Nemesis live-stream channel - focusing mainly on Guild Wars 2, League of Legends and Dota II.
(edited by Nemesis.8593)
I’ve said in the past that i will not be making a healingmancer… but i ultimately gave in to the peer pressure. I think you guys will find this one very interesting. Without further ado…. here it is
Guild Wars 2 – I will bring you back [necromancer healing-support build]
This video includes the thought process and proof that healingmancers are viable, efficient and worth to be part of a group.
Building up the healingmancer – weapons, stats, items, skills, utilities, traits and last but not least… how do you use the healingmancer after all is well and done. All of these explained in detail with the reasoning behind each decision.
FINAL STATS:
2831 Attack
“???” Condition damage – irrelevant
~ 21% Critical strike chance
~ 65% Critical strike damage
Over 2500 Armor
~ 21,992 Health
Over 1.535 Healing Power
25% Boon duration
—
+ the ability to perma AoE regeneration
+ the ability to AoE heal over 15000 HP over 10 seconds
+ the ability to heal yourself well over 22000 HP over 10 seconds
+ the ability to high damage while in Lich Form / while support is not needed
If i missed anything or if you have any questions feel free to comment here, on in the comment section on youtube.
Enjoy
(edited by Nemesis.8593)
Make him destroy anything in his path, literally. See that hill? Boom! See that bush? Boom! See that obscuring invisible bump on the road that shouldn’t prevent your hulking charging body to reach his target? BOOOOM!
Now that would be a golem’s charge
Nice idea all around though, it’s one of my favourite elite, just wish he was more sensitive to me been beaten to death while he watches a butterfly or kills a kitten.
I don’t think that can be implemented into the game, as nice as it sounds.
I also think it would be wise of me to bring this thread back up since recently there was a dev around, talking about some necromancer fixes
So, we do read the forums.
Right now we’re thinking this ability will go back to being unblockable, as will Currupt Boons. We still want you to need LOS to your target, however. We want these skills to have fun back/forth play on them, while being fair for both sides (the attacker and defender). Keep in mind, these abilities can still be evaded.
And thanks for all the constructive debate in here, great job!
Corrupt boon unblockable… that would be a major improvement towards the stabilization of the metagame. It might not seem like much but… some of us knows what it means.
Also can we please get swap weapon in DS ? Ever since it was removed the chain skill combos just feel like they are segmented somehow. I keep trying to change weapon in DS so when i’m out i can continue… I don’t believe it will overpower us or give us too much of an advantage, but it will make it more comfortable to play…
My glass cannon build has the highest single target DPS (with dagger 4 attacks per second at 60% crit chance and 120% crit damage), while the conditionmancer has the highest AoE damage with 2000+ condition damage that spike on 5 targets every 12 seconds from epidemic.
The hybrid even in stats has about 60-65% of the potential of both builds… therefor when you are stuck with a single target, you don’t drop down in DPS like a conditionmancer would, and when facing multiple opponents for a long period of time, you don’t fade away like a glass cannon would.
That is why it is a damage hybrid… and it is “ultimate” because it’s been many months now and i have yet to see a better hybrid then this one… a build that can give out more condition damage and more direct damage at the same time.
Hi, thanks for your great work and time spent to make the video. I played this when it first came out and have a lvl 25 necro. I quit playing ankittenrying to start up again but am basically a ingorant noob with very little play time in compared to all you experts and have a really hard time following your battle rotations to try to learn how to play. My first question is does any of this info even apply to a low lvl char or is it for lvl80 only? Could you type up the battle rotation here as it would be easier for me to read then try to follow on the video as i don’t know all the terms very well and it goes way too fast for me. I have all the skills unlocked except for the blood is power one, that is my next goal.
I know I am potentially opening myself to a lot of mean insulting “hold your hand” comments and “learn it yourself” stuff, I just struggle to learn new things quickly and this game is rather complicated compared to D3 which is the only game i have played in the last year. so bear with me as i have less than a day of gameplay time in on this thing and know very little of how it works. but i think it’s great and would like to learn to enjoy it more.
thanks!
I am willing to give you some tips on mumble as it would be far to complicated to write them here. Since you’ve only played diablo… i am guessing you don’t know much about movement patterns, about planing rotations… maybe you are even a clicker… do you strafe with A, D ?
The best thing you can do is use a minionmaster build to level up… and until lvl 40-50 (it’s still very effective until then) you will get the feel of the game. It is far more important to get the feel of the game, then learn any particularities… those can be easily learned once you’ve understood the core of it. After lvl 50… you should go into the conditionmancer, since it’s the next easy/good build you can use vs real situations on the map (as in more then 1 mob at a time).
Doing this… you will learn gradually, at your own passe, and you will be come truly a competitive player.
Many thanks for your intel OP, I love your videos as well.
I’m just a medi core necro, and its still abit off topic as its for pvp-wvw, but still, ppl are talking about condition removal is so easy for any profession, but i cant help thinking that this type of necro build/spec is incredible annoying to anyone, you remove the conditions…and man..you just got them back on you, in fact almost all the hits are filled with conditions, only DS is not. Tell me what profession have that type of ability to remove it all, all the time?
Well there’s the guardian… but if they build like that they do no damage… there’s also the BM ranger which… i just ridiculous vs any and all condition damage dealers, i think it was designed as a joke vs condition damage dealers. And you have the bunker elementalist… so yeah… vulnerable vs 2 class on 2 specific builds… it’s not bad in my book.
Hey Nemesis!
Love your work, made me roll a necro and shelf my Engy
I´ve recently reached level 60 and decided to aim for this build as my end-game build, levling with it to learn it inside and out even if its squishy.
But my question would be if this really is the best DPS-specc for the Necro class? Been reading alot on guru and on these boards and the only build that i see synergises really well with itself is this one.
So far in my very limited experience with it is that the damage is increadible, the AoE is crazy and single target dont really suffer :p
But would it be wise to aim for the expensive gear? I will have about 200k Karma dinging 80 (I´m slow and doing dailies, hoarding liquids to use when the guild buffs are up on a event) and would it be wise to throw them on gear for this build?
Thanks again for your hard work, you made a Necro out of me atleast, see it as a small victory amongst all the whine
Cheers,
Drac.
My glass cannon build has the highest single target DPS (with dagger 4 attacks per second at 60% crit chance and 120% crit damage), while the conditionmancer has the highest AoE damage with 2000+ condition damage that spike on 5 targets every 12 seconds from epidemic.
