Nemesis live-stream channel - focusing mainly on Guild Wars 2, League of Legends and Dota II.
Nemesis live-stream channel - focusing mainly on Guild Wars 2, League of Legends and Dota II.
This is a fantastic example of a good DPS hybrid. Of course you should already know im a toughness based freak so the first thing i look at is survivability, but this is a fine example of squeezing every last drop of power and condition damage out of the necromancer. good post +1
I’ve seen some well appreciated posts that you’ve made on these forums, i didn’t have the time and patience to read all of it (i hate reading), but still… you know your craft, so thank you for the vote of confidence.
Nemesis live-stream channel - focusing mainly on Guild Wars 2, League of Legends and Dota II.
a thief still destroys you in a few seconds and so does a Warrior or dagger elemenentalist…… usually before you even got off any skills…
zipp zipp zipp zapp zipp = dead necro 30k HP + DS gone
zipp zipp zipp… and what does the necromancer do while that zipp zipp zipp occurs ?
This is also not a PvP build, it was designed for PvE. PvP and PvE builds are totally difference since monsters and players are totally different.
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This should really be called, “Why the Necromancer’s Axe is not nearly so bad as you thought it was.” Axe+Focus is a really clever deal. In group fights Reaper’s focus gives a lot of healing out. In solo fights it stacks like >15 vulnerability, making your burst hit like crazy hard.
My eyes are totally opened to the proper use of the axe.
Glad to hear that…
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I am really interested in trying a form of this build in wvw.
The type of build you choose I would imagine you would utilize its form differentely in wvw . For instance, there are several ways of helping your server achieve victory as a necro. A power build with max 600 range can be used as a dolyak escort, killing dolyaks to starve castles, and soloing camps. The condition build can be used more towards walls, doors and separating crowds.
I couldn’t have said it better myself
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The biggest problem of Staff is 1. It doesn’t fit anything. IT depends of power while pretty much rest of the staff is about conditions. It’s slow.
It needs to be replaced with some instant hit condition aoe attack, that spread condition around targeted foe.
I agree with you, although i bet their premise was to make the staff the long range weapon so necromancers are not lacking maximum range. Also to give it a bit of bursting on top of the conditions just in case people decide to use staff only/staff main weapon (cause there are many) and some monsters simply do not like conditions, some monsters take 10 times more damage, in some scenarios, from bursting type damage only.
Even so i agree, make that projectile more reliable or turn it into something else.
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@Nemesis.8593 So what your saying is that necro’s 2h non support weapon must have been scrapped during devolpment? Along with our cleave melee weapons :o.
Build diversity is awesome for this class huh :>
In my opinion, they tried to make classes “play and feel different”, if they would make the staff – 2h damage dealing weapon, it would resemble a bit the elementalist. They don’t want to have same class spells in a different color with a different name and particle effect like 99% of the MMOs out there. You can see a pattern if you play more classes…
Heal boons + a bit of damage from guardian staff
Heal boons a bit of CC + a bit of damage from necromancer staff
Different form of boons from a mesmer staff…
and so on…
You can use staff into an offensive damage build, just use an MM build, and the support the staff offers keeps your minions up which in return continue doing the damage for you. Your DPS is from the minions.
This is how i see it…
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Now when I say ‘worst’ i don’t mean effective wise. 2 gives regen to allies and bleeding to foes, 3 and 4 can be used as a self cross combo, and 5 is an aoe fear, so its not bad when it comes to actual game play.
The problem I have with staff necro is that It is supremely lacking in imagination and its easy to tell that this was rushed.
Excluding attack number 1(the basic attack, spec grasp or whatever) Every other staff move has the same exact animation and they are all aoe. Seriously, this reeks of lazy design. I’ll admit I have not played all the classes and know all other move sets, but my point remains clear:
Having a weapon with all of a single type of attack, (AOE, Line, Single Target, etc.) is a horrible decision. I could same the same about the main hand dagger, but that’s only 3 skills(counting basic attack) but I excuse that because that’s a one handed weapon(though improvements are required there as well) and if you have double dagger the off-hand ones hit muli targets. (one automatic, the other a large aoe.)
But the staff is just 1: Single target long range, 2: Aoe, 3: Aoe, 4: Aoe, 5: Aoe. No variety cept the types of conditions each aoe causes. Like I said, before, I’m not saying the staff is useless. Heck, its probably the most viable of all the short amount of weapons necros can use. But at least the other weapons have a variety of different skill types.
Despite what people think staff as a a main set weapon is used as a support weapon, therefor it does fit it’s role well.
