I stream sometimes: http://www.twitch.tv/kidtofu/
“Revenant is actual proof that devs read the necromancer forum”
this is a stupid idea… if you remove stealth via food, you should also remove weapons to warriors, boons to guardians and so on.
this is just dumb.
Kind of like taking away Necro and Engie’s ability to put conditions on players… oh wait… melandru+ Lemongrass? (and stun duration also effects Fear).
Anyway, in the case of Melandru + Lemongrass, yes it is annoying but it is additive, meaning that anyone who wants to counter the food + runs can just build condi duration increase. (There is both food and runes for this + traits) Its what I do with my hybrid build on Necro, and why i stopped playing strict power. That said though, Warriors will still eat through it with their trait Dogged march +melandru + Lemongrass. So to the comment on completely making Necro useless, no it does not, all it does is make them have to play the condi duration game also. (which sucks, but 1/4s fears arent worth more condi damage).
For my condition set, I switched to necromancer runes. they are not as power in the damage department for overall condi output, but my duration on fear and vitality makes Death shroud much nicer along with terror play. Good for countering Melandru runes also.
Dodging as a Necromancer is precious. very rarely is vigor ever applied, and if it is the cooldown for it is 60s or given by a friend. Sigil of Energy sometimes are something that are very nice to me because of it. Give us vigor, and we probably would have an easier time out on the field. But, sadly its already been stated by devs that this will not be happening, leaving Necro as the only class with such limited access. (If anyone is wondering how we get it, its via Well of Power. basically need to convert bleeding and chilled to vigor)
Honestly, It really is saddening on all fronts what they are doing to the necromancer. Our damage is not exactly fine, but it isn’t too big of a problem. What is a problem is how we handle the war of attrition. In this stage of the game, with the CD , no healing, lack of stunbreak and overall tankiness of Death shroud vs other players who spec to be attrition based. Yes, I understand the devs do not want us to be just a different kind of Guardian or ele, but the thing is that compared to these classes and ranger, They simply do attrition better than us. On all fronts, and in different ways. For guardians its primarily blinds+ blocks. for Ele its healing, boon rotations (small bit of each), and invuln. Ranger it is high endurance, very low regen and dodge on weapon abilities. All of them have a way to negate damage in some form of fashion and it really is what gives them a chance in the attrition way. You can mitigate damage as much as you want, but if you have a chance to negate it, the survivability in a fight shoots up a degree because in the case of invuln and dodges, the damage limit of what you can sustain for that instance is not there. there is a damage limit to how DS works in its current form which nails it in the coffin (and even if the DS does come back immediately after you lose it, still a 10s CD! 5s if traited). It needs a change.
and even if we are discounting the whole design philosophy of the class, there is still always the problem with stun breaks, stability, and in-combat mobility.
He was probably running 0/10/0/30/30 or 0/0/10/30/30 . Honestly, only way you can win this is just keep on interrupting him during certain skills. Ether renewal is the big one (they hold out their hands and have particles spinning around them) to watch out for, followed by him switching to water as your conditions will usually fall off during this attunement swap and heal alone.
every water swap if they are running Cleansing Water (10s ICD)basically 1-2 conditions removed, and each cantrips also removes one extra (10 ICD. both seperate). If they also have Evasive arcana, expect a small burst heal+ condi removal every 10s if they roll (10s ICD) . According to my ele friend, that means that you can have a condition removal almost every 5 seconds if the Ele plays smart. Chill will help you some in the fight if you keep it on a good while (both before and when they are in water swap), but it really all comes down to how much pressure you can apply in a short time while they are interrupted or chilled. Even then, you have to remember that they may have 3 condition removal in utilities. Remember, that if they do run from the fight , you have the option to reset the fight yourself.
Im pretty sure there are other Condi necros who can give you more advice than I can. Its a tough battle.
Nail on the head. Attrition just isn’t something a necro can do when compared to an Elementalist or even ranger.