The hybrid even in stats has about 60-65% of the potential of both builds… therefor when you are stuck with a single target, you don’t drop down in DPS like a conditionmancer would, and when facing multiple opponents for a long period of time, you don’t fade away like a glass cannon would.
That is why it is a damage hybrid… and it is “ultimate” because it’s been many months now and i have yet to see a better hybrid then this one… a build that can give out more condition damage and more direct damage at the same time.
ps: i would not advise to use karma on gear, when i look at something expensive i don’t calculate it in gold value, but rather in time value… if the gear would be worth 40k karma and 20000k gold, yet you can obtain that gold in 2 days, and the karma in 4… the gold would be cheaper…
The point is that… you can do daily CoF all 3 paths and get ~ 1 piece of gear / 1-2 hours on a daily basis, yet it takes far more then 1-2 hours to farm 40k karma.
I can use it on Fractal ?
Yes you can… i am using it with great success up to rank 50 fractals… but then again, agony is a one shot at higher levels anyway so won’t be much of a difference.
5 bunker MMs… not good on paper, good in a real situation, messes with people’s mind… like mesmer clones.
I will exit this conversation now, after all the work i’ve put in… i’ve lost the patience to answer the aggressive ones as well. I remember i did this in the past a few times, even though i knew even then it was pointless.
I will continue to help who ever asks for it…
It was me that compared the warrior with the necromancer over 10 seconds.
Good job presenting perfect situation where everything is one sided. That’s the best way to make a compelling argument. Good job. You sir convinced me of your superior thought process. Like your claims that you > everyone else in wvw. Yep. I’m totally convinced.
A party that consists of 2 people? Why exactly you assume all mobs with stay close enough for your trashy epidemic? Why do you assume nobody else on gods green earth will use bleeds(the most common and given to everybody condition)? It’s like theoretical quantum physics debate…. so much assuming it makes my head hurt.
Stop assuming you are better then everyone else. Stop assuming perfect scenario in controlled environment makes any kind of point in real practice.
I’m so bloody tired of people and their videos of ganking underleveld and undergreated people throwing big numbers around in their own self imposed scenarios and claiming everything is amazing and everyone else is a scrub who needs to l2p.
Your “skill” is only as good as environment allows it to be. You are nothing against a zerg. You are completely and utterly unimportant. Without others you make no difference of any kind past being there and talking smack like its your job.
I held back from being a kitten about your posts for a while simply because you tried to be helpful but you know what… you are not helpful. You just think your opinion is for some obscure reason better then next guys opinion.
DPS is an arbitrary number. If you are not useful in the given scenario then unless your dps allows to simply instantly bypass that scenario it serves no purpose past being a forums badge.
If you speak of solo pve then thats one thing. But you insist on using group scenarios where you are not the one and only atraction where everyone else has to bend over to support your way of playing. 1 thief that simply likes to play condtions and now your usefulnes halved right there. What else do your bring besides that? Hmm? Ah yes thats right you dumped everything in conditions in hopes nobody else dares to use them while you are there and every last enemy conviniently stays packed stacked awaiting your epidemics.
What use are your conditions when fighting a tower? Your epidemic will never hit anyone ontop who isn’t purposely leaning off to accommodate epidemics newest nerf. Maybe eles now should have direct los for firestorm let them have some fun with invisible projectiles that hit invisible walls too. And rangers too while we are at it. Let everyone have some fun with that. Lets turn all aoe into invisible projectiles and turn this into a contest of whos got better luck.
Pulling lots of numbers and scenarios from your kitten doesn’t make them a fact. Even if I appreciated effort given into explaining mechanics to newer players it all gets overshadowed by onesided argument where your pov overshadows every conceivable variable.
By one sided do you mean i did the math for the necromancer and i don’t claim to be a expert with the warrior class and therefor don’t know the math by heart, even though i did some research about it. I did the math for the necromancer because i know it by heart… that’s how much i have calculated everything.
You’ve also said i’ve made a lot of claims i did not… You are entitled to your own opinion and i will not dignify this aggressive post with a response.
What i will say is this… i have helped so many people, individually… they respectfully whispered me in game with questions, with gear combinations, with different builds, and i took the time to answer and not rush anyone. I’ve spent in total i think hundreds of hours just answering people in game… and on youtube. Sometimes people just needed a bit more encouragement witch is exactly the opposite of L2P.
Next time you want to say something like that about me… don’t…
It’s not like i care too much… i’ve had so many thank you PMs i’ve lost count. This is what matters to me…
So let me see if i understand correctly…
A glass cannon warrior drags all monsters (without a taunt system) in one place while building up stacks of might… then proceeds to do 35k damage 100B with cleave on 3 targets.
Let’s assume for a second he doesn’t die by doing that, and he can maintain agro… while not dying as a glass cannon.
I don’t have a problem doing this and not dying as a glass cannon. You don’t actually engage those targets until they stack up. The same thing can also be said about necromancers, though. If the necromancer is by himself, those veterans aren’t going to just be standing there allowing you to hit them. They’re going to be chasing you just as easily, but we’re both talking about group fights in dungeons, so on to how that works. Its also not just Hundred Blades you have to factor in. There is Whirlwind as well. I’ll explain more below.
So my question to you is this, Nemesis. Have you ever been present to a CoF speed run with 3 warriors, 1 guardian, and a mesmer? Because yes, thats exactly what happens. Everyone stacks up, or has the mesmer pull everything to a corner with Temporal Curtain. Then the three glass cannon warriors go to town. When all the NPCs are stacked up against a wall, whirlwind is also a big factor in damage output. If you spin it against the wall with all the NPCs stacked on you, the warrior never moves, and the NPCs take all the damage from whirlwind. So really, its both Hundred Blades and Whirlwind that is throwing out so much damage. Things die SO FAST that it doesn’t matter if you’re glass or not. The guardian is there to provide Aegis and Protection to everyone. You honestly never get hit more than once or twice before everything is dead. On boss fights, the same thing happens only this time the mesmer drops Time Warp. I kid you not, and this is not even an exaggeration, the bosses die in less than 15 seconds.