If you want to use it in a damage build, let’s say condition build, it is used as an offhand weapon set and it fills that role well as well because of the bleeding and combo fields.
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I chose the name of my build carefully… it is “ultimate” as in best you can get with these current items in game, damage-hybrid as in damage oriented hybrid as in both burst and conditions.
It lacks support or tanking because the priority is damage. I will make other builds that have more of the tanking/support stuff in the future.True, and I have no doubt it will indeed do just that, I’m considering giving this build a good try once my little neccy gets moderately geared and 80 (providing my computer can keep up with everything) and somewhat hoping I can cast aside my apprehensions with it. I must ask though, how do you think (or have you tested how) this build fares in WvW?
In my opinion, for a necromancer things related to power don’t bring “victory” in WvW. I don’t mean you can’t own in WvW, i’m saying you don’t achieve victory. I’ve made some WvW tutorials in which i explain everything.
Any build can own anything in 1v1 if you outskill the person by a lot, but in WvW that gets negated by zerg-ing, which gets negated by tactics + zerging… so… what brings victory ? How do you own… by making a difference… how can you do that ?
Not by having power builds with max 600 range, and well with 45 sec CDs vs people that have a wall + a door in front of you.
Conditions… that is what will make you… make a difference…
I made a long tutorial on this, then i backed up my theory-crafting by holding some guard towers vs 5-10 times the numbers. Once was 3 vs 10-15, other time was 5-10 vs 40-60.
These videos are in the sticky here on the forums
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One issue, it’s my understanding sigils share a cooldown, so using the sigil of battle will place the sigil of earth on cooldown. So the question would be, for hybrid, which one is more important, the power / cond dmg from battle or bleed stacking with earth? I also am testing using Unyielding blast so as to have the pierce + vulnerability.
I only PVE though, very rare pvp.
You can opt for sigil of force instead of battle, i was aiming for the fact that you still get the benefit from the superior sigil of earth in the axe when you come out of death shroud and to the final ghostly claws attack before switching into bleed mode.
Actually i should have use superior sigil of force in the first place… i was just focusing on so many things in the video, i missed that one.
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I want to like it, but for me it has next to no defense other than smart play, and while it’s true that only that is all you need, if you get focus fired it might be a lethal issue which this build doesn’t really accommodate for.
Really nice damage though.
I chose the name of my build carefully… it is “ultimate” as in best you can get with these current items in game, damage-hybrid as in damage oriented hybrid as in both burst and conditions.
It lacks support or tanking because the priority is damage. I will make other builds that have more of the tanking/support stuff in the future.
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Fantastic work Nemesis. I love the new audio quality.
Please can you redo some of the older videos that had poor balance between in game volume and your voice audio?
I will more or less include the information in my older videos in the new upcoming ones. So yes… i want to do this, to constantly improve… new cpu, new microphone… but not to repeat myself.
Nemesis live-stream channel - focusing mainly on Guild Wars 2, League of Legends and Dota II.
As always great work Nemesis. I have followed your videos since I was a tiny little necro
Thank you
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I’ve promised for quite a while now that i will make this video. I want to thank you guys for your continuous support and appreciation. Without further ado…. here it is
Guild Wars 2 – the ultimate necromancer damage hybrid (tutorial)
This video includes “what does a hybrid mean”, building up the hybrid – weapons, stats, items, skills, utilities, traits and last but not least… how do you use the hybrid after all is well and done. All of these explained in detail with the reasoning behind each decision.
FINAL STATS:
2831 Attack
1146 Condition damage
123% Bleeding duration
52% Critical strike chance
49% Critical strike damage
1979 Armor
~ 20,992 Health
235 Healing Power
If i missed anything or if you have any questions feel free to comment here, on in the comment section on youtube.
Enjoy
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(edited by Nemesis.8593)
If you were still in game you could turn the option in the chat box to show loot drops and take a screenshot, it will show where the loot dropped, from what enemy and your fractal level would be visible in the corner. Try to recreate this effect and follow my advice
I didn’t realize it at the time, only after…
I was like… “Wait… weren’t this suppose to not drop anymore ?”
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Reading the recent patch notes i saw…
Vials of Condensed Mists Essence no longer drop after scale 10.
Globs of Coagulated Mists Essence no longer drop after scale 20.
