. When i saw an engi dealing 12 bleed stacks and 8k burning per sec in 3 skills i knew it they f****d up!
I dunno I kinda want necro to be the burst kings. Whenever I think necromancy I think big long rituals and self sacrifice, and then this massive OP inevitable blast that just takes you takes you straight from living to dead, screw how much defense you have. Always thought they fit aoe magic nuking theme rather well.
Thats just on a personal level though. I get that every franchise does it differently and that a lot of necro players have an attachment to attrition/conditions so I do think ANet is screwing up by making other classes better at it.
Elementalist – Necromancer – Warrior
To be fair if you were going zerk ammy before 99% of your effective time was spent spent without taking damage. If anybody that could actually touch you targeted you, you were flat out dead anyways so it didn’t matter.
I’m still gonna be going zerk.
Elementalist – Necromancer – Warrior
Hahhahahahahh this thread. WOW!
Darksteel still complaining about engi is classic too. Boy was he vocal about turrets. Now its engi in general.
Grenades are good, I will give you that, but its not broken and you have tons of options to avoid it “at their feet”.
You have literally 0 options. There isn’t one single thing you can do when a grenade engie targets at their feet to tell the difference between autoattacks and skills 2-5 before you get hit. Stop spitting out bullkitten.
Elementalist – Necromancer – Warrior
You’ve got the rune of the afflicted. So when you down yourself with your elite, you can inflict some death nova quality damage.
If you also have the Death Nova trait, do they both go off? I don’t know.
Yes they do. Death Nova also does direct damage when you’re the one going down, unlike when minions explode. It’s about 800 in a zerker build without crit, attributable to a skill called "poison cloud’ in the combat log
Elementalist – Necromancer – Warrior
Death Nova and Rune of the afflicted will both deal aoe damage when you go down. If you get really really lucky and both crit, they’ll both proc the downstate damage trait and you can get something like 5k damage total.
Thats about it tho
Elementalist – Necromancer – Warrior
Ya done good.
https://www.guildwars2.com/en/news/pre-purchase-community-address/
I’m a big fan of how clear the communication is here. You laid everything out, gave us the facts, and told us what was going to happen in the future. Didn’t shy away from the FAQ mess. Thumbs up to you guys.
Elementalist – Necromancer – Warrior
Plague as a well doesn’t sound not so fitting right now.
Either that or if they want to keep it a corruption make it a 10 second effect that extends the duration of all conditions by 2s every 1s. It spreads from player to player like an actual plague.
Elementalist – Necromancer – Warrior
So, I’ve been running some numbers, and here is what I’ve found:
For equipment and skills: http://gw2skills.net/editor/?fRAQNArYGDV32dj5N83AA-TFyBABEcEAW+UAAwDAIl9H4S53mq/4n+gzUCGAABYmlZZOzADdoDdoDdoNzZO0ZO0ZWKAYWWB-w
For traits: http://dulfy.net/gw2traits#build=AgQB6ALcA9Q~
Assuming 25 sigil stacks, but no Might or Vulnerability on yourself and no banners, you will have 2405 Condition Damage. Plague will deal 16,510 Bleed damage and 13,172 Poison damage for a grand total of 29,682 damage you dealt to yourself.
In Plague, you have 37729 health, so you won’t die there. The few seconds after leaving Plague is key.
Long story short, you leave Plague at 31% health (5956), then take another 1238 bleed damage and 908 poison damage for a total of 2146 damage after leaving Plague. It doesn’t kill you, but you’re left with 3809 health. From full. From your own elite.
However, if you first cast Blood is Power, it is a guaranteed suicide. Before accounting for the Might, the self-inflicted damage increases to 37937. After accounting for the Might (8 stacks, 8 seconds), the damage is increased by 1024, to 38960.
So any rabid/MoC necro build standing next to a might stacker is going to just guarantee kill itself with plague?
Inb4 somebody tries to sell this as a downstate necro buff.
Elementalist – Necromancer – Warrior
(edited by Linnael.1069)
plague should give self weakness so you wouldn’t kill yourself but couldn’t dodge/deal direct damage as much which would make sense with the theme of the skill Oo
Weakness won’t do anything because it doesn’t affect condis.