Now do you see why necromancers are not part of this meta? You just cannot achieve that kind of damage output with a necromancer. Especially against multiple targets. Even our highest DPS build relies on bleeding damage, which takes time to do its work. In this game, direct damage and burst beats condition any day.
shortened
When i was doing CoF speed runs with my people (all of them quit) in week 2 after release… we were rushing just 2 bosses about 20 times a day. I’ve gotten full exotic within 15 days after release. Back then i was selling exotic earrings with 12g each… i could have bought about 4 precursors at one point, but i thought they would get cheaper then 20g… what a fool i was. Me and my people were one of the first group of people that beat ALL the mobs at the survive event in CoF path 2, BEFORE the nerf which was BEFORE they change the event completely. I know what speed runs are… we were doing so many daily before you even had a daily reward. Let’s not talk about Arah boss 1 farm… we could have swore we had some GMs after us at one point.
You are correct that burst power damage > sustained condition damage if the fight is over with one burst, condition damage doesn’t have a chance to build up… but if it’s a long fight, burst damage can’t compare with condition damage… if it did condition damage would be useless, witch is not.
I don’t think i am in the wrong, the hundreds of people that have personally thanked me via PM here, in game, email, comments and other forum accounts… they thanked me for the information provided, because now they see how good necromancer can be compared to how they played it before… and last but definitely not least ArenaNet… They have made one of the most complex build system i have ever seen in an MMO, do you think the same people would just happen to make it so imbalance ?
I am not saying necromancer is perfect… in fact in brought suggestions in the past, one of it was actually implemented 2 patches ago in a different form, but it’s not as bad as people say…
I love this discution,
and I disagree with you guys attacking Kravick because he doesn’t have the same opinion as necromancer as you. That’s what make a good debat
I kinda agree with some things kravick said, even if I don’t have Nemesis or others experience.
Those crazy number kidb is writing, I never saw that with my necro.
Even be going full berserker + crit food + Ruby (tho I still had a condition back pack, and maybe one other accesssory not berserker), I would not get those number.
I saw Nemesis could get 5k crit on PvE, but in WvW I never got that with DS auto attack. And 10k life transfer is just out of this world for me. Maybe if you have 25 stack of might and the enemy is under 50% hp and has 25% stack of vuln.
Like Kravick said, the issue with building a berserker necromancer, is your only escape will be worm and plague form. Otherwise, if you fight a premade group in WvW, you’ll die right away. You have no mitigation, no escape, you just soak up some damage and get 3 shotted by thief. You have no vigor, which is a great pain for me.
A thing I disagree with you Kravick, is that a necromancer can be a really good oponent again a condition engineer. Especially if it’s a condimancer. We had a video of some duel between two really high level tpvpers in the Engi forum. I think it was Teldo or Five Gauge again someone else.
With all the condition transfer and consume condition, an expert necromancer can be a nightmare to condi engineer. The necromancer actually won the duels.
I also disagree about necromancer not being hard to play. You are right, they don’t have much abilities, you don’t have 25 different skill like a multikit Engineer. But over time, it won’t be an issue. Once you have played enought engineer, you just know all of time by heart and playing with 25 skills actually become easier then playing with a 15 skill class like necromancer.
With Engineer I have a lot more space for mistake then necro. With my necro, every action is important. Positionning in team fight is vital, as you never want to be focused or out of position. You have to not burst all your cooldown at the same time. You don’T have much option, so you have to use the at the best moment. You don’t have mobility, so you won’t have any escape if it doesn’t turn in your favor.
Good discution! Let’s keep it going!
I have a video in witch i show how i do more and more damage with ghastly claws, up to 17000 damage on a single channeling. I wasn’t even prepared…
One of these days i’m going to be fully prepared, and get a premade that will buff me and set the scenario for me… and i will unleash a hit so high… that… i will get banned after.
None of the numbers here are fake or exaggerated… i was using a condition damage calculator for the exact numbers, besides i use them in general. I have also seen warriors going up to 40k on their 100B, but that was… too much of a premade to be something that would fit in a benchmark as average.
He didn’t throw it out. His major point was that a low range sword cleave can’t beat the wide range 5-target-aoe of a necro if you count all the damage output together + the group support that comes along with it.
Thats way to niche to even consider taking seriously then. Those situations are too few and far inbetween. The vast majority of PVE fights in this game involve clumping everything in your face and AoEing it down. I can think of only a handful of fights where this doesn’t happen, and even in those instances, all the trash mobs leading up to it still behave normally and clump up.
At what point can a warrior not drag mobs together and clump them up, even in instances?
So let me see if i understand correctly…
A glass cannon warrior drags all monsters (without a taunt system) in one place while building up stacks of might… then proceeds to do 35k damage 100B with cleave on 3 targets.
Let’s assume for a second he doesn’t die by doing that, and he can maintain agro… while not dying as a glass cannon.
Let’s see the math then… 35k damage over 3 seconds (while being immobile) and an 8 second CD. That’s 11k+ DPS x 3 targets = 33k DPS every 8 seconds. So far the warrior does more damage then the necromancer… the thing is… a warrior can spike higher then a necromancer, but in the 8 seconds of CD after… his DPS goes down dramatically.
I’ve spoken with my warriors that run such a build, skilled ones too… and they say that their DPS goes down even to like 4-5k. But let’s assume the warrior still has the agro needed to cleave while not dying… let’s say his damage is double…
His DPS will go down to 10k and not more in the 8 seconds until the CD expires… Not to mention that no warrior in the world can perform such a perfect hit every CD, every 8 seconds… however a necromancer can epidemic every 12 seconds without any worries.
As a necromancer you build up your max stacks and then you go up and down with epidemic every 12 seconds but it’s more linear, you never just drop. All of that while being far more tanky, don’t require agro or clumping up, have the ability to support your party with heals and AoE blinds… all of these at a 1200 range and a radius of 600.
PS: Necromancer’s epidemic also spreads the burning and confusion on the target, and takes advantage of the necromancer’s condition damage. Therefor if you have burning and 10 confusion stacks on the target, the necromancer’s damage grows even higher… this is the equivalent of having vulnerability on a target for power builds. Condition based necromancers take advantage of a group in a different way…
2150 condition damage burning = 866 DPS x 5 = 4330 DPS
2150 condition damage 10 stacks of confusion = 2260 DPS x 5 = 11300 DPS
Add that to our original 25000 DPS that a necromancer can spike every 12 seconds and you end up with an average of 40000 DPS.
How about that ?
(edited by Nemesis.8593)
It was me that compared the warrior with the necromancer over 10 seconds. The point was that the necromancer took 12 seconds to do it, but he also adds up to 25 stacks of vulnerability. So even though the necromancer’s damage is 20-25% lower then the warrior’s, he gives the warrior + the entire team 25% more damage overall.