Have to agree With Myrmidian Eudoros… Life Force isn’t the same as dodging at all. It gives good ability to mitigate damage in 1v1s, but Invuln, blocks and dodges mitigate much more once the number of enemies climb past 2. My build I have is completely based on getting high amounts of Life Force, and I still can’t survive a good deal of things my mesmer can, and they have the exact same amount of armor, with necro beating in HP by about 1-1.5k
Reapers touch now has a “Fling” Animation instead of the “Flick”, guessing this is unintentional.
On the upside, Focus skill cast times are reduced?
This is really nice actually. I switched from Spiteful Spirit to Talisman and it really makes the Axe/Focus combo much better. Overall, Its a buff to me even if it looks very small.
I understand the frustration about the RNG Boxes in the game as It made it hard for me to obtain molten weapons, but understand that we are lucky with this go round… They actually drop from the normal coffers… I already got my Ticket day one. Took literally less than 24 hours, only some go to and initiative in farming.
I hate to say this, but as a necro I can always see how easily accessible dodges are for other classes. getting vigor on my necro is a dream and requires 60s utilities and special conditions. on my mesmer I just need to crit something with myself or a phantasm or activate a 10s cooldown weapon skill. a good degree of classes have great access to mobility, and for some it offers them little risk when engaging a fight or landing blows. While I do understand that certain classes should have this to improve their defenses, Its to the point that some of them are almost unbeatable unless they make every mistake possible.
Decided after some reading from this thread to go back and fight while using Condi set against player. (Rabid with unnamed ascended acc. 0/20/20/0/30. Carrion Staff. Rabid scepter, Valk warhorn. Necromancer runes) I ran into a Melandru + -36% condi mesmer and tried 3 duels in both Condi and Power. Honestly, Condi I feel I did do better, however only because i was able to interrupt his heals, blocks on a couple attacks. no duels were won whatsoever so maybe im just not good at condi, but same problems still arrived with power: blocks were very frequent and confusion was hard to remove after a heal. Chaos armor was up for a good deal of the time and/or was invis. constantly had problems even getting close to landing root because when I dazed to set up he just phase retreated out. I think I may just continue to try running condi against other mesmers to see if things change with experience, but right now it is very difficult.
edit: I will also note that in power that it was very hard to kill clones as he just stacked confusion on me while i was channeling life transfer, essentially eating my whole death shroud via my own attacks + phantasms. I should have cancelled as this was a big mistake.
http://gw2buildcraft.com/calculator/necromancer/?5.3|8.1n.h2.g.1g.hd|7.1g.h1l.d.1p.h15|1n.a7.1n.a7.1n.a7.1n.a7.1n.a7.1n.a7|2s.0.2t.0.3t.0.2s.0.1n.61.2u.0|a5.u48c.0.0.u46b|2e.1|3r.3u.47.48.4e|e This may work for an alternate DS oriented build. Its not as much power oriented and probably not as strong as say 20% from spite, but it is based on trying to crit almost all the time. it offers some mixed damage via BiP + bleed procs and dark path usage. You can switch out axe and focus I guess for staff, but if you take out 10 from curses or soul reaping for greater marks in Death magic you lose lots of damage potential and at that point it is better going 30/0/10/0/20. I pretty much use something similar to this, but my runes are some most would not like so I didn’t include them.
edit: If you want to be constantly dancing in and out Death shroud for buffs, switch Foot in the grave for Close to Death.
double edit: sorry, feel bad for not saying this but I have to say thanks to pickledinsect.
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Don’t run dagger.
Why would you ever roam in WvW as a non-terror condimancer build? Anything besides that is asking to get killed by good players who just get out of your wells and kite your dagger.
Powermancers DON’T WORK against smart people. I hope you come across enough D/P shadow arts thieves to teach you that hard lesson.
