In Spvp MM, Power, and condi are all viable. But through experience, condimaster usually takes the cake.
I still LOVE greater marks, big unblock-able marks are underrated.
But that being said, I rarely take the trait. Going 20 points into Death Magic is not worth it with most builds. Now that marks are bigger by default, and the trait was moved into master, i find it a lot less appealing.
I think both skills are really useful. Choosing which one really depends on the situation.
Spectral Walk-
I honestly take Spectral walk over Flesh Wurm for a few reasons. First of all I have been playing a condition master(terror/dhum) mostly when playing TPVP, usually grabbing Spectral Wall and Spectral Walk because of the 20% CD on Spectral skills. I go 20 points into Soul reaping anyways to get 50% fear duration. As a condimaster Spectral Walk is your only real source of swiftness, and its a good one. I also find Spectral walk to be more useful in a fight, being able to stun break>gain life force>then teleport to confuse your opponent and lay down more conditions.
Flesh Wurm-
Flesh Wurm definitely has its uses. For starters, it’s the obvious choice for minion masters. I find this skill is better when your team is terrible, Meaning its more of a “no one is helping me, I got to get the F out of here!” skill. It will not be to much use in actual combat due to having your Wurm placed far enough so the other team does not kill it. But on certain maps and with the proper knowledge, Flesh Wurm can act just like the thief’s infiltrator arrow getting you to tricky spots.
So IMO I would use Spectral Walk >Flesh Wurm unless you are a MM or have a certain strategy(Guarding home with the ability to support mid because you can teleport a good ways back to home etc.)
As some people said you could take both, but I can’t. I must have Corrupt Boon and Spectral Wall, its already tough enough not being ale to carry Signet of Spit
Minions have recently become much more unresponsive, and are acting like their former bug infested selves. I have only tested this in SPVP.
(edited by Login.5102)
Quite shocked(actually just plain wierd) that people dont know how important reseting fights is in high rank tpvp.
(edited by Login.5102)
Standard Trait build.
I’d like to just have an exchange of ideas about this:
1) From my point of view Death Nova can be better for an aggressive build bringing Bone Minions, by the moment you have more impact on teamfights with poison and weakness Aoes.
2) I see your build as “aggressive” because you bring in Bone Minions and Training of the Master, but you still go on the Blood line for the Vampiric Master’s sustain; isn’t it better going for Soul Reaping so you can get more offensive tools (Unyelding Blast), defensive tools (Last Gasp and Vital Persistence) and eventually -by the moment you rely so much on staff- Soul Marks to have an inital better LF generator? I know it sucks, but atm there isn’t anything better to start with.3) I noticed that you use the Svanir set mostrly for its #6 bonus, why don’t you get instead Lyssa’s one?
4) As OreoWolf said, I see you running bunker oriented traits for an aggressive build, I’d like to understand your idea about it.
Thanks for your response. Heres my reasons.
1) I simply disagree with you on this one is all :P, I feel greater marks will have a much larger impact on team fights than death Nova. First of all, the only time(pretty much) Death Nova is used is when activating putrid explosion ever 16-20 secs. The weakness poisen fields every 20 seconds is nice, but compared to huge unblockable fear(stomp stopper), Huge condi transfer, poisen chill, with the abilty to aim these affects and literally hit the entire enemy team, i cant justify taking death nova.
2) I take the blood trait line because its just more benificial imo. I rarley have any trouble with life force in this build, so wouldnt get much out of Soulreaping, expecially the crit damage. This build benifits from HP and Healing, and take Vampiric Master because of the added Minion Dmg and siphon is nice. I just like mark of evasion, this trait is defintally innerchangeable.
3) Lysaa are so good…so good. And i do take them sometimes. BUT runes o svanir is really what makes this build amazing. Being able to teleport completley out of battle and reset fast is op. You can have the entire enemy team pounding on you waiting for the ice to break(usually blowing all there cds) when the magic trick occurs. You disapere before there eyes and within a few seconds your back with full health ready to do it agian. Can’t stress enough how amazing teleporting while invincible is.
4) I feel i really dont sacrifice that much offensive power compared to other MM builds. I take the “bunker oriented traits” because there the options to me.
Build that got me to rank 30~ in solo Q.
Been playing Necromancer since beta(mostly MM and Power), and in my experience I believe this is the most effective MM build in solo Q.
Things to note about this build:
Consume Conditions is a must.