My point was that necromancer power damage = 75%‘s of warrior damage + 25% increased warrior damage (because you increase the warrior’s damage) + more damage for the party… It’s… balanced in a way…
You also compared a single target build vs a warrior’s cleave, over a period of time which can not be accurate, yes… as bursting out 3 single normal mobs, the warrior would win. How about we calculate DPS vs 5 veteran mobs over… how ever much time it takes for them to die… 30 seconds.
I’ll do the math for the necromancer since i know it by heart… full condition build has 1800 condition damage (even more with the new ascended gear) and 133% bleeding duration + blood is power = 2150 condition damage and 25 stacks of bleeding on the target… which equals a DPS of exactly 3750 just from bleeding + the small scepter auto -attacks. Let’s call it 4k dps… omg so small… a warrior does so much more omg. Ok… let’s take our 4k DPS x 5 epidemic every 12 seconds, in a radious of 600 at a range of 1200.
Spikes of 20k DPS (minimum + DS 4 + bleeding AOEs normal damage + external buffs… you can get up to 25k DPS) every 12 seconds, while being extremely tanky, while having the ability to heal and support the party, while being at range.
So back to my original benchmark… 5 veteran mobs spread around a room… warrior vs necromancer.
Wheres the warriors math? I see nothing that which you are comparing it too. You’ve got the necros math all planned out, but you show me nothing to compare it too. So really, how are we to know where the necromancer really stands over all if there is no other benchmark here? This is a one sided argument designed to make necromancers look better. You’re also forgetting the constant 25 stacks of might the warrior is going to have, which doesn’t get stacked up in 10 seconds, as well as the several stacks of vulnerability the NPC is going to have (warriors stack vuln like crazy too ya know and you completely threw that out the window). You also can’t throw out the warriors ability to cleave so easily like that. There are just way to many encounters in this game where cleave is a factor for you to just throw it out like that.
He didn’t throw it out. His major point was that a low range sword cleave can’t beat the wide range 5-target-aoe of a necro if you count all the damage output together + the group support that comes along with it.
Exactly…
I also don’t know how you can constantly say that almost every other class can 1v2-3 and necromancer can’t… If that is true i should have met so many people that went vs me and my mate Shiva and killed us both. In TPvP i’m the team leader and i usually make sure in real time that the team’s movement patterns allow for me to team up with our thief Shiva… after the initial large team fight. It’s funny… because 90% of the time when me and shiva find 2-3 other players, i call out a target… and i say… wait for it… wait for it… NOW… 9 stacks of bleeding + fear + fear + fear if stability + golem charge while shiva burst gives us an instant kill, then the fight turns into a 2v1 or 2v2. Not to mention that if me and shiva are 2v3-ing in one place on the map… there’s going to be a 3v2 somewhere else… which the other members of the team will win. At best people that me and shiva focus right can get away from us, if they are bunker elementalists or… no… just that.
Where or who are those people that can solo vs me and not one other… but two other…
Keep in mind that we lack the proper experience, we are around rank 25s in PvP, and rank 50s went down to our combo just as a rank 1 absolutely no difference… Maybe a rank 1000 can solo us, but then again… there is no rank 1000 because there’s only so much you can do with 10+ skills.
People still think necromancer does the lowest damage in a dungeon, people still think necromancer can never do more then 7k with a single skill… people still go into spite for a full condition build, or into curses for a full berserker build with dagger MH and absolutely no way of applying any bleeds…
People say this because its true. Someone once compared a fight vs a warrior over a ten second period of time. I forgot who it was. Essentially the warrior killed its target in 10 seconds and it took the necromancer 12 seconds to do it. During a short fight, less than 10 seconds, you’re not going to notice a difference. That period of time is to small to make an educated time to kill. This is why. http://wiki.guildwars2.com/wiki/Forceful_Greatsword That single trait alone is why warriors will beat the pants off necromancers in everything they do. That trait plus 3 targets, they can easily stack up to 25 stacks of might on their own. Necros do about half that in might stacking, and the necromancers damage output is limited to a single target only. Our only ability to do respectable AoE damage is through conditions, which cannot achieve that kind of damage using bleeding alone. Meanwhile, a warrior stacks up 3+ mobs, hits hundred blades, whirlwind, and walks away with a pile of loot and a bunch of dead corpses.
It was me that compared the warrior with the necromancer over 10 seconds. The point was that the necromancer took 12 seconds to do it, but he also adds up to 25 stacks of vulnerability. So even though the necromancer’s damage is 20-25% lower then the warrior’s, he gives the warrior + the entire team 25% more damage overall.
My point was that necromancer power damage = 75%‘s of warrior damage + 25% increased warrior damage (because you increase the warrior’s damage) + more damage for the party… It’s… balanced in a way…
You also compared a single target build vs a warrior’s cleave, over a period of time which can not be accurate, yes… as bursting out 3 single normal mobs, the warrior would win. How about we calculate DPS vs 5 veteran mobs over… how ever much time it takes for them to die… 30 seconds.
I’ll do the math for the necromancer since i know it by heart… full condition build has 1800 condition damage (even more with the new ascended gear) and 133% bleeding duration + blood is power = 2150 condition damage and 25 stacks of bleeding on the target… which equals a DPS of exactly 3750 just from bleeding + the small scepter auto -attacks. Let’s call it 4k dps… omg so small… a warrior does so much more omg. Ok… let’s take our 4k DPS x 5 epidemic every 12 seconds, in a radious of 600 at a range of 1200.
Spikes of 20k DPS (minimum + DS 4 + bleeding AOEs normal damage + external buffs… you can get up to 25k DPS) every 12 seconds, while being extremely tanky, while having the ability to heal and support the party, while being at range.
So back to my original benchmark… 5 veteran mobs spread around a room… warrior vs necromancer.
This video is a very good representation of the necros state in PvE. It’s no guide but gives a fair overview on how it feels playing a necro.
How many people were in your survey agreed that… that is how necromancers feel ? I am curious because i want to see based on how many hundreds did you based this average.
You know what’s funny ? If this that post was aimed at any other profession, people would most likely just laugh and move on.
But somehow you and several other people try so hard to talk down any ‘negative’ or even ‘jokey’ comments.
I’m curious, why do you feel the need to defend or justify yourself for picking Necro ?
Is it maybe because you think necros are weak yourself, but you don’t want to admit that to yourself because then you would have ‘wasted’ all that time playing necro ?
Or is it just pure fanboy fanatism that does not allow any opinion that is not yours.I don’t want to insult you. It’s just that I’m baffeled how you try to shout down a very obvious joke. It’s a bit cynical but still, it’s just a joke.
