I stream sometimes: http://www.twitch.tv/kidtofu/
“Revenant is actual proof that devs read the necromancer forum”
I always thought the 4th bonus only applied to the nearby allies and not self. Am I wrong? How about minions?
pretty sure its only you and allies.not sure about minions
Been using rune of the pack forever in my necro builds. Nice that someone else actually likes it >.>
Just take ask for Anet to take away burning. I know its silly to create a whole topic on this, just I feel some people’s suggestions on most threads all equal to combat Terror, which is used in multiple builds across the board, while Dhuumfire is used in One. The one build that is causing much players grief and harm all across board. Nerf burning, not Terror.
PS: To all the smart kitten Necros saying nothing changed in this patch to make Necros OP, why are you worried if some of the patch buffs ( terror and fear) are reverted?? It should not make a difference right?? Nothing changed.
:D
Because Terror wasn’t changed and has been the same for many months now. Only thing fear wise that changed was Doom to have a 1.5s fear when within 600 and Spectral Wall. The other changes were Spectrals not being cancelled, CD reduction for utilities across the board, a Nerf to corrupt boon and of course Torment and burning. The main thing that most Necromancers dont really care to lose is burning because thats the added part (along with torment) that started this whole necromancer OP thing.
But the weapon swap and stacking conflict on sigils.
My only problem is that Axe is hard to use by design. Outside that, I love deathly perception. I usually run Dagger Dagger and Staff. usually ending strike on dagger is 4k with 5-6k Life blast. I haven’t tried Focus offhand much because of Offhand dagger got buffed hard but after seeing the numbers I might play around. I think with the recent nerf to Chaos Armor, Power necro will not be as hard to play as. The big part about Deathly Perception is actually not the life blast but the AOE potential. Its just way massive and offers insane damage that way.
I will say that I personally have been staying away from wells however. I do like them with deathly, but I am kind of loving the amount of death shroud regen with spectral armor and walk together. Its awesome too because they stay on when you enter making them well worth using in slots so I can use Deathly perception more.
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Necro is pretty easy to level, but warrior still beats it when you equip greatsword or an axe. Mesmer is not that easy, but not horrid.
I can’t begin to imagine what is the next thing fellow necromancers will call OP. We used to always hope for defenses to be inline so we can actually be the class advertised; an attrition class. Now that we have been tweaked into something more offensive, Its as if everyone wants Glass to be the only option. Nerf Consume Conditions, nerf Putrid Mark, nerf Weakening Shroud, nerf fear duration base… Did everything really get flipped on the side so bad by two conditions that people dont want survivability anymore?
Problem with this is that the duration will be nerfed already simply because alot of necros are already running stun duration for staves. Also, nerfing Fear duration’s base will only hurt all other builds while Condi will only take a slight hit. The damage from Terror is high, but a Necromancer has very few control skills and fear, Spectral Grasp, and horn daze are the few that they have. This will hit power builds and well builds alot more. Not only this, but it will further just cause diversity of the class trait-wise to take a hit. 30 in spite and master of terror will be must needs which isn’t what the devs wanted in the first place.
Changing it so fear only is effected by Fear duration wouldn’t be a bad idea, but same concept; limiting diversity. That said, still a great idea which would make it so people have to choose either burning or high duration fears. Terror to grandmaster also wouldn’t change much because people would just go 30/30/10 without hesitation. The spec is glassy and has high damage, and moving a trait even higher wont stop people from trying to get that.
Big problem with this patch for some is how Terror damage is, but its because of whats coupled with it. The class got 3 easily applied conditions with 2 of them being now consistently applied as much as bleed. Poison on scepter allows for permanent upkeep as long as you stay auto attacking, with burning being there alot also. Then Torment is also put in which further makes Condi clears harder to do than before. Specs that run condi clear are simply overwhelmed even if they have a good deal of stunbreaks because they have to clear 5 damaging conditions now, and most actives outside Necromancer only full clear for a massive CD or are limited to 1-2. No matter how you scratch it, there is room for some of those condis to just stick on the target longer than they previously did. Bleeds have the ability to just stay at 9-11 stacks on enemies without being touched in some cases.