Today i received two Vials of Condensed Mists Essence, one was when doing scale 28 fractals, the other was when i was doing scale 30 fractals. There is no way i can prove this fact since i was not recording at the time, and i am also not asking for any form of refund or compensation. I am just letting AN know that there is an issue, i would like it to be fixed for the future…
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I have a level 57 Necromancer (my main is an 80 Guardian)
So far I’ve mostly been using scepter+dagger with Precision/Condition gear (using the level 50 rares right now, but looking for new stuff for when I hit 60.). Traits so far are 7/20/20/0/0.
My problem is that my Necro feels very papery and weak. I usually have a hard time killing Veterans and more than one mob can overwhelm me. The slot skills I’ve been using most are Blood is Power, Corrupt Boon and Epidemic.
I could really use some advice on making my Necro die less often, or more able to deal with large groups of mobs, and stand on her own against a Veteran. Any gear/build/trait/skill change advice is very welcome.
You should check my necromancer tutorials that are pinned in this subforum. There is absolutely no way i can write here everything i have spoken in about 5-6 tutorials.
You may also want to check my latest Fractals of the Mists walkthroughs, not for the fractal strategy because you don’t need it yet, just to see how a necromancer can perform in the most harsh of environments.
PS: More then half the people say that going glass cannon in level 20 fractals is suicidal, and necromancers are weak for fractals… i have proven necromancers can shine as a glass cannon in fractals of the mists…
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I agree… if they mess with “MY” epidemic, there’s going to be a… misunderstanding :P
Don’t think they will though, epidemic is not an AOE damage ability, it’s damage depends entirely on how and when you use it. It already has a variable, if you make it less effective by default + all the variables it goes through, condition builds will die for the necromancer and with that the hybrid build.
Since bursting necromancers don’t have good AOE, they will literally make necromancers from one of the best AOE-ers in the game, into a single target sad class…
Necromancer was not designed for single target fighting, that’s why we have double HP bar, that’s why we have so much HP in the first place… so we can AOE and agro everything…
If they mess that up, it’s not worth to play a necromancer, single target DPS only… necromancer is lacking but it compensates for it with AOE.
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I don’t really understand what you are asking ? You want in necromancers to be able to use all skills on the toolbar while in DS ? Or you just want the DS to have a toolbar that doesn’t hide everything else the necromancer has.
I for one sustain the idea to modify the placement of the DS bar… if you can split our health pool globe in half, make half of it green and place the DS bar there… that would actually feel more “necromancer-ish” and you should also have a chance to see the conditions being inflicted on you so you can decide your next course of action…
If you are talking about major changes to DS skills, or other things… i disagree… for now…
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Yeah I also thought of this thread after reading the patch notes! From the changes to Terror it sounds like someone in the balance team has read Nemesis’s suggestion!
Which is horrifying for the future of Necro as a class.
Yes i thought about it too, maybe someone did see my suggestion… although it’s a bit far from what i thought we need.
Xil… how did you come up with that premise ?
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After reading the new necromancer balance updates. I think it is time to revive this thread.
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Then I realized that to get just 2 ticks of the damage, you need to not only have 6 runes of the Necromancer, and the +50% fear duration trait, but also 30 points in Spite. Which leaves only 20 points for Curses, to utilize a mechanic that’s damage is based on your Condition Damage.
Well played, ANet. Well played.
For a second there i thought they were implementing my suggestion, the one everyone agreed with… The one i spend so much time in developing into a final version.
Eh… oh well, maybe next time.
Here is the link to the forum topic in which all of this was discussed… maybe it is time to revive this topic.
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Here is the link to the forum topic in which all of this was discussed… maybe it is time to revive this topic.
Nemesis live-stream channel - focusing mainly on Guild Wars 2, League of Legends and Dota II.
- Necro
- The necro boasts the highest natural health of all the caster classes, and also has death shroud to extend that life total even higher. While they don’t have some of the escape or damage reduction capabilities that other classes boast, they do have a lot of ways to win attrition fights. They have access to poison on multiple weapons, they are able to combine condition damage with raw damage, and they have multiple disables to interrupt enemy skills. Necomancers also have multiple movement disabling abilities, while allows them to chase down enemies who are low on health.
Reading through the various comments on each class, I found myself thinking the necro doesn’t even come close to living up to it’s own descriptor.
…they do have a lot of ways to win attrition fights.
Unfortunately necros are the only attrition based class. Such a description has NEVER been used to recount another profession in GW2. I can’t seem to even begin to properly describe the let down that such a dynamic is actually part of our balance, when none of the other professions are attrition based. The only comment that keeps popping into my mind over and over is, “Well, in an attrition necro vs necro fight, we can guarantee that a necro will win.”The only fights that remotely resemble attrition based gameplay would be going up against a profession running a bunker build. Between the passive and active healing those builds maintain, and their cleansing capacities, our condition based builds fall embarrassingly shy of acceptable.