Better yet, level a different class for roaming. The necro is not a roaming class. I suggest a mesmer, thief, ele, or BM ranger.
maybe because I am silly and don’t run wells?
I roam on my necro for most of my time playing, but I can tell you that that class is not very forgiving. In many cases that you are outmanned, you find yourself either having to find some amazingly godlike way of killing every single one of them, or dying because you lack many boons, leaps, ground target teleports with easy cast (Flesh wurm is one, but requires a cast time of atleast 1s) , invulnerability, invisibility, Endurance recovery, dodge skills, blocks and CC immunity. Most of the time I hesitate when initiating fights and get a good scope of the area before I engage. I usually can kill quick and DS stomp + stability, but I have to avoid most mesmers as many play PvT bunker types and its tough since I mostly run Power necro. I can’t say I have too many problems with thieves, but if I have to fight them and another class, its usually an uphill battle.
My mesmer on the other hand was easy to roam with pretty much the day I hit 80. Many of the CC chains that would kill me on a necro I can just blink or phase retreat out of. Anytime I need to dodge certain moves while running away, vigor from a crit via phantasm gives me enough to do so and then phase retreat. If I need to stomp someone and I dont have stability, I can just mass invis or distortion and do so. Same for running away with my small havok group or alone. Hell, sometimes I don’t even need to dodge anything, I just blurred frenzy since its on a relatively low cooldown (10s). Its easier, and can be very boring sometimes if you dont fight multiples.
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1v1 tournies have a problem with the fact that while the game was made so you can indeed fight someone solo, its balanced around team-play. That and currently, mesmers and sword thieves are amongst the top dogs in 1v1s currently if played well. So it would be fine to have this, but you would most likely see a flood of the same classes over and over with similar builds.
Not having fun, but only because my class gets teh shaft in balance. In competitive PvP, I hardly feel like I have the ability to compete on Necromancer. I loved it when I was playing Mesmer and ranger, but gosh is it too frustrating to play Necromancer to bother.
Mesmers are just kings of dueling. Lets just leave it at that T_T;
Why do u have 15 in spite? the extra 50 power doesnt seem like much and the healing u get doesnt really benefit you u since vampiric traits dont scale with Healing Power.
I might be missing something but why dont you go 10 in spite and 20 in Blood Magic and take vampric precision since u seem to like this trait?
you’re right. silly me :x
Never noticed it follows them in stealth though.
Just to clarify… it doesnt follow them in stealth. It comes back to you and then chases the mesmer again once he appears.
Its similar to how it goes for the real mesmer when u down them and they use Deception
Ah, I understand now. I am still going to try again with dagger as its my favorite weapon, but swapped in Staff as a secondary. Il see if this helps. went 15/0/10/15/30 . No might stacking or vamperic percision, but im fine with this.
I think this is a case of just a terrible matchup. Dagger Necros have a lot of problems against Mesmers in general, but especially Shatter ones.
I sort of figured this was the problem due to fast hitting yet decent damage and the possibility of chaos armor causing hits. Thank you for the reply though. Maybe I need to look into using another weapon to give me better results atleast as an offhand.
Edit: Also, thank you Enferian. I have been swapping in Golem lately for small skirmishes instead of lich as Its a nice extra CC and is nice because it works on multiple people. Never noticed it follows them in stealth though. Im not sure if i can get the DS trait for condition removal with vampiric, but I may try it anyway.
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Manacraft said exactly what I was feeling today. I am also tired of being a pinball… Its so harsh fighting classes as a CC oriented class. Battling the odds of blinds, confusion, burning and large burst from fast moving/kiting opponents. Its even harsher when they can dodge almost everything you do while you are limited, your only fast CC’s effectiveness is reduced significantly just from a rune set, and good amount your burst is on 60 second CDs. People just try and zip to the side of you when they see your easily telegraphed slow CDs start to cast.
