Necro: 25 point power trait.
http://wiki.guildwars2.com/wiki/Siphoned_Power
Thief: 25 point power trait.
http://wiki.guildwars2.com/wiki/Exposed_WeaknessCan Devs even see this imbalance???
Problem with the above build is no good (productive) generation of life force, if you’re using any build with a staff you’re near enough forced to take soul marks as it’s too vital to not have.
Oblivion, I’ve experimented with Necromancer builds considerably, and I’ve found viable high-level tPvP builds for every possible role: From bursting, to bunking, to tanking, to supporting, to roaming each one with different variations.
If you want to try out any of them, PM me. However, the bunker build is a bit of a secret.
The problem I have with these builds is they generally feel substandard or unreliable comparable to other classes, I’ll test out your build however (I don’t mean to be offensive), I don’t think it’ll be as effective as say a guardian. I’d be interested to try it out though for sure.
Necromancers running something other than conditions, and as long as that feeling persists we will be highly subject to the whims of FOTM builds and whatever the very few players at the top determine to be the meta (and players at the top have 0 incentive to try new things).
A pool of a whole few hundred competitive players isn’t exactly conducive to a meaningful meta. Why use your brain when you can just copypasta what works and is easy to do?
Zenith summed up a lot of my thoughts on the matter.
However, to say people don’t have the initiative nor incentive to try new things is fairly offensive. Before we think about playing builds in scrims we test them out beforehand, just because you’re not seeing them doesn’t mean they aren’t used. . I’ve tried so many builds with my necromancer and the best I can come up with is condition, it’s the best build to use that another class can’t outshine in great fashion. The only builds I haven’t tried are with bone fiend/shadow fiend. I have 3-4 builds that I actually feel useful on however these builds are still outshone by other classes.
I really don’t care about gold. I care about skins and fun items from gem store. I would gladly use real money to buy gems and buy the fun stuff but no freaking way if 50euros is 4k gems. and its freaking dumb that im forced to pve to buy skins to pvp. As i would really like to support the game but aswell feel like im getting something in return.
My RL money only goes on quaggan backpacks.
Feel free to message me on forums or whisper me ingame, I’ve got alot of necromancer pvp games played and over 1k hours (mainly pvp) :-)
could be a good idea to seperate the forums considering skill changes will be pve/pvp split
15 seconds is the current time, which in my opinion works best.
Post suggestions here about the effects of the new condition necromancers will receive as their #5 skill in death shroud as stated in State of the Game.
I had the idea of maybe X Condition damage every time target applies a new boon. I’m sure you all have suggestions so I think it’d be best to compile them in a single topic.
Fire away!
Considering the amount of burning some other classes have at their disposal I wouldn’t worry about it.
necromancers are generally fine, in terms of viability it depends on what enemy you’re playing against. Alot of listed builds are outshone by other professions which to me means they’re unviable since another profession fills the role better.
I’d also like to point out I honestly don’t think necro is a high skill cap/floor class, it’s heavily reliant on positioning and kiting to negate damage.
I did this with 30ish dyes and got 3 white and a midnight fire dye, nearly 30g. Luck of the draw i guess.
proof – http://i.imgur.com/nX1TnuO.jpg
(edited by Oblivion.8307)
BM Rangers will near enough always beat necromancers(and most other classes) in 1v1 situations due to their condition removal, high damage from pet and fairly high condition damage themselves.
This thread should be deleted just because symbolic choosen divinity ruins.
you don’t really need runes.
I’m not trying to suggest with my post that elementalists should be nerfed and have any viability removed. I’m saying to tone down the cantrips and regen available and offer more build diversity for elementalists.
In regards to the dodge vigor/energy sigils it’s the fact this class has the damage mitigation of these dodge rolls combined with sustain and a wide array of boons.
The feedback I want from this thread is peoples constructive suggestions on how to change the elementalist making other builds viable while also keeping this viable, just toning the effectiveness of the build itself down because I do love the function of a support class in this game, and the elementalist has the tools do to that very well.
Thanks for the positive feedback guys, it feels constructive! Maybe the devs will take some of these suggestions into consideration from these posts.
you can easily blind/los etc for a few ticks, it’s huge condition removal and pretty okay healing.
The fact you can potentially use it 3 times uninterrupted means it is strong.
I linked the build I was using in the top of the post, this is just a full out clerics elementalist. Thanks for the feedback I really appreciate it
Badly formatted blogpost, but give it a read and offer feedback, thanks.
http://symbolictp.wordpress.com/2013/04/10/analysis-of-cantrips-elementalists/
Ok ill just get #1 playing cantrip ele or bm ranger
it doesn’t trigger on condition damage.
I see you weren’t here back when it was five minutes.
guardian scepter uses projectile on its autoattacks.