Even if you Nerf Terror damage (which probably is a good approach. adjust the 50% additional damage down to maybe 20%). The only other suggestion worth doing it taking out burning and making it Terror for dhuumfire. that way, its a two way street. They dont particularly nerf all builds using terror in the ground or fear while reducing the damage output and debuff cover.
As for the ground Target Teleport, The problem with this is that it would only create the problem of necros being too slippery for little investment. The devs all have made it so each teleport in the game requires a decent sacrifice to achieve on demand teleports. either Weapons like mesmer staff and thief sword or utility slots, there has to be some requirement to use this. All Necros would just have a teleport with DS 2 being it. Now, if the ground target teleport was coupled with a grandmaster trait/master trait that did change all DS skills slightly (add one more stack of torment, give DS 1 sec chill application/ 1 transfer on hit, increase speed of Life transfer channel) then maybe it will have the sacrifice needed to be taken and will open up other trait lines to be worth using.
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Deathly Perception, the signet of spite change, Ground Target wells, and Spectral changes all buffed Power builds, along with Deathly Shackles since it actually hits for decent damage while Immobilizing. Then there is the Increased radius of Warhorn 5, Weakness change, and Boon stripping via AOE of axe (Unholy Feast) . Reaper’s Touch was also ‘fixed’.
vicious just stop – it isnt even more funny to read what you write
watch the replay from tournament yesterday – pradigm destroyed all the teams with 2 necros and they dont played vs noobs – this was TOP TEAMS
after tournament they even said they dont used any tactic or strategie they just went to the node and said to the necros kill something – doneseriously – just stop – even a 5 year old would understand how broken the game is atm
Can I please get a link? I didn’t get to see due to getting ready for a trip
I still dont understand why people are crying for nerfs to a trait that has been in the game forever and was recently moved up when the trait that is screwing up balance for everyone is actually Dhuumfire which has recently been added. I won’t say honestly that Necromancer is OP because its barely been a week since patch dropped (Which if they remove it this soon its basically playing the game everyone doesn’t want; Whack-a-mole balance). That said, realize what you are doing; You are not killing the glass cannon build which is causing much people distress, you are nerfing many builds that opt out of the 30/20/x/x/x set up. Nothing is wrong with pointing fingers when it is needed, but realize where the threat is before you call in the bombers.
That said
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Thank you, Arenanet : )
Well, I will say this even though its Not over; Zombify is right. We have so much Offensive stuff now thakittens crazy. I have no Idea what they could do for us defensively without shooting it over the roof.
:( I can’t ask questions or contribute. Twitch is messing up.
Probably Not OP as we still can be thrown around a good bit. Just means people need to put more effort in, which I am atleast glad about this. Corrupt boon is really kind of sad to have nerfed (same for rez signet), however a couple skills now are seeing more attention. Hard to say much until we let the game settle for atleast a month or so.
x’D so good. Honestly though. I like the damage, but gosh do I admit I still get pushed around like crazy on Necro. And the Terror move is still annoying.
Corrupt Boon R.I.P . Not saying its completely dead, but I dont even really want to take it since there is no priority along with being 5 boons only.
Hey, does anyone know if Axe training plus Close to death actually stacks?
Im really enjoying this patch. Thank you, Arenanet.
Anet. Why you gotta make someone cry tears of joy. Oh hell, Im enjoying this and Ive only been home for 10 minutes.
http://wiki.guildwars2.com/wiki/Torment no updated info on the skills, but shows Mesmer Scepter # 2 gets torment and a thief utility gets it (Skale Venom)
o_o does this mean those leaked patch notes (the first) were semi correct?
Yeah, Near to Death pretty much is not that great w/o it being 50% . The nerf makes sense, but the value is gone.
The thing that grinds my gears the most of this patch preview is the moving of Terror to Master for necromancer’s curses trait line.
sigh
Build Diversity? Take away a few builds to put in place one. Does not seem to be a nice thing to do.
DAE bind their DS on other keys outside F1?
If burning is an on crit chance with a cd of 10 seconds and grandmaster then why would anyone ever take it when there’s a 20% damage increase below 50% health?