I love necro, and I really enjoy the game as a whole as its probably the only one I play now because others can’t compare currently. I recommend it to all my friends who haven’t played whenever I get a chance
However, the game on the end of Necromancer always feels like a harsh upward battle with almost perfect coordination and timing needed on condi transfers, CCs, and Death shroud usage. In the same game I could play a mesmer and have a reprieve from a mistake every 8 seconds. Im sorry, maybe im just still riddled by the past week of failure in both solo and Duo WvW play, but the class feels punishing and not in the sense of me getting double damage for the the pain received.
edit: Im pretty sure if purely from the anger of play lately and maybe I should consider taking a break, but its just how I feel.
so… just dont use dagger…
Lately, ive been having a really really hard time fighting shatter spec mesmers in WvW when im solo/duo. I can’t seem to figure out what to do when they root via Illusionary leap or CC via Temporal Curtain. Sometimes Im lucky and I have enough dodge meter to get out of a very situations, but usually I spent time eating death shroud and being disoriented so much I can barely do damage. Any ideas? I run a power build, dagger+WH with vampiric . armor 2.39k and hp 22k.
Took a bit honestly. from beta to around october, I ran strictly conditionmancer with staff and scepter+dagger. for the most part it was pretty fine as I had came from Aion and was a DoT class in that game (Spiritmaster), and I was able to get to 80. Problem was that while the CC potential was close to Spiritmaster, but the DPS ability seemed a little meh after a while. I eventually quit and only came back later around late january after finding axe and hybrid gear (Rampager).
Things were a little shaky even then. One reason I quit before was because the whole class felt like it was completely jumbled and riddles with bugs. When I came back, my ele friend suggested I make an alt to get over it. So I did, made a warrior and decked them out heavily when they got to 80. But even though I enjoyed her, she still didn’t fit. So I went back and made a Mesmer. Once again, powerful and sometimes fun, but just couldn’t play anything outside tanky Phantasm. However, somewhere between those two characters I had found But a Corpse Broadcast via reddit. I dont know why I didn’t start with the latest video, but I ended up somehow watching the Talentless episode with video. needless to say, I was impressed. After that, I picked up mainhand dagger and started making my own builds. Even with all my complaints about the class and how much i feel it needs some work, I know that the reason I want it to be better now is because I love the class. I signified that a few weeks ago by buying A Cultural set for my Necro.
Anyway, basically the Tl;Dr is that it took a while. That said, I still hope they work on the class more, and hope they never nerf Power builds.
http://gw2buildcraft.com/calculator/necromancer/?5.0|7.1g.h1.d.1g.h19|6.1k.h1|1k.7r.1k.7r.1k.7r.1k.7r.1k.7r.1k.7r|2s.0.21l.0.31l.0.2s.0.1n.68.2u.0|0.f4.p25.u489.0|15.7|3t.45.4b.48.4f|e Messing around really, but I wanted to try and make a cleric based supporty build. Tell me what you think. idk if it will apply to PvE or WvW sorry.
Can’t say I enjoyed running Rabid in WvW on my necro. it didn’t really fit my style, so i ended up just running full knights with a mix of weaponry and acc (Knight exotic ring and earring with zerker bottom half, zerker ascended neck and earring, zerk/valk ring). I have another set of condit, but personally i rather go hybrid as after a certain point that condition damage starts being not worth it and its better to get duration and power.
Im actually surprised by this, but not surprised in seeing the use of Melandru runes. It’s pretty much been the all around talked about rune in WvW for months by mesmers and even warriors after Dogged March trait was released for them. Hell, my warrior actually runs this set mainly. luckily in sPvP, people can’t stack food. In WvW its condition duration decrease makes fear just not happen much since it can stack up to 65% -duration, and 98% for Warriors when it comes to movement impairments like chills or cripples. Overall, condition duration decrease can be stupid strong against more than just fear.
If we get burning, Im so switching back to Condi.