You are such a noob, oh wait… i was just joking. It’s easy to say everything was a joke when things go south. I didn’t have a problem you were saying the class is weak, i had a problem with the way you were saying it. Like everyone knows… that everyone thinks what you think, because you think it, at least that was my impression.
Necromancer has it’s issues, i’ve made suggestions on those in the past. It’s not AS bad as people think… especially in PvE… that’s what i’ve always claimed.
People still think necromancer does the lowest damage in a dungeon, people still think necromancer can never do more then 7k with a single skill, people still think a necromancer can’t go 1v1 with any other class… people still don’t know what epidemic is for, people still don’t use corrupt boon… people still don’t know the importance of bleeding duration, people still go into spite for a full condition build, or into curses for a full berserker build with dagger MH and absolutely no way of applying any bleeds…
I could go on for another few lines, but you get my point.
Those people tend to complain a lot after that…
(edited by Nemesis.8593)
Check some of my builds
Yes, I’ve seen them. Tried all of them even. You get absolutely curbstomped as soon as the situation turns into 1v2 or higher against level 80s. Meanwhile, 1v2 and 1v3 are no problem on my thief. I’ve even successfully 1v4ed non upleveled multiple times on my thief. Hell, I’ve 1v2ed and 1v3ed quite a few times on my warrior, a class that supposedly has trouble doing that. All of these fights included all level 80s. I don’t count up leveled players.
What I don’t understand, is in a game whos primary defense mechanic is mobility (which necromancers have next to none of), how people can blindly defend not having it and still expect other people not to see you as weak. I mean why do you think people focus necromancers in tPvP? It sure as hell isn’t because people think we’re “strong” and need to be put down ASAP. I purposefully single out necromancers on my thief and warrior, not because I’m afraid of what they can do, but because to me they’re nothing more than a free kill. They have the least amount of stun breaks, they have no mobility to speak of, and they’re class defining feature is to face tank all of my damage. Damage I have no problem pumping into them faster than they can deal with.
I do agree that in 1v multiple some classes have an easier time, because they can snipe then run away…. however i don’t agree that a thief can 1v3 and a necromancer can’t. Have you taken into consideration that you might be better with your thief then you are with your necromancer ?…
Also if you want to 1v3 some people, and one of those people is… me… you’ll not do anything. So… the point is, you might 1v3 noobs as a thief, then get 1v3 crushed by pro as a necromancer, have you taken that into consideration ?
Hard to master (which I don’t think it is) doesn’t mean waek or underpowered.
Compared to other classes that can regularly 1v2 and 1v3 people, yes, it kinda does.
Absolutely untrue.
Ok, show me a build that can roam in WvW or kill people with impunity in tPvP without the support of another class.
Check some of my builds
This video is a very good representation of the necros state in PvE. It’s no guide but gives a fair overview on how it feels playing a necro.
How many people were in your survey agreed that… that is how necromancers feel ? I am curious because i want to see based on how many hundreds did you based this average.
After all the work i’ve done, people still think necromancers were and still are the worst class…
Watching this i’ve seen some mistakes you’ve made… but then again when i watch my own play i always go “awww f… should have done this”. That’s how it is i guess, much easier to criticize from the outside, but when you are actually there… it’s different i know.
Therefor i won’t criticize the skill, you did quite well in some cases… i was impressed how you used the environment to your advantage when that guy got slapped by a frost wyrm. That is something beyond just skill… so props to you for that.
Also the music and the entire montage was entertaining to watch, and since it’s not a tutorial it has to have the entertaining value… otherwise people would skip it. For future reference try to play with the colors instead of keeping them at high contrast all the time, it hurts the eyes after a while… and try to stay away from the most heavy or light of songs… it might upset some people that are exactly the opposite in tastes.
That’s about it… GJ
Hi Nemesis,
thank you for the videos, they are great and helped me a lot and I can see how these builds can cause pretty good damage in a PVE environment.
My question for you (and the other guys as well) is which of the three variations (Conditiomancer, Glass Cannon/Burst and Hybrid) would you advice to play with a warrior sword/warhorn since she applies bleeding as well?
Depends on how she applies the bleeding, how many stacks can she sustain… if she can sustain 25 stacks very easily then you should go for the hybrid. If she can go up to like 20… you can go into conditionmancer without any fear.
You can even play glass cannon, but since she applies bleeding as well it would be a shame not to epidemic the target.
Thank you so much! Got some very good ideas here. Did your youtube monetization work out? I saw some advertisements showing up on the videos so I hope you’re getting something for your efforts…
I am getting something… and it’s not bad for Romanian standards… but you would literally die if you had what i am getting, almost anywhere else in Europe.
I watched most of your build, very helpful and detailed guide. Thank you.
You are welcome.
Good work! Thank you, Nemesis. One question: can you say that Necromancer is the best class for damage dealer builds? I mean realy (true if you want:)) DD build.
I don’t think it really is, just because ArenaNet is trying to make a balanced game, and if a necromancer is the best class for damage dealing builds (such a wide category) then it will get nerfed. Although i kind of see the necromancer being the hardest AoEer in the game… you can take pride in that.
Great thread, the videos are awesome. Definitely helping me determine my play style. Keep up the good work!
Thank you, i will do my best.
Hello!
What crafting skills would you recommend for a new Conditionmancer to take?
Thanks!
Tailoring and Jeweler… and you can buy weapons with karma as you level, and basically you are fully geared every 5 levels as you make your way up.
I find my point still valid, average players should not expect to do honorable 1v1s in WvW, therefor shouldn’t be focusing on finding a very good 1v1 build. You can go for a team play build that works well 1v1, in zerg and at sieges… or you can go for an infiltrator build which relies very heavily on mobility and escape (tankish dagger wielding power build with max mobility + 1 minion + Lich Form for handling 1v1s) but that would be too much information for the average player in one video.
For the average player that just wants to find the big zerg, or some big team group and get into large battles and standard tower/keep sieging all the time, yes, you don’t need to build for 1v1 at all.
Still even for those players, it sits uncomfortable with me that we should tell them, better hope you never get into a 1v1 because you are dead meat.
Also players should remember they can freely swap out utilities, and possibly even switch out traits they have access to, depending what situation they are in. For instance if I was 20 into death magic, in a group I would trait Staff Mastery, but alone I would change to Reaper’s Protection.