Only because 20% more damage with low power is not alot anyway, while burning can be a good deal. These changes is making builds even tougher to build for Necromancer on all fronts.
Ah you are right… I had forgotten about that…
I do in WvW run terror and master of corruption, which I will not be able to do now. Guess master of corruption is done for now in WvW. I will still use it in PVE though.
To be fair Terror WvW roaming really wasn’t affected, if anything it got a massive boost with the additional free 3.2k damage & new fear.
If i roamed with Terror i would use something like this;
http://gw2skills.net/editor/?fQAQNAodWjMax7dbib0bKApCPD9IXdBISBxBTVocA-jkyAYNBRqCA5BiIAmCLiGb9tIasqbMdMRUtBXIymrVLFAELAA-wTerror being bumped up a Tier only hits TPvP because they now have to drop greater marks to get Master of Terror.
Thanks Ascii. I kind of forget sometimes that Spite gives condition duration. So that means I can still have about 100% fear duration (food + Necromancer runes+ stun sigil + 30 in spite) even without master of Terror while having extra power and condi duration for all parts.
I hope the actual skill changes are good, because It is kind of sad that we are giving up terror being in adept just to get a grandmaster trait that deals our only source of burning. Not only that, but some of the master traits in curses lose their value when paired up with Terror.
Honestly, I find it annoying that the base mark size is not just greater marks in general. Its an annoying trait that always sees play in my builds simply because its required in WvW and such. I don’t mind the toughness, but still sucks thakittens such a necessity.
I rely heavily on Terror, so i usually use Runes of the Necromancer. That said, my build is mostly rabid and it helps to have extra HP. basic goal for me with this was to hit atleast 100% fear duration using master of terror, food, and also runes themselves. I take staff as my along with scepter and dagger for my condi set, but I mix some carrion and hp in on weapons and acc.
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disengage, mitigation, negation, condition diversity, stunbreak/stability lacking, Axe mainhand. Thats it.
edit: One of these barely matters. you decide.
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I roam alot on my necro, and pretty much Hybrid, Power, or condi, always above 2.2k armor (So not glassy, but not always tanky). Honestly, the DPS we have is always good, and I can escape and disengage in some cases, but its very rare. In most cases, I found that mesmers are the tough ones to fight, No matter what spec, and while they can’t exactly CC you down, they are mobile enough to just catch you (although if they are running greatsword, they can stop you and will).
If you are playing Necromancer while roaming, You really just have to go all in. Kill or Be killed is the game and anything else has a percentage lower than 4% of happening. I can’t really say which spec damage type I prefer because they all have their ups and downs.
For example, for me I enjoy the play of power, but mesmers who use staff will kitten you almost every instance unless you play flawlessly, while other classes are a trade game (anyone can win). With my version of hybrid (D/D), I can burst some players down real easy, but bunker eles and those who dip in both HP and toughness heavily are an eyesore. Personally, I find condi to be the most successful. While you are slow and dont have much burst or LF generation , in the meta right now its mostly about outlasting, and Terror spec is good against almost every class as you not only interrupt players with fears but punish them with additional high damage.
Overall, realize that because of mobility you are at a disadvantage. Roaming can be done, but do not expect to win every fight, because you will find lots of failure. That said, still never give up and push through. Two things I will suggest is learning to shroud stomp with foot in the grave and trying out spectral grasp. Currently, I pretty much run spectral grasp is every build I do in WvW because its a free 10% LF, chills, and pulls the target. It may be wonky and work horrid sometimes, but it does help.
And for anyone reading this who possibly plays a tanky power necro (above 2.5k armor and 20k HP), I would really like to hear how it is for you to roam.
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I actually have this staff; What is the bug? do you mean it doesn’t appear? because I see it all the time when I cast and then it goes away.
Ok, i have kind of changed my mind here… Didnt they say this new skill would have to work for every build?