1200 is too much on Scepter, 900 range is fine. Axe needs to be made 900 range though.
Look at engineer pistol, 900 range. Mesmer scepter, 900 range. Ele scepter, 900 range. Scepter is currently fine although the #3 is weird on a condition weapon.
Any buffs to cast time must result in a nerf to the cooldown. It wasn’t so much of a nerf as it was a fix. It hasn’t nerfed any of my builds in the slightest, just made it so that I can’t use epidemic whenever I want.
you really need to use your deathshroud alot more, and use dark path alot more too.
Hotfix incoming. It’s so hawt and lava-infused. It’s like molten sun magma is dripping into an ocean of flames. And then put it in the microwave on popcorn setting, but then push the “add 30 second” button like 400 times. And there are lit candles around.
It’s that hawt.
hot.
i think my solo queueing will have probably ruined my rating
I’m sure it’s a bug that the retaliation doesn’t apply if you’re using targetted wells.
We get it, you don’t like eles. Not many people do.
30/0/10/0/30 is more bursty, 30/15/10/0/15 is more sustained damage.
@Ferik Focus is terrible due to cast times and unreliable projectile.
the meta changed?
here’s a condition build you could use – http://intothemists.com/calc/?build=;0_-3d;0kHkD0A4oI-K0;9;5JJ9J;115-19-2;029-U;07a;1jwmAjwmA9cA
This was really fun to do and I’m disappointed it was over so quickly! I tried axe again today and I just suck at it, SO I HATE IT!
Hey, this was really fun to do! I feel i might have made an issue with what I was saying that might have felt I meant every build other than condition was terrible. If it works for you, use it. I’m just giving my opinions on what I think. Don’t let that deter you from your playstyle!
Thanks for the feedback guys I really appreciate it!
Updated this blog with the patch notes and my thoughts on them.
https://symbolictp.wordpress.com/2013/03/01/how-the-changes-affect-the-necromancer/
guardians tank damage, eles kite you around the point until all their cooldowns are up then run away, and you can’t punish them for pressuring your node.
this has happened to me several times today, severely annoying.
Anyone can feel free to add me in game, I’m also considering making video guides for necromancer. Would appreciate feedback to let me know if the necro community would like this.
There are some updates missing from the notes. We are tracking down those, but some changes to the D/D and S/D ele build are in this patch despite not being in the notes.
It doesn’t matter if they’re d/d or s/d, CANTRIPS are a huge issue. Giving them such synergy – stability, protection, regen and vigor WITH a condition removal on a proc, because of the synergy between these traits. Oh. This is also a proc on a 10 point trait.
Hey, I live in the UK.
I probably show my bias when talking about the axe/minions, I just don’t feel they’re viable in the slightest, atleast in the current pvp meta. Feel free to add me ingame though i’m online quite alot.
Hi, my name is Symbolic and over the past week I’ve been working on this document/blog to outline everything necromancer and how it applies in pvp (in my opinion). I agree that it’s a bit long and not entirely grammatically sound/well formatted however I’d love feedback on this and perhaps I could make more blog posts on necromancer.
Necros excel in team fighting when left alone, they’re also useful at peeling for your team. Mobility is a real issue for necromancers though.
i personally think warriors have a high skill ceiling.
my experience as playing as a mesmer in paid/free tpvp and spvp in general…
nothing is that OP, depends largely on the player and his build/skill and the teamwork of the team.
never once did i think: “man that class should be nerfed” or “my class is so bad against X”
these tier lists are completely unnecessary, will do more damage than good… my 2 cents
cheers
Well for sure, since you are a mesmer, no other class will feel OP compared to you! :P
I main a mesmer, and if i didnt have alot of games under my belt on thief, warrior and engy i can tell you right now i would think trap rangers are the most OP thing ever. They simply destroy shatter mesmers.
Don’t they destroy pretty much anyone 1v1?
the traps eat up our clones, very annoying. And , ya, sorta, engies and necros can beat trap rangers 1on1. Sometimes thiefs.
this statement is invalid.
Why can’t people accept the fact plague form is an ‘oh kitten’ button against power classes? It’s fine as it is.
No. Plague already shuts down power damage hard, it’s stupid if you think you’re going to be essentially immune to all damage for 20 seconds.
It shuts down your own damage too. Plague Form is a joke outside of Blindfreeze. Run away and spend those 20 seconds letting your CDs refresh.
It’s a defensive utility, you pop it to not die, or delay your death. It gives you stupidly high amounts of toughness and vitality anyways aswell as blind spam. Immunity of conditions would make this overpowered. What do you think bunkers do on points? Deal damage? You effectively become a bunker/damage sponge for 20 seconds in plague form.
this was insane fun! :-)