If you take blood fiend over CC, you are seriously handicapping yourself. Being able to wipe massive stacks of bleed, burn, etc and turn it into additional hp is game changing. I don’t want to get any more into this since this is well known.
Flesh Worm and runes of Svanir synergy.
This is where the magic happens. Runes of Svanir make you invincible for 5 seconds at 20% health. When your a block of ice your minions are still fighting, and siphoning health, but that’s just a bonus. You are able to activate Necrotic Traversal while your still invincible, teleporting far away so you can reset your health. Its OP.
Sigils of energy.
A must imo also. Necromancer lack access to vigor and stability making the best sigils in the game even more worth while. One well timed dodge(kitten even just a random kitten dodge in this spammmm game) can can prevent thousands and thousands of damage, life or death. No sigil comes close in effectiveness. Not to mention Necrotic traversal>triple dodge> consume conditions makes resetting fights that more easy.
Greater Marks, staff mastery mark of evasion.
I find these traits much more effective then Death Nova and Minion Master. In team fights you will using staff for the most part. Regen for everyone/ huge aoe fear/chill poisen, and PUTRID MARK all unblock-able. Did i mention putrid mark?
Dagger/Wh
When your not in staff/Death shroud hopping, your probably trying to DPS a single player. Dagger auto cant be beat in this regard. Dark Pact putrid explosion/ dagger auto is the best burst you will get with a MM. And without WH, you wont have enough mobility in higher level play. Being able to support your team mates and respond quickly is a must. Wail of Doom is underestimated also.
Enjoy
<a href=“http://intothemists.com/calc/?build=;04-_;1kHkD0s3oI-K0;9;4J-TJ-58;249626;26wl6;2V-17V-176gv”>
(edited by Login.5102)
A 5 minionmancer bunker may take BF over it for one reason (trait where minions transfer conditions from you.
Nope.
Why would you get 1 condition removed every 10s over all conditions removed and huge heal?why nerfing something only because it is a little bit better ?
buff other heals instead its not that hard to use your brain.Yeah, why not buff everything until we have an huge power creep?
Perhaps, you should use your brain.Withtout the extra healing by consuming conditions, it would heal for 30% of our base health pool. Compare that to direct heals from other proffesions with similar cooldown and u ll see that they can often heal a greater % than 30% of their base life. What i means is that it is the extra healing that makes its effective.
This is completely another topic.
I’m all up for the change of base heals according to the base health pool of a profession, but looking as it is right now, Consume Conditions is quite a lot over the top.Since I don’t think ArenaNet will ever balance heals according to the health pool, I think the best thing to do to not put the other heals in the “bad” area is to adjust Consume Conditions to make the other heals more attractive.
The easiest comparison which comes in my mind right now is Mending of warrior.
Warrior and Necros have the same base HP pool, but, still, Mending heals the same base amount, but with only two conditions removed and no extra healing.
Engi gets dhummfire with a 10 point investment.
Rangers get engis endurence rejen GM trait with a 5 point investment.
just how the balance works
That sounds lazy. Skills called terror, you don’t want it to fear people.
(edited by Login.5102)
Yes it would be silly to change one without the other.
Nah i have tried this with stability, they get insta removed and replaces my other boons to condis every 5 seconds.
I am done with Spvp i give up. I am going to play WvW and lets hope they fix the warrior one day.
So how does this minion mancer(lol by itself) turn you boons into conditions every 5 seconds? You faced a leeeeet hacker, or you have no idea what your talking about.
What about lich form? They just spam 1 for 4k damage every second and lolwhut at you.
Yeah what this guys said also!!!
Nerf power necros toooo!!!
And minions!!!!!!!
And bunker necros!!!!
And their unicorn build!!
How DA fuk did this thread become a discussion on Axe and cleaving weapons.
You guys don’t have a clue huh
As a long suffering necro, this thread might just be the best and worst thing I’ve ever had to read on this forum
Suffering necro? lol, l2p. Necro’s were insanely good before the patch, that’s why nobody played them.
Wait..
Necromancers were good before patch, they simply took far more skill. The biggest mistake you could make on trying to run a prepatch Necro was thinking they were good at conditions, prepatch Necromancers were terribad at them compared to other classes, however we had alot of potential in power/bunkering areas. Unfortunately, this patch is more or less for the facerolling masses that don’t know how to play. Now Necro is OP.
Add “Strength of the Underworld” to Grandmaster Spite tree.