How can this possible work for a power build? Just another patch for the boring, dull condition build.. Sigh
In a power build what’s the fastest way to DPS someone down ?… What does the most damage ?…
Ok… can’t that be kited to negate all damage ?…
Ok… not anymore… ok ? ok
Lol, this answer is both truth and hilarious. love ya Nemesis <3
Honestly, As much as I just want the class to better off, I am really curious how burning is supposed to be stuffed into Necromancer Lore also. I mean, We are followers of Grenth, right? There has to be some kind of explanation of it otherwise it just seems strange to have such a skill pop up.
I tried to join a CoF farm run today in full Arah gear and they said “No necros and no engineers, sorry.” lol. Was quite annoyed because I’m a full power build and my max in CoF is about 15k with Ghastly Claws and about 8k with Life Blast but this still doesn’t compare to warriors hitting 30k with Hundred Blades.
If it makes you feel better, they hear something similar when they want to go sPvP.
(which it doesn’t for me, but hey we all are different here)
Sorry Daecollo. I should have stated stuff.
Honestly, the biggest problem for me was stat placements. I actually haven’t played strict Conditionmancer for a long time, so It was strange to see some trees heavily favoring non-hybrid or non-power glass builds and others just being kind of useless all around.
Soul Reaping
Crit damage honestly should stay in Soul reaping at all time. As both powermancer and Hybrid, Soul reaping is a great tree as it gives both tankiness and increase damage. It reminds me of how GW2 was marketted as a whole as synergizes with hybrid builds well while providing those who want condition or power viable damage on the power front. Boon duration hurts this more and is suited for things like Axe and Staff, so it would fit Death magic more.
Spite
While I do sometimes wish that spite was something like condition and power, thats obviously making everyone play some sort of hybrid. With the way you set it up right now, It doesn’t really entice conditionmancers to invest in it unless they are wielding a staff. Yes, it would make it nice healing for powermancers on Consume condition, but your Blood Magic traits and Soul Reaping traits out beat it, so it would see very little play for most specs but be a little harsh on the strict daggermancer who needs the condition duration to stick on targets and dish damage. Condition duration synergizes with powermancers who need to keep the enemy close, as it does with Condimancers with an extra bonus of power as icing on the cake.
Curses
Curses as it was is probably the best line imo of Necromancer. High play and worth it to invest on almost any build without it being a requirement. That said, 20% more damage for bleeding will either favor those who shoot way high in condition (Rabid, which is nice), or might stacking players. I don’t hate your version of this at all actually. Its though out decently, but staff is not exactly strict power. It still sees some play in Powermancer builds as a utility weapon.
Death Magic
Close to Death not in the power tree further makes the tree even more useless, so taking it out and putting it in Death Magic (Along with Axe Mastery which creates an already huge problem unless they are on different trait tabs) really makes it hard for players who want to play glassy for dungeons hard, and will cut Powermancer damage in dungeons while supporting tankier powermancer builds (which will probably just run daggers, making Spite even more useless) . That said, its hard to comment on axe in this tree in its current state. Still kind of fits though
Blood Magic
The 25 is both awesome and not so great. It severly beats the current flavor of Blood is Power and I would like to see it in the game actually because of it. Makes skill like Dark Path that much more worth it for hybrids and Powermancers (while giving Hybrids defensive option if they see to spec into it). That said, 15 should be a trait you can pick in 20 due to the fact that you need a good deal of bleed stacking + Epi to make good use of it.
Anyway, thats just a couple things said. However, Im not the end all to things, and I am pretty sure some of these things you stated could have a place, but overall the Tl;DR from me is spite loses a good deal of value and the others are not specifically all horrid and offer some spec choices.
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Stealth Stomping is fair game. Almost every class has a atleast one way of stomping that renders them either not moveable in some sort of way or not easily interrupted. Deal with it, its the state of the game and be glad that there is atleast balance in that fact.
If this is a daydream, please wake me up because it sounds like a nightmare. Im sorry, I understand you would like things like this kind of , but the only good trait here was soul reaping 25. Everything else would make me never play Necromancer ever again.
edit: Ok, maybe that was harsh. I just hate the trait’s stat assignments.
Alot of Necromancer is “long cooldowns” and “Long cast times”.
Are we passing around Vigor now? Can my fellow necromancers get a taste?