Yes it will. Weakness affects condis now
Where’d it say that?
Nowhere
Elementalist – Necromancer – Warrior
they are nerfing mesmers already they said in chat and for engi to land that would be hard since they need 3 kits but transfering it would be fun.
3 kit engie still has better active defense than zerker necro, and is gonna do more damage than lich form while having room for defensive stats to boot.
Elementalist – Necromancer – Warrior
Power Reaper might have a problem procing it. Loss of dark path bleeds for example.
Rise! and mark of blood/evasion skills will easily perma proc blood bond.
That means i have to take a useless utility skill.
If im going to use a utility slot to proc it i will use BiP. But i would rather not.
And staff is already out of use as far as PvE is concerned.
Would PvE Power Reaper even be taking blood? Spite’s basically mandatory, if reaper shroud auto is going to be good enough to camp you’re gonna need to take Soul Reaping for that, and even if it isn’t odds are you’re gonna want Soul Reaping over Blood anyways just for strength of undeath and spectral mastery on lich.
Elementalist – Necromancer – Warrior
Not sure If people is missing something here, or I am, but Plague is going to add a maximum of 2 stacks of bleeding at the same time, that is nothing, by the time you get the 3rd stack, the 1st one end.
People have calculated it, it is effectively 40 ticks of bleeds, and that is with no added bleed duration, and they will tick for at least 180 per second in a condi build. A very conservative estimate puts it at dealing 7200 damage to yourself in a condi build, but you could easily go over 10k self damage, just to use your elite. This also doesn’t include whatever the MoC condition does.
I use Plague as an emergency button, to escape in WvW, and normally cancel it in a few seconds, the main benefits I like more is the increased toughness/vitality and stability, that part was not nerfed. I don’t see the bleeding nerf as big as others see it, of course I don’t like it. Also, I use a Power build, so how much bleeding damage I could get? I think I am not going to notice it.
Given that plague gives you no means to handle movement impairing conditions and can’t deal with ranged kiting at all, it makes a pretty kitten poor escape unless you’re within hobbling distance of a tower/keep.
It’s intended strength is bunkering in PvP, where it can cover a point with blinds, give you enough stab not to get knocked off the point, and makes you nigh unkillable to power builds. It’s strongest counter was conditions, as you didn’t get nearly as much vitality as you did toughness, weakness doesn’t do much to condi builds, and you couldn’t actively cleanse them at all while inside. With the meta changing towards massive amounts of condi damage, people are rightfully bothered by the fact that you’re just spiking yourself with even more condis on top of what people will be throwing at you. It’s going to be pretty kitten useless for actually defending yourself against anything once the patch hits, and is most absolutely a nerf to any case in which you want to use it for defense.
Also to the OP: the poison is going to be 2s every tick, thats only 2 stacks which is less dps than it was before. the skill is getting worse in every way.
Elementalist – Necromancer – Warrior
Plague should get a complete overhaul and become a well.
Plague: 1/4s Activation Time, 180s CD, 1200 Range – 240 Radius ground target AoE.
Become a plague and descend upon the target location. Upon landing you fear up to 5 nearby enemies for 1 second and create a 240 radius Plague Well, which deals damage, immobilizes foes for 1s, and extends the duration of all conditions on them by 2 seconds every tick.
I’d imagine there to be a half-second animation attached to the end of the shadowstep that would be your character, wrapped in corruption, descending from the air and pulsing the initial fear/first well tick when you hit the ground.
I’m thinking the direct damage should be a power ratio of 1.0 per tick on the well and another 1.0 attached to the fear-on-arrival pulse. You’d land, fear people, the first tick of the well would immediately immobilize them, and bump the duration of both those to 3s. Essentially if they fail to dodge the initial pulse they’ll need to have a port, condition wipe, or stunbreak and cleanse available, or they’re looking at up to 10s of disable plus whatever condis you can stack on them while they’re stuck. Works great as a setup for other wells or to drop yourself into a big teamfight, but is properly countered by good awareness and not OP in 1v1s, as it’ll be easy to dodge away if they see you coming in.