Before you go about healing, you should read this post: http://www.reddit.com/r/Guildwars2/comments/10wgz2/how_healing_affects_necromancers/
Its old, but still applies heavily.
Edit: I will also note that Deathly invigoration last i checked had no scaling on Healing Power, of it it does, its very poor compared to Consumed conditions and Well of Blood.
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NO!
I wanted to take the first picture of my remodel. why m Spellbinds, Why Q.Q
I’m Commander Guildchat from Sea of Sorrows server.
What kind of motivation should I have for telling my guild to get into WvW this week?
due to the tier 2 servers we’re facing, any effort put out by us will raise our rating and give us more of a chance to potentially fight in tier 1 where we’d get our spit stuffed in even more? A constant losing cycle doesn’t seem like what we should be striving for.
If you really want to change the dynamics of WvW, dissolve the EU servers and shuffle them into NA, as WvW is a 24-hour game anyways. Don’t just put little league teams in the professionals.
Fighting against the odds sucks don’t it..
SBI here..
But fighting against pushovers is worse. Im sorry, but I rather be on the side against the odds than on top. Not saying anything bad about HoD or ET, but ET has had a hard time with our server months before and HoD the weeks after we left. I feel bad fighting them more than anything because its too the point that EB isn’t even something they see.
Um. Necromancers can’t retreat usually, so this is interesting to hear it talked about. And also, why are you crying for D/D to be nerfed? That will just pidgeonhole the class into a new weapon, Staff or scepter. What you want is variety of weapons, and its understood. However, Warrior doesn’t really stand out or do well with any weapon. Do you not see a problem here? While its not your playstyle to go in melee, you have to realize that the play style you are opting out of does do well and better than most. Im pretty sure the class will get looked at, because even as a Necromancer I hope Ele Staff gets some love. But, the devs do have their priorities, and losing a few is outweighed by losing the participation of a whole class. And don’t tell me people will just move over to other classes. it doesn’t usually happen that way. Certainly didn’t for me. just adapted.
As a sorrow’s Furnace solo/duo roamer, I hate this matchup. Atleast with the other one I had a chance of being zerged as much as the other servers because it was semi balanced. While HoD does have some good players to fight, I pretty much haven’t seen much compared to T6 weekends. You can’t fix WvW by doing this. It will only bleed more people. Either go back to the old system or find a way to get more players on lower tiers. Free transfers are a good idea.
Honestly, the old version only worked for those in the middle. They moved up and down sometimes while the highest Tier was completely the same fight every time. Granted, right now I am not even sure if this new way will hold too well with everyone. Some servers have no chance in there match up while others are basically fighting the same people anyway.
Figured I set a thread for anyone who was interested in talking about the recent state of the game talk in relation to the necromancer.
I personally was really sad I didn’t see much mention on the Blood magic tree, but overall it wasn’t disappointing. What are your thoughts on the possible changes coming based off of what was said?
Edit: For anyone who has not seen the SOTG this May 31st live, the VoD is now available at http://www.twitch.tv/guildwars2guru/c/2359016
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Same here, I’ll listen to it to see if I can share the excitement. My laurels are still not used on my other classes!!!!
Lol, im more invested than just laurels. pretty much have 2 sets with almost full ascended. Just got my T3 cultural set on my necro also.
Im not sure how to feel about the no vigor part. It makes sense by design I guess, but at the same time mitigation via deathshroud simply isn’t enough in some cases. Invuln and movement of some sort is needed. However, I will watch state of the Game to see what they are speaking of. While I am a little disappointed, I also really want to hear what could possibly be in store for the class. You can say i’m dedicated to it so to speak.
I will thank them when the HP fix is finally implemented and working. I do appreciate the sudden increase in attention from Jon Peters though. It is refreshing to actually get some acknowledgement of our bugs once in a while.
+1 from me. Dying in WvW nearly instantly after going downed makes small group fighting, and me being there, a liability to my team. I represent a free rally when I go down, and I have limited ways to prevent that from happening. We already get focused since we cannot get away.
