My bunker builds tend to include Sigil of Undeath lately even to the point of giving up 1 minion for it. I can’t tell you how valuable it is to start generating life force the second you enter combat. Hit that box accidentally with locust field from warhorn? Well at least you’ll have some LS when you get started. Invisible thief? LS still builds. Getting CC’d to death and can’t make active attack? LS is still building.
Another good one for bunkers is rune of the flock. It’s a little RNG but extra blinds mitigate a ton of damage.
I have 2v1’d and survived 3v1 on MM yes but I’m really looking for proof of non-MM builds doing this. It’s that pigeonholing I really hate too.
1 build to be “subpar viable” in the meta. Really?
Basically:
When they’re visible, toe to toe them as you’ll generally win the face duel. Stay out of the smoke field when it’s d/p.
When they’re invisible, random golem charge, DS 4,5, dagger swipes, marks, wells, everything you have that is not targeted.
When they are low be ready with staff fear and when you see shadow refuge instantly fear them out of it.
Also when they are visible fear first to keep them under control and DS 2 to tp to them, chill and put yourself behind them for free attacks. Chill on weapon swap can be helpful as well with hydromancy sigil.
As you’re condition it’s tougher, it’s a lot easier in power or minion specs.
So to make a comparison, you can go over to SWTOR and find the Mercenary bounty hunter first on everyone’s target list as well.
When a class is constantly first on the hit list it means they are the easiest to kill and the weakest class.
The longer I play this class the more my opinions align with Bhawb’s.
This game in particular is a little like street fighter, if 1v1 the necro can do “ok” with only one class to counter, but as soon as the second class appears, the advantage shifts to classes that can:
Reset the fight easily through movement/stealth.
Reset the fight through healing/boon stacks.
Take on multiple CC attempts through access to stability.
Apply a lot of hard CC
The necro has none of these things, and its survivability is nowhere near the amount it needs to withstand CC’d focus fire, unlike warrior who has this passively, a ton of counter CC (in the base weapon yet and not really needing to fill traits to achieve paltry defense.)
In SWTOR, the devs seem to be paranoid of making a class that is too powerful at range in the Mercenary and they extremely overvalue armor when it is just a bit of mitigation. That class has a few of the same issues as necromancer, very little mobility and CC defense.
In this game the devs overvalue DS by a lot which is also just a bit of mitigation. It does nothing to put you in a position from which you can do offense like a stability or leap can. Creative use of TP and fear goes a little way but you still have to set up a 2 shot target just to move back into position while the timer is ticking away.
Additionally I feel pigeonholed into MM for SPVP just to survive some hits in the first place and keep the enemy from just being able to beeline me and maybe dodge one well. Sure it’s all yoloq but I can yoloq with any other class and do better with less effort I always feel.
Wells: Offensive wells are easily dodged by characters that know what they’re doing. Defensive wells don’t last long enough for serious defense vs. their cast times. I can dodge about half incoming damage with a 50 second well of darkness CD on necro or push 2 again on s/d thief or a leap on any other class and dodge 100 percent damage and reposition by comparison.
It’s not just DS being overvalued, it’s that the lack of mobility is undervalued and access to non-traited/utility movement and CC hurting necros a lot.
I quit this game in disgust over the state of necro quite some time ago and I come back to find Dhuumfire addressing a ‘burst window’ option in a line where no one will take it over under 50% health bonus damage (on all abilities) trait, maybe it was meant to help address condi damage in DS but it’s not in the condi line, a non game effecting heal in DS and none of the core problems with this class really addressed. The only decent thing is DS#5 but then again, my kiting skills on Necromancer were amazing but now with Torment in the game I no longer bother to kite and always fight ‘all in’.
The rest of the game changes are nice but kitten it I want necro to be decent in the meta and it is just not and I could play anything else and do any job a necro can do better.
Due to the burst and antiboon nature of the necro, in any build but a MM bunker it is more like a thief in that it needs a window to get in and out and shatter boons or apply power burst or condi burst and live since everyone will target it due to lack of defense. The thief has escapes and stealth to force the entire enemy team to drop target and the necro has none.