The build i was using was (except the gear which i didn’t change) made to do well in 1v1s (as the video shows) but it’s mainly used in team fights and also provides high efficiency while laying siege to something and defending something. So it’s not a bad 1v1 build…
I had a problem with the question/request of “finding a good 1v1 build for WvW” because that build won’t do much for you in reality… you either get a build that can do something 1v1 AND in team fights AND at sieges, and you use it properly or you find a build that can do well in 1v1 AND escape the zergs, and use that the right way as well. Finding a build that does well in 1v1 AND nothing else will eventually give you an unpleasant gaming experience.
It’s all based around what actually happens in World vs World… you could find the build that in some magical divine way you never lose a single 1v1, and then never have a change to do 1v1s… ever… I have exaggerated now just to make a point…
I have read everything that has been written here, and i agree in the most part. I did not make this video for the people that obviously know the 1v1 spots, that know how zergs move and when they move, the ones that know how to make a quick in and out… the more experienced WvW players. I’ve made this one for new too medium skill players that may go into WvW with the wrong impression…
I know that some players look at World vs World and think PvP… ok then, what’s a good build that i can hold my own with vs any class. I’ve seen this written on these forums at least 10 times in the last week or so… “a build that i can hold my own in PvP”.
Their mindset is that… you go around WvW and you find honorable 1v1s, you kill or get killed and you have some fun… wrong… you die, and you get zerged…
You can play the infiltrator of course, but that is not for the people that have the mindset just described.
Yes… i stood on purpose to get captured by some zergs, cause that seems like the sort of thing an average player would fall for. Most of my very detailed tutorials are this detailed because they are not meant for the most experienced of necromancers, they don’t need tutorials in the first place.
I also mentioned thieves and elementalists because it requires a lot less skill to escape an average skill level zerg (that breaks pursuit as soon as you vanish or blink) as a thief or elementalist then it does as a necromancer.
I find my point still valid, average players should not expect to do honorable 1v1s in WvW, therefor shouldn’t be focusing on finding a very good 1v1 build. You can go for a team play build that works well 1v1, in zerg and at sieges… or you can go for an infiltrator build which relies very heavily on mobility and escape (tankish dagger wielding power build with max mobility + 1 minion + Lich Form for handling 1v1s) but that would be too much information for the average player in one video.
Good day everyone,
Even though i don’t really get involved, almost ever, in the threads on these forums… i am still lurking around. I’ve watched as the necromancer community has shifted from just complaints to actual positive threads, i like to think i had something to do with that.
Recently i’ve seen more and more people are discussing how does this or that build work in a 1v1 scenario inside World vs World. While the answers can be either positive or negative… the main point is entirely different.
I have tried to exemplify the fact that the actual question is wrong… knowing if a build can perform well in a 1v1 situation is irrelevant, since 1v1 will not happen too often in World vs World…
Here is the highlights of what you can expect on average, in 4 hours of looking for 1v1s in World vs World (with commentary).
Guild Wars 2 – The truth about World vs World (and some announcements…)
Enjoy
On a rabid setup going givers weapons on Scepter and Dagger while having Undead Runes ends up with more condition damage at the cost of only 5% bleed duration.
Not sure this is right.
Full undead runes in rabid gear would get you around 265 or so condition damage from the runes, and the 5% bonus from toughness (roughly). Nightmare and krait would give you 10% to all conditions, 25% to bleed, and about 110 condition damage.
If you go Giver’s weapons, then you are giving up 180 condition damage on your weapons.
Nightmare + Krait + Rabid weapons = 290 condition damage and 25% bleed/10% all
Undead + Givers’ weapons = 260 condition damage and 20% allJust further evidence that Giver’s are poorly implemented and executed from a stats perspective. Horribly under-budget, and WITHOUT condition damage… even though they have a primary stat for condition duration… just silly.
That being said, if you want to maximize damage, you really have to go undead runes, and get your duration from somewhere else… Spite/rare veggie/hemo. Don’t go giver’s weapons, as 10% increased condition duration is not worth losing 180 or 90 condition damage, (at least not for necro).
Has there been any theorycrafting regarding Condition Damage vs Duration?
I know duration is obviously only be good to the extent that it gives you another tick, but damage is just on the whole better?
I have not only done theorycrafting around this but also proven some facts in a few ways actually, in my condition related videos.
First i proved that necromancer can break then 100% bleeding cap, and can go up to 133%. I’ve proven you can do that without going into spite. I have explained why duration > condition damage with end game gear stats.
It’s really easy… just go to this condition damage calculator (which i tested and found it displays the correct values) and do the following: knowing that you need 133% bleeding duration to keep more or less 25 stacks of bleeding on the target… insert your condition damage AT 25 stacks = ? DPS, now insert half of those stacks AT your new condition damage (with the extra condition damage you got from converting half your duration into extra condition damage) = ? DPS.
I rest my case…
Good day everyone,
Like the title suggests I come to this forum in search of guardians that are PvP oriented. I’ve done some work on the necromancer forums… almost a dozen video guides, a few PvP ones… but i am mostly known for my PvE guides; therefor i think it is time to switch my attention to the PvP side of the game.
I have made a few PvP builds for the necromancer, that i am confident are as good as they could be, but that is only half of what a skilled necromancer is suppose to have. The other half lies in the actual “usage” of the build in a fighting scenario.
Normally it takes almost a year to understand each match-up in a new MMO, only after a few thousand played games. I was thinking i would shorten this time by asking for assistance.
I need a few dozen PvP oriented guardians that are willing to duel on multiple occasions, especially the ones that have bested me the first time.
I am trying to create a learning experience for myself and those who accept this task… if each one of the duelers explain in real time their strengths and weaknesses so that each of them can understand and adapt in a fighting scenario, you can learn more in a few duels that you would in months of fighting in SPvP.
The guardians that i would kill in a best of let’s say 3… would later benefit from the footage that i will collect and edit into a video, footage in which other guardians would have bested me… the same guy, with the same build. Therefor even those that would get killed would have something to benefit from this.
My main attention is however focused on the guardians that are able to best me…
So… without further ado…
Requirements:
Objective: To answer the question… “What do you do when you go up against _ ?”
I will let this post gather volunteers for about a week… after i start my work on this.
It is a very ambitious project, especially since i am determined to undertake all class match-ups, so bare with me.
Just leave you’re SPvP rank, IGN and date/day and time of the day you would be willing to participate.
I thank you, and wish you all a wonderful day.
I call this one “proof of lingering curse” because it is all about the major trait “Lingering Curse: Conditions inflicted by scepter skills last 33% longer.”.