…and they have multiple disables to interrupt enemy skills.
This is another comment from the quote that really felt far from being unique, and definitely not something that allows the necro as a profession to overtake our opponents. Yes, we can interrupt, and we have few options. The primary downside to this is, all of our interrupts are such a short duration, that we don’t actually have an opportunity to capitalize on these moments. The responsiveness of our interrupts are also extremely clunky.The most common example would be attempting to interrupt a heal our opponent is about to cast. The average cast time of a heal across most professions is 1s. If the necro is mid cast on another ability and attempts to interrupt, the queue system is such that by the time our interrupts are done casting themselves, they are too late. Staff 5 is 3/4s casting time, Warhorn 4 is 1/2s casting time, Spectral Grasp is 3/4s + projectile travel time, and Flesh Golem Charge is 3/4s cast time + 1-4s before the pet may actually initiate the ability. DS 3 is instant, but switching takes 1/2s, and we have no visibility if the recharge when not in DS form.
…allows them to chase down enemies who are low on health.
This comment actually makes me pity anyone that thinks it’s remotely true. Necro is the ONLY profession without a burst speed weapon attack, or utility ability. The only utility that ‘could be’ used as a teleport is Flesh Wurm. But with the 1-1/2s cast time, it cannot even conceivably be used as a gap closer. If you’re chasing after someone and you cast it at max range, by the time it goes off, you’re practically standing on where it spawns. EVERY other profession in the game has a means of disengaging the necro from combat, and once outside cast range, the necro has ZERO CHANCE of catching up to them.The fact that it has been stated over and over that necros can keep opponents in combat, aside from it being completely untrue, is utterly disheartening. Every comment of this sort should include an asterisk that reads ‘So long as they remain in range, and do use their abilities to get out of range.’
Did anyone else read that quote and think to themselves that the current version of the necro in-game doesn’t live up to that class balance description?
I totally agree with you are saying. I actually made a video in which i explain in great detail the necromancer’s greatest flaw in SPvP, and i offer a possible solution.
Everyone agreed with me at that time, and that was it…
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So my first level 80 was a guardian, my second 80 was a warrior, and my third 80 was a ranger. I then played around with Ele, Engi, Mesmer and Thief. Keep in mind I only play PvE.
Now, I am well aware that all classes can be specced to fill various roles, but I found the guardian a little boring (for support), the warrior a little squishy if i wanted to melee dps (which was also limited in dungeons due to various AOE’s), the Ranger was OP but 1 button win boring, I wasn’t much good with the Ele and again it was squishy, the Engi also got boring due to the lack of weapons/skins, the Mesmer was also meh, and I couldn’t get the dps out of the thief that I would have liked while again also being very squishy.
The Necro on the other hand seems perfect. Only level 15 at the moment, running a D/D & Staff build and love it. Great mix of targeted AOE effects (meaning some skill required) as well as CC as well as in your face single target damage, keeping minions up also takes a bit of concentration. My mate played one early on and was constantly complaining about getting whomped by mobs in the class quest, but so far I haven’t had any trouble at all. At level 13 I solo’d a lvl 16 vet which was great fun.
Here’s to Necro’s!
I have a few tutorials that might make your necromancer experience even more enjoyable. They are on pinned on this forum, feel free to check them out.
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Hello everyone.
New guide is up… i know i was hesitating to make this one for a while now, even though it has been requested a lot. I was hoping for some balance changing with the next patch before i’ve make a guide, but since nothing changed here it is…
Hope it helps
Guild Wars 2 – The minion master: a necromancer guide
PS: as always, any feedback, comments or suggestions and requests can be posted here on in the video, i will go through all of them
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I have some tutorials for necromancer WvW alongside an example sustaining my theory. Maybe they will give you a new perspective on WvW and what winning actually is.
They are on this forum in the sticky at the top “Necromancer tutorials”.
Nemesis live-stream channel - focusing mainly on Guild Wars 2, League of Legends and Dota II.
Good day everyone,
I know some people didn’t get a chance to participate in The Lost Shores event, so i have compiled everything that was there into a compact 3 day – 3 videos playthrough.
It contains the cut-scenes, quest guides and a first look at Fractal of the Mists dungeon variations.