I’m not gonna lie it draws heavy inspiration from fiddlesticks from LoL, but I think his ult was great design and felt really impactful for both teams. Necro needs something a bit OP right now.
Elementalist – Necromancer – Warrior
(edited by Linnael.1069)
I’m going to dedicate my life to finding the trolliest minion build possible and playing it constantly. Probably going to stream too.
In fact, first build I plan to test is condition minionmancer. If ANet wants to troll us with self condis, let troll minions transfer them back and crap on signets.
Then the engis moa you and all your minions die.
lol
On a lower cd than any of your minon skills.
#engielife.
Elementalist – Necromancer – Warrior
I don’t even care at this point.
This. The only people still around are the ones that developed nerf-invulnerability.
Elementalist – Necromancer – Warrior
Vampiric presence being so much better than the old vampiric precision on low-crit builds, and working with non-damaging wells, is what puts the blood/death siphon build over the top from passable to actually strong. Honestly I’m afraid we’re gonna get nerfed when pug zergers start complaining that they aren’t killing us fast when they bring 5 targets.
If you’re going Vampiric Wells, then Runes of the Grove are good syngery. +30% Protection duration nets about an extra second, and the Healing Power is useful for siphoning skills (traits…you might get 1 more health).
Plus, I’m a fan of the root. That root is actually infinite range, so in PvP, it can help you catch up to a longbow Ranger.
Runes of the earth are basically the same thing, but give you better protection uptime and toughness, which scales your siphons much better than healing power. No root, but the earth aura is amazing when it pops during plague because they’ll be forced to try meleeing you through the blinds. Personally though, I’m gonna start taking melandru after the patch. Condibuff2stronk
Elementalist – Necromancer – Warrior
I listed earth shield to show elementalist is the class with most invuln in game and it is. And if you are saying elementalist is so depending on the vigor boon, then there is a balancing issue. So maybe we should start searching for other defensive tools for the elementalist instead of holding the old vigor.
You are making demonstrably false statments that have been countered already. There is no argument to be had here, because you are neither stating opinions nor being correct about the facts. You are simply wrong. Goodbye.
Elementalist – Necromancer – Warrior
A new set of core design principle is what we need.
As it is necro’s are supposed to be build around making your target weak and helpless. However, any class actually successful at fighting this way is incredibly frustrating to play against. The devs solved that issue by making the necro suck, so that the necro player is the only one getting frustrated. Take for instance the attrition design. Necros were supposed to never die and be impossible to escape from. Result: Necro is 1st focus in all situations and every class in the game can disengage from it whenever they want.
Devs just need to give necro a new schtick, because they’ve proven they actually don’t want the old one to be viable. I think the whole barrier between life and death theme could be a good direction to take the class as a whole. Imagine if you got an improving LF regeneration effect that would get better as your health got lower, eventually canceling out DS degeneration and actively generating life force when out of it once you were below 25% health. Imagine a new corruption elite. Down yourself. If you are defeated in the next 15 seconds unleash a 600 radius blast that defeats enemies.
Elementalist – Necromancer – Warrior
Elementalist is able to have 10s of invuln (earth focus 5, earth shield 5, mist form) and each weapon set does have at least 1 evade spell and some on conjured weapons.
Earthshield 5 lmfao.
Go look at the actual numbers compared to other professions at a similar stat level (mesmers/thieves/rangers). Elementalists have some of the worst invuln/evade uptime in the game.
Why do think they build cele in the pvp meta? If they had actual good active defense they’d be building zerker, not bunker. Do try to think these things through for a second.
Elementalist – Necromancer – Warrior
Spectrals/CC are good already and don’t need to be better. CC should be reverted, left alone, and the buffs left to the other heals.
Elementalist – Necromancer – Warrior
I agree to a rework of the vampire signet, because I always thought his mechanic was kinda lame. Especially the passive effect of it.
But I have a question about the suggestion: you said it will be a one hit skill. Does this mean only you can trigger it? I guess so because it would be terrible if a party member steals your only heal. But vampire signet was meant to bring some support to the whole party so maybe another active effect would fit better?