‘’Kewl, by the time Consume Conditions recharges for a 5k heal you have already gained 20k hp by some other means…’’
Are you saying that… you gain 5k with consume condition? is that mean you use it without any condition on you? Man it broke my heart to hear that.Shadow refuge is the screw you up skill because he can stealth himself and the downed ally so it an easy revive ? And if the thief down in his shadow refuge, the stealth is long enough so he can teleport away and heal himself without any problem..
…. Reaper’s Mark? I mean. Really. And if he is down, good luck, auto attack or put a well there.
and the Consume conditions both has a 1 to 1 healing ratio + conditions you have could be anything. He is oversimplifying because going into detail would mean he would have to provide an example of stats. (yes, some people do run vampiric, so they do have 150 healing power atleast) I understand you two are fighting like kittens in a corner, but he is still right on how much Consume conditions normally heals for. The other stuff is still considered ‘situational’.
I just want base mark size to be bigger… period…. I would not complain if they would do that, as it would open up so many build options that are closed because I am forced to put 10 points in the tree I hate more than any other tree because of its minors.
Amen to this. I recently switched back to using staff after really getting annoyed by Axe, but the 10 in Death Magic all the time is harsh.
Been running Hybrid D/D lately. And no, i dont mean with rampager. been working pretty well and still have a decent amount of HP + toughness.
Fear alone isn’t big, but when its added to everything else on the roster, the damage really is amazing. People do use strict condi builds with terror and they work well. I myself usually stay towards Power builds, but found myself having a hard time against mesmers and thieves.
That said, I recently switched to a D/D staff hybrid build, which makes terror shine. Root, Dagger 5 + weakening shroud into fear+ lifeblast and end with auto attacks. first time i did the combo on a 100% hp ele, they dropped before I got to the last auto in the dagger mainhand chain. Trust me, when combined with other skills, Terror is worth it.
Josh, you can actually figure out how much damage it is by just multiplying it via numbers given by wiki: http://wiki.guildwars2.com/wiki/Terror .
So say you have about 1300 condi damage. Fear as the only condition will tick for about 362 + 390 (basically 30% of your condi damage added). With another conditon also on the target, it will be 752 + an extra 376, giving you about 1128 damage about a tick (If my math is wrong, sorry)
Outside of that… its the strangly large number flying out of your target’s face that has alot of digits.
There is no question I could get 5 ticks on reapers protection, or 3 ticks on normal DS3 fear for terror damage, but all that proves is the fear lasts slightly longer than 4 seconds/2 seconds respectively, which I just proved. It is all a matter of timing the fear just before the other damage ticks.
For a condition user, one who doesn’t find themselves in melee range very often, I tend to think it is the best offhand sigil choice now. Really if damage is your concern, you could argue Earth/Earth does the most, but i would pass up the slightly higher bleed chance for the longer fears in WvW by going Earth/Para.
Energy/geo/hydro/agony/generosity are all situational, and conflict with Earth. Assuming you get your stacks before you put on your normal offhand, I am going to run Para.
Wait, so I am curious as to how you would get 3 ticks. Would it be master of terror + food+ stun sigil or is there something else I am missing?
Lord Kuru, there actually already had this discussion on the necromancer forums with multiple testing done By Rennoko. here are a few threads with the test in it: https://forum-en.gw2archive.eu/forum/professions/necromancer/Sigil-of-Paralyz-works-on-fear-exceeds-cap/first#post2229416
And of course, a video Rennoko made about condition duration: http://www.youtube.com/watch?v=VLexyzHyeO4
As far as those threads are concerned, Condition duration is additive (or atleast only effects the base with the exception of the trait lingering curse) , and can even go farther with fear due to certain applications.
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None of the servers can really be considered the best since WvW is an experience that is different for everyone. For me, I hated SoR when I was on there even though people considered it a good server back then. I just wasn’t on the same wave length as them because I enjoy running around, having small battles and dueling. Moving back to Sorrow’s Furnace didn’t even fix too many things, but there are certain weeks where it is everything I wanted. Honestly, Its less related to which server is the best and more of which servers that you are fighting that changes the experience. And in the game’s current form with matchmaking, there is no specific server that will guarantee that your opponents are the ones you are wishing to fight.
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