Sigh, this is my biggest gripe about the class right now really. There is so much things that are annoying or wrong with necro that you can usually deal with and keep playing, but the downed hp bug makes play sooooo tough. My friend I roam with may not say it to me, but im pretty sure she doesn’t like that if I go down, whatever person we just worked on usually gets a free rally. I certainly don’t. When this gets fixed, it will be a weight of our shoulders.
Yes, my live streaming software was setup wrong on my end, so my mic would go off a lot. Fret not, however! I recorded it via mumble, which did actually catch everything, and we’ll get that out.
yay! Overall, I liked the podcast today. Glad to see some talk on Blood Magic, as I am currently trying out a power Vampiric build for WvW right now. So far, so good but the healing power feels wasted if I am not running staff or focus. Burning sounds fun also, I would actually run condi again for it!
. Last thing I will say is something i know wasn’t spoken about, but the minor grandmaster trait for blood magic should be changed! 5% is great, but above 75% would be better!
I am trying to listen to the twitch recently, and it seems to be bugged where some voices are not being heard. I missed the podcast tonight live so its kind of sad I can’t hear some questions
Sorrow’s Furnace is still having problem with siege. only equipment that can be dropped currently is golems.
1) Balance
2) New game mode
3) Players
Corrupt boon is a single target skill that has a 40s CD and poisons the user on use. In context, it does seem very strong, but understand that it is clutch. It still can be dodged, needs a target and does not work on invulnerable targets.
While it does seem a little harsh for those who have access to large amount of boons at short periods, the class in itself is made by its class philosophy to be able to impair you and make it hard to get away. While the 2nd part is not followed so much, this skill does fufill the design philosophy of the class. Keep in mind that this poison they apply to themselves is the cost for such a skill and nerfs a whole trait line of theirs (blood magic) until removed. Also, many classes in the game do not have a hard time reapplying boons after such a period. For Elementalist, simply attunement dancing after the fact and cleansing the conditions is a good counter for it.
while it is tough to deal with, understand that boon removal isn’t exclusive to necromancer. Mesmer also has boon removal on the last part of their chain auto attack for sword. They can also trait their shatters to remove boons (which they can further trait to make shatters work on themselves) This removal applies to their sword mainhand clones they spawn also.
Im so confused.
Zodian, I really enjoy that you are putting forth effort to contribute to the conversation, but god, DS is damage mitigation but block and invuln negate specific damage completely for a couple seconds. this is something we don’t have. I will also note that I actually quit back during halloween running condi. since around january Ive been playing mostly power based and some hybrid specs, some that require multiple armor set changes and accs in PvE stats. Condi isn’t something everyone runs anymore.
Also, I will have to comment on the mesmer post. I also have a mesmer who is 80. In WvW, I really can care most of the times when im playing her. compared to necro, everything is short and the traits are all lined up to perfection. no one mentioned this, but mesmer doesn’t just have a blink and a powerful invuln, but a mini stun breaker. Staff, Phase retreat has an 8-10 sec CD and blinks you away from your target or backwards. If used right with runes for swiftness and blink, you can literally kite people for miles. This really adds to survivability because negating damage is high, and if you can’t be reached during combat phases, you are basically doing something similar.
Anyway, I just hope they drop Living story at this point and focus on balance. Half the stuff they are releasing for PvE isn’t really enjoyable when you come back to the fact that they still have alot they should and need to do with the class.
Its so tough being a necro. Half the time between updates im looking at thief getting buffed and the other times im watching the nice bugs getting fixed and the discouraging ones either appearing or being neglected. Its to the point that Im not really investing anything into my lil Khloe anymore. This better be a nice balance patch, Anet. Ive been waiting for love for months here.
So let me get this straight. You guys are against /inspect because you’re afraid people will judge you by horrible gear, a spec that doesn’t make any sense and won’t be allowed into groups?