Guild Wars 2 – Lost Shores special edition November 16 Begins at 9:00 PM CET
Guild Wars 2 – Lost Shores special edition November 17 Begins at 9:00 PM CET
Guild Wars 2 – Lost Shores special edition November 18 Begins at 9:00 PM CET
Hope you enjoy
Nemesis live-stream channel - focusing mainly on Guild Wars 2, League of Legends and Dota II.
i dont mind watching the hour video you got a good way of explaining things altho with some things i don’t agree. personally think that a staff is a much better weapon for a power necro even the 10% in axe 2 isnt gonna change anything in that. about the burst and necros not lacking dps i do agree tho but there are some ways for necros to close the gap its not always running around a building altho combat does get quite claustrophobic in this game.. maybe thats why rangers are strugling too.. theres just not that many use for 1200 range in this game mode the maps are mostly to small for it.
i do think you highly contribute to the necromancer community tho and you should continue making more movies oh yea i like the intro song
.
I know there are many ways to close the gap, yet i was trying to explain a same skill level scenario, if i were to close the gap vs a low hp opponent, he should immediately knockback/knockdown or immobilize me. Then proceed to continue running to heal and recover CDs, while now i am without CDs and all the advantage i had starts to minimize.
The point is if you are wining in a 1v1 with the necromancer, your opponents have the option of retreating and come back when they are in the mood. Especially thieves or other glass cannon build classes, they burst you… and then run away. If they win that’s fine, if they don’t… they’ll just try again later.
Vs bunker classes, they can just kite you indefenetly if they play right.
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You put alot of effort and time into making the vid… but man need to work on short and too the point no more then 10 min vids one topic at a time.
The issues are more other classes then necros…. some classes have massive numbers of avoiding damage leaving the fight or insane burst.
I try to make the videos as short as possible, but i don’t want to sacrifice too much of a video’s quality for the sake of shortness.
Your input is noted.
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After seeing the initial feedback i have received it seems i am on the right path, you guys seem to agree with the balance issue and like the way i wanted it to get fixed. It’s not only me who will be playing this “possible” necromancer, it’s also you guys… so you all have a say in this from my point of view.
Also some of you have made some valid points, therefor i have adjusted my original suggested to accommodate the new input received.
Working with the community for a better SPvP necromancer
PS: much shorter video this time i promise
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I like the idea on which you explain how prolonging the fear would be balanced and main issues with necromancers on pvp. In my opinion they could add some other cc since most of the classes have more than 1…
Necros has more then one cc youre silly troll.
Got to the middle then i got bord watching you fail, ever tried to adapt to the situation? And who uses an axe in a power build?
1h movie prolly dident show anything usefull, what about real problems like “obscured” and pets despawn when me toes touch the water.
Hf
Judging by all the positive feedback i have received on this idea, is it possible that you missed something ? We can’t all be the ones who “fail”. You should watch the entire video… or maybe read a few of the comments, it might change your opinion.
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I like your suggestion However it only addresses part of the problem. While true that if you buff power or condition dmg it will make necro unbalanced our cool downs for wells and many other skills is way to long for the 5-6 sec that the skills are active for.
As stated necro is a sustained dmg class and thus needs to stack the dmg ticks for a long period of time. I would venture to say we need to see more then just an extended fear before we can call necro balanced.1: Fix our traits/Tree’s
2: Improve our sustainability
3: Add suggested fear changes
4: Decrease all well/signet cooldowns
5: Fix minion AIThen I would consider necro balanced on condition, Power, Minion and support builds. ty for the video’s though.
I agree with everything, like i said… if i were to focus on every necromancer bug and minor/almost major problem… i’ll be doing a lot less tutorials and suggestions.
I have tried to focus on a meaningful task, the one that no one undertook.
Everything you said has already been brought up plenty of times, and thank you for bringing it up again.
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You are absolutely right that more CCs would make a world of difference for the necromancer, but I don’t see why you’d need to change the way Fear works in order to fix this. Not that I don’t like your solution, I think it’d be pretty cool, but I think you really hit the nail on the head when you pointed out that you need to fix things using the smallest and simplest change possible. And the simplest change here is to just give the necromancer 1-2 more Fear skills: maybe replace scepter 3 with a fear, for instance, or focus 4. Also, you can vary the duration between skills, I don’t see why all fears have to be 1". Staff 5 for instance could be 2 or 3" since it has such a long recharge. And maybe DS 3 could be dropped to 0.5" duration but have a slightly shorter recharge, to act like a simple interrupt, like you said. Maybe even drop the internal cooldown on Reaper’s Protection (the Death VIII trait, the one that causes Fear on enemies when you get hit by CC) to 60" or even 45". My point is no need to overhaul a whole game mechanic, it’s simpler to just give us an extra fear to carry around (if we choose to).