I was proposing getting rid of the mark effect entirely. It would just be hit target, steal health. This was to make it a more agressive, just for me heal, whereas well of blood could fill the party support healing role. Now that you mention it though, I feel like wells are already selfish enough what with vamp rituals and how only well of power really benefits your allies, so I’m going to edit the OP to flip that around, making SoV the party heal while WoB is just selfish.
Elementalist – Necromancer – Warrior
You guys are kidding yourselves if you think it was a pvp or wvw balance decision.
They did it to simplify gating stuff behind glider mastery.
Elementalist – Necromancer – Warrior
Thinking the fire air water staff ele will be the all in dmg build. The stander staff ele build will still be air water ar but it will be able to be more dmg aimed then before. earth water ar can be the super tank build not sure if it will be that good though.
Isn’t bountiful power moving to arcane? Pretty sure arcane will be worth more than water with that.
Well going water gives you the +20% dmg vs vina targets and +10% when your at 90% hp (i think you do not need to be in water but i could be wrong). Kind of it all adds up but i guess 3 fire 3 air 3 ar would be good dmg too.
Naw I was wrong you want water for the +20 while you frostbow. I was thinking you could get alot more out of bountiful power but then I remmebered its competing with the arcane trait and you aren’t gonna be getting that ferocity, and that you don’t really stack too many boons in dungeons anyways.
Elementalist – Necromancer – Warrior
I’m saying that this trait is not really worth taking an entire trait line for. Honestly, you don’t need it for PvE.
It’s not a matter of need, it’s a matter of what is best.
Then stop playing a “tank” in PvE.
Vital Persistence isn’t mandatory or even really good for PvP Bunker, the only place where “tanking” is even useful. If you were going to attempt to max out mitigation for some ridiculous reason Curses would be better by far for PvE anyways. This isn’t a problem with the line, just your build.
My build works really well so I have to disregard your opinion, sorry. You seem to be coming from the assumption that I’m not successful with it. That is completely the opposite of what is happening. I’m just bothered because I feel like one trait is too important.
I couldn’t care less whether you’re successful with it or not. You can be successful butt naked in PvE, or honestly alot of PvP for that matter. I’m not going to judge you on how you play. If you’re having fun good for you.
But when you want to talk about competitive balance decisions, when you want to talk “about what is best”, you need to face some facts first.
Elementalist – Necromancer – Warrior
I’m saying that this trait is not really worth taking an entire trait line for. Honestly, you don’t need it for PvE.
It’s not a matter of need, it’s a matter of what is best.
Then stop playing a “tank” in PvE.
Vital Persistence isn’t mandatory or even really good for PvP Bunker, the only place where “tanking” is even useful. If you were going to attempt to max out mitigation for some ridiculous reason Curses would be better by far for PvE anyways. This isn’t a problem with the line, just your build.
Elementalist – Necromancer – Warrior
(edited by Linnael.1069)
Zerker. You won’t want to make another ascended back, so you might as well go with the one stat that is guaranteed to always be usable in some form. It isn’t possible for any stat set to outdo zerker in terms of raw physical dps, so its going to be useful for at least 1 build on any character.
Elementalist – Necromancer – Warrior
How about give a different heal something that makes it absolutely incredible, instead of making our best heal better?
Blood Fiend’s Active is no longer a sacrifice.
Signet of Vamprism’s passive works in Shroud.
Well of Blood’s cooldown reduced by 10 seconds. (30 seconds)
Yey! All have unique benefits.
Make Well of Blood 35 seconds, allow all the tick healing work through shroud, and give it the 10 second duration back. The actual well should feel like a bigger deal than the initial activation heal.
Elementalist – Necromancer – Warrior
Thinking the fire air water staff ele will be the all in dmg build. The stander staff ele build will still be air water ar but it will be able to be more dmg aimed then before. earth water ar can be the super tank build not sure if it will be that good though.
Isn’t bountiful power moving to arcane? Pretty sure arcane will be worth more than water with that.
Elementalist – Necromancer – Warrior
coco nerf still ruining everything for me, If only there was a viable alternative.
please dont call it “coco”…
Chanel #6
Elementalist – Necromancer – Warrior