That’s even MORE reason to add /inspect so you guys might get off your “I play what I want, up yours” high horse and do what you’re needed to do in group play.
No, the problem is standarization and class differences. Each class has various starting points and ending points of stats and DPS vs Survivability choices (or potential).
this is probably not the best example, but take your standard CoF run. For some people, Full zerker is pretty much the full goal for that dungeon. However, some classes like Engineer and necro benefit from different kinds of sets. Engineer can do pretty good DPS via might stacking and condition bursting, so they can go hybrid builds that use both condition and power. For necro, Zerker is certainly possible, but since they miss out on Invulnerability, have only Vitality scaling on their Death shroud and no access to vigor, its better for them to be a little more ‘selfish’ and opt for some extra survivability, aka a Knights armor set with everything else zerker. This way, they don’t die as fast and can keep their Death shroud in order to increase their DPS . When you compare to a Mesmer, who has multiple frames of invuln and easy vigor access, the survivability via complete negation of damage is higher, thus making it so they can afford to go glassy and run full zerker. A warrior also supports both the 2nd highest HP and highest base armor stats, giving them a good amount of mitigation they can shift towards DPS.
In the case of agony resist and magic find, I honestly wouldn’t see the problem in either being shown, but its still a slippery slope with Magic find as they could be using a celestial accs which offers it.
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While I dont like the T3 human heavy vs the T3 Norn Heavy, It is still a good set. Also, I don’t think it should be ‘feminized’ or anything. Its full plate suit that looks similar to a uniform. It offers good protection for the classes that need it. there are a couple sets already in GW2 that sort of are morphed for the female form exactly, but they dont all need to be, especially in the sense of leather coats and full suits of steel, mithril and orichalcum.
While it isn’t consistent, It offers people the choice of rather they want to have close to realistic gear or not. there is a reason we aren’t all running around with glowing swords and floating blades with mystical orbs in the middle of it; we all have different taste and some people want. Yes, I do realize this is a fantasy game, but some people like plain iron weaponry .
No /Inspect because everytime there was /inspect in a game, It turned into an elitist attitude when getting people into groups. We already have the problem of people just saying “Well, War/Mesm/Guard is best group class for PvE”, making alot of CoFs basically just a bunch of Wars. Now you want to further cut the divide from another by allowing their gear to be seen? No, I prefer to keep it the way it is.
Ok, this took me alot to answer as Ive been playing other classes (mesmer mostly), but if it was even more evident today while pvping on Mesmer:
1) Counterplay. Im sorry, but honestly, after playing my 80 mesmer in WvW I feel like that some of the mechanics around the class simply isn’t interesting for players to fight. Phantasms, invisibility and reflect may be interesting but skills like Staff 2 which teleports you back on a 5-8s CD simply isn’t. I honestly don’t feel I am ever able to be punished while using the skill, and It doesn’t really offer much choice to the player who is fighting me that is interesting in such a way.
Both on and against necro, however, many of the choices you make, from weapons to skills, feel like they offer a interesting change in gameplay for both you and the opponent. Biggest example of this is corrupt boon, epidemic, and well of suffering (the other wells would be listed, but I still feel the duration, CD, and pulse idea of them don’t offer much outside WvW).
2) I love dagger/warhorn combo. It may not be the best option when it comes PvP but It is the one combo that feels like it was thought out correctly. high damage for high risk but offers you the most out of your main class mechanics, which is siphoning, Death shroud and also being a class that is hard to get away from (which of course doesn’t actually happen with thieves, but their design philosophy counters ours anyway).
3) Spectral skills outside Spectral armor. Spectral armor is sadly waste, while all the others are interesting and fun to play with.
4) Terror. Good god, this was done so right.
5)Blood is Power. While it is always hard to find on the bar, I appreciate the direction of the skill. It offers all playstyles something that can be worth using.
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