However, I agree with others that priority should be given to fixing broken traits and mechanics before buffing us.
I agree with the fixing broken traits part, but i do think they can do both at the same time. Adding more fears, it does sound good… but the problem is we only have 10 skills available, that means you will have to remove something, that’s already a modification that has a lot of ramifications in the overall balance.
Also… we might get into this infinite fear loop, 8 sec CD fear that lasts 2 sec each… 3 × 2 = 6. So 6/8 seconds you can fear… while that may be fun to anger people, when do we get a chance to do the damage ?
Maybe i am missing something, but… that’s how i see it.
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I like the idea of adding some secondary effects to our Fears. I don’t, however, like the idea of it being condition based. It just so happens that Necros have a lot of lack luster traits though and traiting for Fear to do different things for different builds could be a lot fun.
I wanted fear to have different tiers from the start, so you are not force into a trait line just for one fear effect, that would limit build diversity instead of increasing it.
That’s also why i wanted all fear related traits to been removed, switched with other traits that would fix the remaining necromancer issues… such as power builds, a little bit…
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I too agree that at least fear abilities should be boosted, among other “side” traits. Not to mention fixing all the abilities that don’t work at all. You can’t notice it from start but when you get into playing necro you start wondering how wonderful it would be if your condition build could actually get max gear or everything wasn’t bugged or conditions would actually kill something else than occassional newbie with no condition removal.
Sort of my point
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- Okay, it gives the necro something for opponents to worry about. (I’m not sure if it’d be something to fear, but at least worried about).
- I don’t see how it solves the problem against burst builds (e.g., thief burst, then run)
- I don’t see how it really solve the problem against bunker builds that have plenty of condition removal
- It looks like it punishes certain classes/builds like the Warrior more. Because the warrior has a lot of hp, but usually doesn’t have a ton of ways to remove conditions. So, the builds that rely on lasting long but don’t have many ways to remove conditions will suffer from the higher grade fears.P.S. – the video does illustrate some good points, but it could have been much, much shorter. (The parts where you’re not playing seriously doesn’t really add anything.) And, I’d much prefer (at least as an addition to the video) concise text that just got to the point, which in this case could’ve been done.
As soon as they fix the part when fear doesn’t always work when a thief is bursting you, you can use the short fear to interrupt, also you saw i was able to add quite a few conditions on the thief from time to time, but then he left… not if you fear him for 1.5 seconds.
Thief might still just leave, because i don’t think they should take that away from the thief… however i want after the initial burst to not have the ability to remain in combat and damage some more, and then leave…
If they stay… they pay the price…
At the moment vs thieves it’s like burst + switch to bow/something else – damage + then leave if you really need to, i want to change that into burst + leave or damage + leave otherwise fail.
Bunker classes have a lot of condition removal but you can still get them down eventually… in about 2 minutes. With a longer fear + stun you shorten that 2 minutes to 1.5 minutes or even 1 minute… No more infinite loop… now if they get proper feared they need to spam everything they have to come back into the fight, they can no longer simply take their time… maybe hide a bit and use one skill every 3 seconds just because they can.
This is what i aimed for…
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I like it because it’s subtle. Upping damage or a flat fear duration increase is, as you say, blunt.
And it doesn’t turn necro into a super burst class. Our burst is currently very cumbersome, and that’s probably by design. We’re turf-claimers. We’re supposed to entangle enemies to rob them of their mobility, and at the moment we do a mediocre job.
Great video. I love the meticulous testing you did. If you haven’t already, be sure to cross-post it in the “Suggestions” forum.
Thank you for your positive feedback
Took me a week to come up to the solution, waited one month to start making the video, and then took me 3 days from start to finish to actually release the video.
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You say that we do good damage and don’t need it upped, and while yes we can do high damage that’s only if the enemy just sits there, doesn’t dodge our channels and stands in our wells.
Note that I haven’t watched the whole thing yet, just what I could before work
After you watch it all… you’ll see i’ve covered that aspect as well
The entire video kind of leads to that aspect.
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They’ve also already started the pvp/pve split with the guardian (they didn’t do it for anything but that one skill did they?), So I don’t think asking for a change that would be unbalanced in pve is completely out of the question.