Recently, if you look at the wiki it has a note there that says: Takes effect after other condition duration boosts. But it’s not exactly clear what that means.
Some of you may have heard that the bleeding cap is at 100% which is true, except that the Lingering Curse trait was rumored to surpass that cap. Well we can settle this once and for all if this is true or not.
This will also show the importance of bleeding duration over condition damage, what proper bleeding duration might get you, and just how much damage you can get from one single bleed if the duration is right…
PS: didn’t have my might stacks on or my 250 extra condition damage from the sigil off-hand, the actual damage is a bit higher…
Damage>>>>>>>duration
Does duration even work? Last time I checked, it didn’t even work if it came from gear… and just to show how unpopular condition necros are, no one even complained.
Anyway, nothing in this game lives very long, and if it does, then odds are it has condition removal. Event bosses live the longest, but have massive bleed removal, as in someone else is gonna knock off your bleeds after two ticks anyway.
Playing conditions is just like playing anything else. You want to do as much damage as possible, as fast as you can.
You should check my some of my tutorials, especially the one in which i explain the hidden mechanic of bleeding duration.
Condition duration > condition damage after you reach 1000 condition damage.
http://gw2.hazno.net/
Also you might want to check out my conditionmancer build which is pinned in the tutorials on these forums, might help you figure out even more little tips.
Ok… after listening to all of your suggestions both here and on youtube i’ve come up with some improvements to the original idea.
The main suggestion/fix is still focused on fixing the flesh golem charge instead of fixing absolutely all the tiny pieces of air that may get it stuck.
So… here it is:
Version I: the golem becomes a projectile (visually) and uses the same pathing as the ranged projectiles that are both homing and ballistic. In this case you keep it’s original damage… and add the return function on the same button while the charge is on CD. The return function should also resemble a charge (return charge with no knockdown effects or damage upon arrival).
Version II: the golem borrows underground (visually) and emerges with a delay at the target location, using an adapted delayed shadowstep script for it’s charge. Once it reaches it’s location it does it’s damage as well as AoE knockdown… same as before, the return function will be added on the same button while the charge is on CD and also would make the golem borrow back.
Note: The ideas i bring to the forums are meant to not only fix the flesh golem elite skill, but also improve a bit of the metagame balance and last but not least… it needs to be easy to implement as well as not make the skill OP. This is what i’ve come up with so far…
II Note: It is debatable if the return function of the golem should or shouldn’t be allowed to do it’s knockdown and/or damage upon it’s return in both versions of my fix.
So… waiting for some feedback on these.
It’s weird, people read your builds and commend them before trying them and realizing they don’t work as well as you claim.
Well what did i claim that doesn’t work ? Did i fake the fight with the champion ?
It appears that in the past 10 minutes i’ve received 2 hate mails, 2 comments on some of my videos that point out how my builds are very bad, and i “should go learn from” someone named Slarg apparently… and now you…
Can this be a coincidence ?
If you don’t like the build, don’t use it… have you tried it to know it doesn’t work as good as… as what ?… it tanks, does it well…
Some people forget that in the beginning i was pretty much alone around here, in the first 3 weeks when everyone was kicking necromancers out of teams.
The forums had 3 tutorials and about 1000 cry/rage/complaint topics. It’s easy to add and make something better after there is one fool that shows you the way.
My original build, 5… almost 6 months ago, is still viable today, with a few improvements. But then again… feel free to make it better, feel free to make it worse, what ever you like.
I’ve done my part, i’ve answered almost all the people that have written to me… i’ve spend dozens of hours helping countless people in game when they approached me with a question.
Next time you want to be offensive towards me you should think again.
(edited by Nemesis.8593)
I have updated the video’s description to include the new best in slot items that have been recently released, and i also included a cheap alternative until you can acquire those items…
ps: better links this time, some of the old ones weren’t working anymore…
I like the build… I have a couple of guides up on GW2Guru pve forums for necros as well. The second one I started yesterday after watching this video and was interested in doing a more glass cannon build.
Difference in mine… I didn’t go 30 in to Soul Reaping only 20. Now, I could see maybe going 25 and getting Strength of Undeath so you can manage your life force to keep that 5% damage increase, but the last 5 points I didn’t see as crucial to the build. I also didn’t go in to Blood Magic… went Curses for precision and some better utility major traits for various encounters. If you are truly doing glass cannon, then siphon health isn’t going to be helpful to your overall damage and the health you gain back won’t save you very often in FotM. What are your thoughts on that?
http://intothemists.com/calc/?build=V08c7-KGlHFJ0m37JVJ0g3FJVB0r3BK;4TJ;0J45B46;552-OR1;3JF04JF045Bm
Can’t take a look, it says bad link…
I have updated the video’s description to include the new best in slot items that have been recently released, and i also included a cheap alternative until you can acquire those items…
ps: better links this time, some of the old ones weren’t working anymore…
I have updated the video’s description to include the new best in slot items that have been recently released, and i also included a cheap alternative until you can acquire those items…
ps: better links this time, some of the old ones weren’t working anymore…
I have updated the video’s description to include the new best in slot items that have been recently released, and i also included a cheap alternative until you can acquire those items…
ps: better links this time, some of the old ones weren’t working anymore…
Hello everyone… This is yet another one of my suggestions for Guild Wars 2.
This time it revolves around the necromancer’s Flesh Golem. In the video i will link bellow i will explain the problem of the golem in it’s current state, and also my solution…
I find this solution effective, because it’s not only simple to do in terms of implementation (or at least easier then fixing all the possible terrain bugs in the game, which will take a lot longer), but it also fixes a core problem of the Flesh Golem (the nonexistent return function) and… further balances the SPvP metagame… all in one…
Guild Wars 2 – Flesh Golem fix & metagame balance [suggestion]
Let me know what you guys think here, on in the comments section on youtube.
Thank you, and have a good day.
Ok… after listening to all of your suggestions both here and on youtube i’ve come up with some improvements to the original idea.
The main suggestion/fix is still focused on fixing the flesh golem charge instead of fixing absolutely all the tiny pieces of air that may get it stuck.
So… here it is:
Version I: the golem becomes a projectile (visually) and uses the same pathing as the ranged projectiles that are both homing and ballistic. In this case you keep it’s original damage… and add the return function on the same button while the charge is on CD. The return function should also resemble a charge (return charge with no knockdown effects or damage upon arrival).