Strength of the Underworld
Wells last 50% longer, and do 20% more damageWOW, all I see here is " I play a powermancer!!, Please nerf condis and buff the build i play!!!"
Let me guess you spam wells on a point and hate condi builds. If you think “Strength if the Underworld” is a good idea, your bat kitten crazy.
Hey, guess what. Conditionmancer is overpowered. And I play both. Infact since the buff, I have played nonstop Terrormancer, because it’s overpowered, and easy.
Speaking of which, Strength of the Underworld wouldn’t be overpowered at all, since you’d have to decide on making your Wells stronger, or your overall weapons stronger such as Close to Death on Daggers. That trait would allow for stronger support/team play power builds. If you noticed, I also buffed Minionmancers there, and I hate Minions.
So get over yourself, bro.
Pretty sure you believe you are king of the necros. What is you rank, team, win/loss tournament ratio, or position on the leader board? Pretty sure its all embarrassing
Pretty well known condi was still the favored build for necro in top tournament pvp before the patch. Every necro in the top 50 played condi for the most part. Not saying power build are not good, but your statements are just false. Btw lol at the bro comment, forgot school was out.
As a long suffering necro, this thread might just be the best and worst thing I’ve ever had to read on this forum
Suffering necro? lol, l2p. Necro’s were insanely good before the patch, that’s why nobody played them.
Wait..
Necromancers were good before patch, they simply took far more skill. The biggest mistake you could make on trying to run a prepatch Necro was thinking they were good at conditions, prepatch Necromancers were terribad at them compared to other classes, however we had alot of potential in power/bunkering areas. Unfortunately, this patch is more or less for the facerolling masses that don’t know how to play. Now Necro is OP.
Add “Strength of the Underworld” to Grandmaster Spite tree.
Strength of the Underworld
Wells last 50% longer, and do 20% more damage
WOW, all I see here is " I play a powermancer!!, Please nerf condis and buff the build i play!!!"
Let me guess you spam wells on a point and hate condi builds. If you think “Strength if the Underworld” is a good idea, your bat kitten crazy.
A: messmer, guardian, ele
B: engi, necro,
C: thief, ranger, warrior
Pretty sure its only a 25% decrease in the d gen.
Its not a good trait
Fear is w cc and condi. Condi cleanse and stun breaks both clear fear……ntm there’s runes with -% on stuns/condis almost erase fear.
Patch just came out. Guess no on ever played against a necro b4
I tested a full zerk life blast. scholar runes/Axe mastery/ctd/ signet of spite and 13 stacks of might.
I hit a glass cannon messmer for 6,000 DMG.
His zerker clone proceeded to hit me for 6,500.
101% crit chance is to much.
Yw
^ i wish can do that. But with 10 in DM, 20 in curses,30 in spite, can no longer get MOT
Sigh
Carrion is better then rabid in tpvp.
The current meta is condi, toughness does not protect you from condi DMG.
Necros get more out of health then any other class do to life force.
Sigil of geomancy is better than earth.
There’s a reason ALL top necros use carrion over rabid in tpvp.
Good day
Hard to believe this trait is grand master when engis get it as an adept. It iss the exact same trait…
This has killed me many times in PvP trying spam my heal when my of runs out.
If the patch leak is legit do you guys see viable Axe builds in the future?
IMO i do.
I already see the AXE as an underestimated weapon. But with the trait change and the boon removal i can see a lot of builds popping up in my mind.
What does every one esle think?
Talking about tpvp
I will have lost about 6 hours of my life
good thing guild wars has already stole 2000+ hours.
That is a very interesting idea. I probably wouldn’t use it in this specific build, but I will keep that in mind for any chill-inclusive builds I make in the future for sure.
I like the build, I don’t know how it ends up playing, but I could definitely see it working with high chill uptime (chill really synergizes well, keeping your minions stuck on the enemy) and high personal and minion damage. If only CtD worked with Putrid Explosion… ::sigh::
O how I wish Ctd worked with minions. But i still find it a valuable trait to take since MM have to go 20 into spite anyways.
As a MM you will notice you will have a hard time taking down some bunkers. With no crit/crit dmg the 20% dmg with dagger auto helps a lot.
also, I wish i could use focus, It really is better in fights then warhorn. But that on demand swiftness….getting from point a to b is so important in conquest.
Do you play a close point guard/mid with your build?
Btw i will have to try your build out. Have not tried a cleric type build with MM, seems fun.