The idea of attrition on necro does not exist. Every time I see a necro video lately outnumbered it’s either bursting downlevels or just being extra damage under cover of ele d/d or some crap like that. I’m not impressed ever until I see 2v1 in SPVP. MM Bunker is barely going to handle 3. Show me the videos and don’t type words here unless they are video links if you disagree. I’m perfectly willing to admit the fault is with me and not the class but I want to see proof that this class is valuable in SPVP lately.
Krav if you’re still taking applicants. I’ll throw my hat in there. I won’t put up with a build forced on me though.
I play a power style siphoning wellomancer without the power trait line.
DS5: SUMMON Undead moa so we get another crappy minion to stand around and be useless, BUT HAHA THE PERFECT DISTRACTION WHEN WE GET MOA’D: JOKES ON YOU MESMER!
" Virtue of Courage, and about 600 per dodge roll. "
Oh but wait! We have Mark of blood on dodge! Which gives regen! IF they trigger it and IF you didn’t try to use it twice in a row and IF you’re still in the area!
Oh hey everything I’ve been saying for months is now validated by ‘pros’…neat.
Doesn’t take an expert to spend a few minutes in SPVP and see the problems with Necros for yourself.
I will tell you I personally could contribute more to those teams as a siphon power necro than a condi, so some things like ‘DS is the second worst trait’ applies more to condi than power, where it is the best trait..because of crit damage, stability, and defense.
I can sustain with a full vit/ds build, and do not need to be babysat, damage comes through crit chance and crit damage from DS line.
Mobility is not too bad with locust and warhorn and shroud teleport, I can catch anyone since the ele nerf.
I can burst with a proper layering of wells, immob, golem charge etc etc.
Disengage is still the pits, nothing I can do about that but be the best possible kiter dropping marks behind me, and doing 180’s to immob or fear while still running forward, which I do.
I run 0/0/10/30/30 though which doesn’t seem too popular XD.
Necro aoe chain.
4 marks – warhorn locust – 2 wells – life transfer
With EIGHT aoe abilities NINE if you include golem charge, you WILL NOT have a problem grinding PVE trash and levelling.
You can build to facetank all the trash.
You can drop stuff pretty quick without waiting for conditions.
You can siphon life from all those mobs effectively.
Buy my e-book and learn the secrets to power necro for the low, low price of: quit listening to all the bad advice on nec forums.
The necro is NOT an attrition class according to the game right now. Don’t bother with toughness, you get more DS for stacking vit. Get power instead…don’t be afraid of trying to burst on necro, when you can chain 5 aoe abilities together it makes PVE burst a breeze for most trash, and the non-trash you can kite with marks and dagger immob a little.
I’m pretty sure the devs are on record somewhere as not wanting necros to have mobility.
We make up for it with our fearsome damage and survivability.
-___________________________________-
It won’t be overpowered because….it’s a condition.
Abilities engineered around waiting for something to die in a game where PVP allies are going to show up unless you burst them down fast are by nature inferior.
A lot of us have a whole list of things we’d like to see fixed on the necro, and one condition isn’t going to fix them all.
Some more survivability would be best, and a way for condition builds to damage structures.
Those two things would go the farthest to help necros and still be ‘sane’ within the confines of a single condition.
New video from them. No necro this time. They are now in FA and fighting against TC in tier 2 wvw.
Thoughts? Put your necro in that ele’s shoes. How would you make a difference? Would your necro have done better than that ele did?
To break it down tactically, I don’t see the necro contributing more than the ele except for maybe group CC + heals + boon strip to keep the opponent disrupted on charges (aoe fear aoe loss of stability into fear) or pinned in AOE fields longer (aoe chill). Does this stack up to solid heals and solid aoe damage? I think it could with a targeted well build, yes.
Losing the ele would have made that group not work with the amount of aoe damage and heals it was left with however. Further, a necro may have died when the ele dropped mist form…(I like to think equally skilled necro would not have died though.)
I would instead point out the two lesser contributors of that group those being the warrior (pretty sure I saw single target rifle damage and group stability from the charr war) and the thief (I couldn’t see the thief much so I assume aoe shortbow damage and insurance against wipes via shadow refuge). Dropping the warrior would remove a crucial group stability buff and so probably a better option would be to replace the thief and the necro would contributing a lot to that group with either a ground target well build or condi/epidemic or some mix thereof.