Version II: the golem borrows underground (visually) and emerges with a delay at the target location, using an adapted delayed shadowstep script for it’s charge. Once it reaches it’s location it does it’s damage as well as AoE knockdown… same as before, the return function will be added on the same button while the charge is on CD and also would make the golem borrow back.
Note: The ideas i bring to the forums are meant to not only fix the flesh golem elite skill, but also improve a bit of the metagame balance and last but not least… it needs to be easy to implement as well as not make the skill OP. This is what i’ve come up with so far…
II Note: It is debatable if the return function of the golem should or shouldn’t be allowed to do it’s knockdown and/or damage upon it’s return in both versions of my fix.
So… waiting for some feedback on these.
(edited by Nemesis.8593)
These ideas are terrible. Makes me so glad to have DS.
DS is useless in high level fractal, and any future high level pve content. If you have any other ideas that allows necro to fight in high level fractal, I am all ears.
Skill
F4 puts the necromancer into a long anime cutscene where he is impervious to damage, gets huge blonde hair, and slowly charges up a super move over 5 episodes that will destroy all life.
Seriously though, these are insanely OP.
Hahahaha… yeah they are…
Although your F4 skill sounds appealing to me
Ok, so I have discussed and read the entire thread on Nem’s Terror (6x fear) build and am loving how it performs in WvW. I am full Exotics (a lot Arah) and even have Final Rest and full Nightmare runes.
Nem’s Terro build:
In Nem’s thread I explained, in detail, how I view WvW and my method of “making an impact”. It is very mukitteneeping with Nems’ appraoch of doing the little things (fearing off siege, AE DoT’ing front lines, Corrupting aggressive Gurdians and Eles and turning them into ‘dirty bombs’ etc).
The Terror build is perfect for that except……something has changed…….and I need help:
My guild of former DAoC players has evolved from being 4-5 man roaming grp assisting the overall effort, to being part of a 10-12 man grp of DPS/Tank configuration. So AE hammer bombing, portal bombs etc…..basically zerg busting.
We stack/churn/buff/push/wipe…..stack/water/push wipe. For those of you familiar with this…….we are having a good deal of success with it.
I am feeling a bit lacking in how my spec is playing a part in the DPS portion of this process. I feel that since we are in the middle of the fight (as a group) very often, wells / power might make more sense.
With my current spec, I am often tabbing to find the right target to CB/Epi and know this lapse in time if hurting my DPS output. In the middle of a 20 v 20 ….seconds matter. Also, 18k health versus say 24-25k is also perhaps a weak point.
I tried doing research on Nem’s builds but since he views WvW as I described above (which is applicable is every situation by my new one), I am struggling to find a spec that relates to my role.
In addition that that, most builds discuss xPvP but nobody is discussing the role I am in, unless I have overlooked it.
Any help would be appreciated.
I think that for that thing you would have to go a power build, which would render you a bit useless in a siege fight at/on a wall/gate… on either side… but from what i see you guys want to do hit and runs…
You might want to go all out mad as a glass cannon necromancer teamed up with 1-2 thieves… Since you have DS + well of suffering + spectral wall + spectral grasp, i can think of no better initiator for a thief. Just make sure you stay close to the thieves… have voice chat… call out targets… spectral grasp through spectral wall + immobilize + thieves = dead, take next target reaper’s touch + well of suffering + ghastly claws + thieves = dead…. repeat as necessary.
To be honest… you would do such high DPS burst with all that vulnerability + chill that the target would die in a very effective manner.
How does it sound to you ?
PS: Lich Form spam 1 when clustered… o m g
People here have made a few good points. The difference is that ArenaNet didn’t want to make the same class twice, and it’s also the right decision.
Let me explain… necromancer even as a glass cannon can range, therefor takes less risk, and since it has death shroud, even less risk. Warriors are forced to go into melee for maximum effectiveness, and even though agro is chaotic at the moment, cleaving mobs may result in agro-ing many mobs witch will result in you getting focus slapped and fell into the ground.
Secondly necromancers can do damage while they approach a target, the switch to dagger 1 and do a very high type of direct damage. The warriors waste time when going from target to target. You may think that doesn’t matter much, and sadly the game in it’s current state… makes that not matter that much, but it still does.
So what this does is… even though warrior have higher direct damage when charging into something (so it feels like a warrior), the necromancer becomes it’s equal by a few ways that are more subtle, not in the same way. It closes some gaps… it stays at range… it does that damage more often and safe… and most importantly, even in full glass cannon it generates far more vulnerability on the target for the warrior then any other class except engineer.
Next time people say… what do you want in your team, a warrior or necromancer ?…
Everyone will go: warrior of course… that’s a no brainer…
Well think about it… The necromancer has about 15% lower direct overall damage then the warrior (it would be even lower but necromancers can hit other targets easier) but !… they also increase the damage of the warrior for 15%. So in truth… are they not equal ?
Warrior damage = best vs necromancer damage = 80% of warrior’s damage + 15% increase overall party effectiveness in terms of direct damage. I call this BALANCE.
ps: don’t talk about power AoE and cleave damage to a necromancer, that can go condition build at any time and pump out INSANE sustained AoE damage. Every 12 seconds you go up to 20000 DPS (YES… damage per second) for a few seconds in a radius of 600. So there you have it.
What i was trying to illustrate is that if you have to stay range… you have to stay range, therefor there will be no close up well of suffering and reaper’s touch. There will be just max range DPS spam, when you can get close… you do get close and run wild.
While i do agree that Lich Form 1 spam is higher DPS especially if you have vulnerability on the target from other sources, and you get to pierce multiples… but at the same time it only lasts 20 seconds. Dagger 1 spam can be done… for ever…
Any smart person (in PvP at least) sticks as close to there target as possible in Lich Form to minimize missing Deathly Claws and to land Chilling Winds.
Lich is also 30 seconds, not 20.
I was talking about PvE of course… my mistake, 30 seconds… was in a rush to leave.
I demonstrated it for PvE, with PvE stats… it’s entirely a PvE power build demonstration. Like i said… i’m not trying to say one way (Lich Form) is better then the other (dagger 1 spam), but merely that they all have their uses, and most importantly they all shine…
PvE necromancers, PvE power necromancers aren’t as underpowered as people think… also axe is not the most useless weapon. I’ve seen, and maybe some of you have as well, a few dozen threads with “axe does 300 damage, my warrior auto-attack does 2000… what is this useless weapon, AN PLX FIX”.
Well now…
(edited by Nemesis.8593)
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