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Seems like it would work good, looks like a personal build that fits whatever team your playing with.
BUT, I have played a lot of Tpnp with MM, and I can not go with out RUNES of svan + Flesh Worm.(soilders amulet)
http://gw2skills.net/editor/?fQAQNBIhZakRrVvUzXjePBI94Zqjeqw3QP2VanB-TsAA1CtIgSBlDKDUSosQNAZByECA
With this build you can dish and soak up amazing damage, And when your about to die(when you hit 25% health) the invuln kicks in and you can port to safety(while invul) with Flesh worm. You can reset fights fast!
tell me what you think, working great in 40-50r tournies
Found this:
“Death shroud: New ability #5 – Dark Binding: You tether all enemies within a 600 range, constantly dealing Torment to them over time. At the end of the cast, Dark Binding immobilizes all affected enemies still within the radius.”Not 100% confirmed though.
This is pretty much morganas elite in league of legends
Soul shackels:
ACTIVE: Morgana latches chains of energy onto nearby enemy champions for 3 seconds, dealing initial magic damage to them after a brief delay of 0.5 seconds and reducing their movement speed by 20% if the target(s) stay within 1050 range.
If the target(s) does not break the tether after 3 seconds, they are dealt magic damage and stunned for 1.5 seconds.
(edited by Login.5102)
Our daze should be instant!
As a attrition class we should be able to interrupt heals. His would help .
I have tried so hard to make a retal build work, but other builds out shine it. going full soidlers( tank build, 2400 power since rental scales of power) 30/0/20/20/0 well build with all the retal traits. Well of blood with bone minions/putrid mark give retal also. Build is fun but not to viable imo
The necromancer is supposed to be the attrition class in guild wars 2, but this can not be farther from the truth.
The longer a necromancer stays in a fight your chances of winning start to diminish.
For condition builds you must bleed bomb / terror burst most classes down or they will win the attrition fight.
For power builds you must immobilize well of suffering /dagger auto to take down your target asap. If you combo fails its a good chance its curtains.
I am looking forward to the fire buff, but it doesn’t seem to be steering the necromancer in the right direction. It will just want to make the necromancer go for even more burst builds. I doubt the weakness buff will change the play style of the necro either.
Necromancer by far.
Making a mistake on a necromancer is game over. Missing a corruption or missing a condi transfer( stacking condis on your self on purpose) is devastating. With all the vigor and evade skills out there, this will happen.
Necromancers lack good stun breaks/invul and vigor(boons in general) making every decision you make very important.
Necros also have some of the worst mobility and almost no escapes. Making positioning and learning to engage much more vital then other classes. When a necromancer jumps in, he is in it for the long haul.
The difference between a good necro and a bad necro is worlds apart.
dude, chill
This was not supposed to be a balance patch.look, “dude”, im sorry if the post is coming out as angry, but it actually is, mixed with disappointment, but mostly disappointment. I swear all they have to do (with no exaggerations) is look at ALL the amazing civilized posts that me and a couple of other people have left on the forums, PLENTY of it, well organized, easily understandable.
A few number tweaking and voila. Instead, once again, we see a quite evident bias on the state of class balance. Oh, and before you go with the “not a balance patch” check out the necro’s “fixes”.
Necro got some fixes, the only thing that can be considered a buff is a DMG increase to reapers touch. And trust me not a kittening person cares.
This thread is 15 days to early.
I wouldn’t mix and match. I would commit to one or the other.
Personally I only see an advantage in taking Carrion if you plan to avoid Undead runes. Undead runes a very compelling reason to run full rabid.
I also disagree with the premise that the barbed precision bleeds do not make up for the difference in damage between white carrion and white rabid hits. In my experience, they more than make up for it. Against structures though, you are very correct in that rabid is horrid.
I tend to dislike vitality over toughness though. As a necro, in 95% of the fights, I rarely am concerned with conditions on me. Since toughness counters burst and vitality counters conditions and burst to a lesser degree, I go with toughness.
Zerker thieves can hit me for 7-8k on a backstab, with 1800 toughness. With base toughness in Carrion its going to hit a lot harder, and my heals are not going to make up for that with my very poor sustain. I prefer stronger heals with a smaller HP pool when I am playing necro. (Ele/guardian/ranger can make use of the extra HP because they can overheal it… we cannot).
I used to be all about rabid myself, but that changed. Most necros don’t go undead runes after the terror buff. Rune of nightmare is it. The fear(even though long CD) is great, and the 10% condi duration helps ensure two ticks of terror.