Also I agree that we could do with all the CC we can get, currently we have the 2 one second fear’s, a daze from the war horn and a knock back from lichform. For a class that’s supposed to be difficult to get away from, we seem to be lacking the tools for the job.Also with your tiers of fear, you mentioned it being based off the number of stack of bleed or (not and I assumed) vulnerability for tier 2, then number of conditions for for tier 3. For a power build, this would mean you would need at least 2 of 3 from the following – axe MH for the steady stacking, focus OH and well of suffering, in order to ‘max out’ tier 2, correct? (sort of edit: spectral wall I remembered also places 10 stacks if they pass through it, but I consider that a little bit more unreliable). Do you think this would be limiting your options a little if people were to try and get the most out of their fear?
I agree with what you are saying, it is a bit problematic for the power builds, just a little… although power builds without corrupt boon spell is a no from the start from me… so that might give you everything you need to get to tier 3 fear right there.
But yes… it does seem to benefit conditions build a bit more since it’s harder to add a lot of vulnerability on a target unless you go for condition duration which you do not.
Then… 5/15 bleeds vs 3/9 vulnerability ?
Keep in mind this is only one suggestion. I think fear should be like this for the necromancer since it’s their distinctive class skill, like stealth is for thief. Mind as well modify fear to fix some of the issues… alongside this other changes can be implemented of course, i don’t think this is the only thing that needs to change and everything will be alright. It is however a very… complicated process, and i have tried by best to achieve balance within it.
Nemesis live-stream channel - focusing mainly on Guild Wars 2, League of Legends and Dota II.
I like the idea on which you explain how prolonging the fear would be balanced and main issues with necromancers on pvp. In my opinion they could add some other cc since most of the classes have more than 1. So overall a good video, maybe a bit too long.
But I do not agree with your statement that if buffing a class for spvp it might get overpowered in pve. Since gw2 was aimed towards becoming esport mmorpg, they should not focus on pve at all – who cares if a character does too good of a dmg in pve, mobs wont complain I think… But arena net is just releasing more and more pve content, like events or new maps, and other meaningless stuff, so either they gave up on pvp entirely, or they are waiting for people to loose interest in it completely, but that is another topic…
I think ArenaNet is trying to accomplish both SPvP eSport level and enjoyable PvE for everyone who is not a PvP addict. I am trying to help them achieve that goal.
Thank you for your input.
Nemesis live-stream channel - focusing mainly on Guild Wars 2, League of Legends and Dota II.
Ok first off, good video and showing how easily we can countered in condition or power specs. I do approve that a better fear might give others a reason to fear us because right now a thief or warrior fear has a longer lasting duration then we do without traits and runes on armor. Now how you suggested to adjust fear, I do believe it would not over power a necro but at least give others a reason to be slightly a worried when they face us 1 vs 1.
I also still believe they need to fix alot of our traits like gluttony to work right and the soul reaping tree to give us the correct amount of life force it say it should give us. I would love for them to fix the minion AI as well since I would love to be a minion master like i was from GW1.
Some points of the video I would like to point out to you. During the 23 minutes of the video. When it was you vs the other necro with teh minion, it showed how bad the AI was, it often missed its uppercut it does, it stood around and did nothing to defend him or attack you. Your minion was the same but you commanded him to charge at a foe close range giving little time to dodge his charge unlike when it was used against you from afar. So it is easily countered as is our other minions. Also I do approve of how you showed how quickly a thief and a necro could drop a opponent being about the same time, it was a nice touch to the video showing we do good damage its just easily avoided or counted. Also the fear not happening sometimes from DS skill has happened to others and I am not sure why it does not work when it should.
You have noticed and understood everything i have tried to accomplish in this video. I agree with everything you said, and the only reason i didn’t focus on bugs and problematic AI is because there are enough people out there that already pointed all of these aspects out. The one aspect that has never been pointed out correctly is the overall necromancer SPvP issue.
I have tried to do it, and judging by the feedback i am receiving it was a success.
Thank you for your positive feedback and additions
Nemesis live-stream channel - focusing mainly on Guild Wars 2, League of Legends and Dota II.
Good day everyone,
It’s been almost two months since i first noticed this issue, and more then a month and a half since i kept wanting to bring forth this solution…
I am really excited to see what you guys think, any feedback is welcomed as long as it’s on topic.
Really interested to see if ArenaNet takes notice of this issue and takes some steps in fixing this, i have suggested something at the end, it doesn’t have to be exactly my idea, although it will fix a lot of things.