Carrion also increases your lf bar a lot.
When it comes to the meta, condi DMG is what people are going, even as a necro you can’t cleanse all of it. When it comes to tpvp carrion is superioractually I believe it’s + 20%, the tooltip has been wrong since beta (unless they fixed it).. the 2 piece bonus is right but the 4th makes it add up to 20.
Carrion no question for me. was running rabid for a couple months after release and while it does a lot of things right, and synergises well with many traits it is just a little lacking. With carrion it is an extra bit of damage on top that speeds up killing, and it makes necro more flexible in regards to weapon and utility changes.
Also in wvw with the predominance of condition removal from shouts, combos, and the many people running melandru and lemongrass it makes solely relying on conditions less viable
It was fixed a bit ago. Still the go to runes though
I wouldn’t mix and match. I would commit to one or the other.
Personally I only see an advantage in taking Carrion if you plan to avoid Undead runes. Undead runes a very compelling reason to run full rabid.
I also disagree with the premise that the barbed precision bleeds do not make up for the difference in damage between white carrion and white rabid hits. In my experience, they more than make up for it. Against structures though, you are very correct in that rabid is horrid.
I tend to dislike vitality over toughness though. As a necro, in 95% of the fights, I rarely am concerned with conditions on me. Since toughness counters burst and vitality counters conditions and burst to a lesser degree, I go with toughness.
Zerker thieves can hit me for 7-8k on a backstab, with 1800 toughness. With base toughness in Carrion its going to hit a lot harder, and my heals are not going to make up for that with my very poor sustain. I prefer stronger heals with a smaller HP pool when I am playing necro. (Ele/guardian/ranger can make use of the extra HP because they can overheal it… we cannot).
I used to be all about rabid myself, but that changed. Most necros don’t go undead runes after the terror buff. Rune of nightmare is it. The fear(even though long CD) is great, and the 10% condi duration helps ensure two ticks of terror.
Carrion also increases your lf bar a lot.
When it comes to the meta, condi DMG is what people are going, even as a necro you can’t cleanse all of it. When it comes to tpvp carrion is superior
We have the most access to fear.
We transfer conditions better then any one.
Not in combat, when out of combat switch elites, then switch back. It will put your golem on CD and give 10% life force.
Fear was originally a necro exclusive condi. Why they gave it to other classes is beyond me.
whoever gave you that idea is beyond me.
Fear: is exclusive to Necromancers, allowing them to instill fear in enemies causing them to run away for a short period – allowing team mates to be revived or helped.
When anet 1st released that they were making the necromancer class for guild wars 2.
So Anet gave me that idea. kkthxbyehfl2google
I don’t agree with everything(I am a war horn user, in combat), but who does.
You put a lot of work into that guide, and I’m sure it will help some players.
Great work man, impressed by the details.
Fear was originally a necro exclusive condi. Why they gave it to other classes is beyond me.
Making Blood Fiend instant reduces any sense of skillful play. Just give me a better way to monitor HP.
Shadow Fiend agreed.
I was thinking the same thing. I just can’t imagine a net creating party HP bars for minions( which in would love). So was thinking of a simple fix.
Spectral armor – reduce CD
Signet of spite – reduce CD
No reason for these skills to have a 90 sec CD.
Blood fiend – when minion dies the heal goes off.
Shadow fiend – the active is instant so we can use the blind intelligently
Probably still wouldn’t use either of these in a mm build. But the changes might convinced me.
Marks – default size increased.
These are not op
Simple changes that would not change state to much( besides marks), but would help make the listed skills viable options.
Make spectral grasp a f2 skill. Muhahahahah
Any one have any feed back on this build?
Much appreciated!
http://gw2skills.net/editor/?fQAQNAoYWjMaV6xbubMcKApCPD9YXcdOqQwUKKPdA-TsAgyCqIsSZlzKjVSrsWNIY5x0DA
This the best tpvp hybrid build I have used.
1830 power
1030 condi DMG
28% crit chance
20 crit DMG
24512 HP
80% terror duration
Things to note:
Can switch out epidemic for spectral walk or flesh worm depending on the map and team.
All elites are viable with this build. I find lich the most effective though.
This build is an aggressive build, and needs a good peeler( ex when not taking a mobility utility!)
Enjoy!
People who think terror and burning together is to much have no idea what a engi is capable of.
Apply burning when you applie weakness.
Yup!,