People kept asking for it, i kept saying “i will make it soon”, so here it is…
At long last, the necromancer’s greatest flaw in SPvP and a possible solution…
For everyone who doesn’t want to read through everything… here is a the conclusion i have reached based on the feedback i have received:
After seeing the initial feedback i have received it seems i am on the right path, you guys seem to agree with the balance issue and like the way i wanted it to get fixed. It’s not only me who will be playing this “possible” necromancer, it’s also you guys… so you all have a say in this from my point of view.
Also some of you have made some valid points, therefor i have adjusted my original suggested to accommodate the new input received.
Working with the community for a better SPvP necromancer
PS: much shorter video this time i promise
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(edited by Nemesis.8593)
Answer:
1) He used a scepter + dagger for opening and stacking conditions damage. His second weapon is a axe+focus for burst damage.
2) This is an hybrid build: It’s both good at burst and condition damage. It has the best of both worlds. And excells in the fact that it can adept to any situation, this is mostly a pve, dungeon build.I haven’t watched the sPvP videos yet so i don’t know if he uses the same build there.
I wouldn’t worry to much about builds if you just have a new necro, just play the game see what fits your playstyle. To repeat what Nemesis said in one of his videos: there is no 1 build. All have advantages and disadvanteges and you just have to find the one that fits your playstyle! Nemesis is just pointing out the Do’s and Dont’s of the necro.
Feel free to correct me if i’m wrong
Exactly… i couldn’t have said it better myself, cause my english is sluggish hahaha
Nemesis live-stream channel - focusing mainly on Guild Wars 2, League of Legends and Dota II.
I hate to burst your buble but this build is not OP at all, it has both weak dmg and defensive utilities and wells dont have much usefulness to them in PvP
I agree with you, all you have to do is… walk… away from the well area and… yeah.. that’s it. You can so easily get kited while running that build.
PS: What do you do vs range burst type builds ?
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I have added one more dungeon walkthrough, CoE this time as requested. I couldn’t fit all 3 paths into one single video, it was simply too long.
Hope you enjoy, especially path 3
Nemesis live-stream channel - focusing mainly on Guild Wars 2, League of Legends and Dota II.
I would like to start by saying thank you ArenaNet for this amount of amazing content you have given us for Halloween. Many of us weren’t expecting so much quality content from a game that has no monthly subscription. In fact this is the most complex Halloween event i have ever seen in any MMORPG… ever.
This being said, i took the liberty of doing some Halloween coverage. It contains, besides a lot of spoilers, most of the items, events, minigames, areas, jumping puzzles and Halloween quests released so far, each video corresponds to each new Halloween content that gets gradually revealed.
These videos are for people who might have missed something, who are unsure on what to do or how to do it, or for those of you who are not familiar with Guild Wars 2, and… for everyone who just wants to lay back and have a laugh
I’ve spend a lot of time in making these videos as best as i could, i hope you guys will enjoy
Guild Wars 2 – Halloween special edition Act 1: Begins October 22 — Tricks and Treats
Guild Wars 2 – Halloween special edition Act 2: Begins October 26
Guild Wars 2 – Halloween special edition Act 3: Begins October 28
more coming soon…
Nemesis live-stream channel - focusing mainly on Guild Wars 2, League of Legends and Dota II.
(edited by Nemesis.8593)
Thank you all for your positive feedback, i’ve added a new tutorial to this thread… hope it will help you guys improve even further.
Nemesis live-stream channel - focusing mainly on Guild Wars 2, League of Legends and Dota II.
Must say good guide and good explanations but i will like to point out though, necro burst damage isnt much of a burst compared to other class’s. I have a 80 engineer, necro, thief, and guardian right now and Necro setup in full berserker set of gear compared to guard and thief have no wear close to a burst shot they have.
Yes i know, and it is an issue… i may have a solution for it, soon
Thank you for the positive feedback.
Nemesis live-stream channel - focusing mainly on Guild Wars 2, League of Legends and Dota II.
Guild Wars 2 - SPvP condition build, hidden effects and advance tactics for basic mesmer countering
in Necromancer
Posted by: Nemesis.8593
I’ve put about a day’s work into this video. I tried to condense as much information as i could in hope that i will set some of you, the ones that are having some issues, on the right path.
As always i tried not to just tell people what to do, but rather show them why do a certain thing at a certain moment in time, in a certain scenario… with the reasoning behind it.
In this video i went through… ahhh… you’ll see.
Enjoy.
Guild Wars 2 – SPvP condition build, hidden effects and advance tactics for basic mesmer countering
PS: as always feel free to comment here on in the comment section below the video, any feedback, opinions, suggestions…
Nemesis live-stream channel - focusing mainly on Guild Wars 2, League of Legends and Dota II.