The thief could be a venom share build which might make the contribution level a little more equal between a necro and thief though? I’d still place the necro higher than a venom share.
I would not think the necro could replace the ele.
Get power and vit gear at low levels.
Get dagger/wh staff.
Get wells and aoe faceroll everything with marks → dagger switch →WH locust swarm, 2 wells, DS life transfer and golem charge when you get it. Kite with marks, dagger immob and for champs with same….if you even have to bother kiting which usually you won’t.
I run it all out with full hp, full DS, and full crit chance with knight’s gear. It does matter. I have a ton of success in spvp with my build.
The secret is you still dodge and use DS to avoid damage and don’t expect siphon to carry you through facetanking (although this is great for thieves and warriors, and other necros sometimes) and you are immensely survivable. The other secret is stacking crit chance and blood sigils. Lastly, necros are probably the easiest kill out there with our weaknesses against CC so you must stack defense especially if you want to melee and siphon and come up with alternate ways to burst damage than brainlessly stacking our terrible power line.
It should still heal us through DS though because others can be healed in their invulnerability forms and DS turns off our whole siphon trait line which means we are fighting our own mechanic as well as the player – bad design.
(edited by Otaking.4675)
Solution: go and turn your ground target reticule off in options.
Then you just have the same size mouse pointer for all marks XD
Seriously you want to learn this anyway because it lets you get a crucial mark like a fear out one click faster. You’ll learn the ranges pretty fast with the reticule off completely.
Yes we can shroud stomp.
Yes, the stomping thing is another area necro falls behind on vs. classes with invulnerability modes. Stealth stomp is generally better than shroud stomp also.
Yes shroud stomp is badly implemented, probably since it is not intended that we can do it at all.
Yes no weapon switching in DS is silly and annoying and it makes it annoying to finish a combo properly especially after you use Dark Path.
I loved sword and a balanced thief build before the update for PVE/PVP but flanking was the fly in the ointment for me because of the movement. Now S/D is my perfect set.
If it sucks, it sucks. I like the game, I think the coders are brilliant and took a lot of risks in this genre.
I like a lot of aspects of necro but I still think minions suck for a lot of reasons just one of which is the AI. They are in no way aggressive enough, they lose targeting for no reason, the opportunity cost as measured in cast times, rendering time, ai activation time, travel time, and real estate on the necro’s bar to use their utilities are way, way too high for the value returned (hello mesmer) and I only play spvp and not w3 so the pathing comes into it a lot less.
I don’t need 1000 hours in the class to see that something sucks. Pretending things are fine and putting a positive face on things is great and all, but it won’t stop players that are unhappy from silently shelving their necro and not saying anything.
(edited by Otaking.4675)
I’ve never had a problem with minion AI, they even seem to summon next to a monster and i can detonate them immediately, I’d never use them as an actual minion
I’m pretty sure most people’s issues are found in PVP. You can see by your statement the keyword “summon” While you are spending the ONE AND A HALF SECOND cast time to summon minions just for a simple 4k damage (think about how much mesmer clones do and how spammable they are), in general versus good opponents you will be 1) interrupted at least twice 2) killed and 3) laughed at for using minions. The CD is not bad for 4k damage I guess, but again: mesmers.
“Power necro is good against noobs.
Once people realize staff damage is terrible and they can just range you down, you’ll die to a lot of engineers and thieves and even some warriors who know better than to walk into your little well+dagger1 spam melee zone."
Some truth to this but a lot of disparaging hyberbole against power necro too. When the non-noob power necro uses that staff to chill them and teleport right back to them, also chilling them and then cripples them with warhorn locusts, then proceeds to dagger immobilization, warhorn daze, golem charge, dodging past them to fear them into wells so they can “dagger1spam”, then they learn that power necro is also good against non-noobs.
This takes some practice to chain and catch people properly but pre-patch I could catch up to almost anyone except the most dedicated eles fleeing with their 1550 meter RTL…I know it seems hard to believe but you really can catch people with practice. Staff chill and fear is 1200 range unblockable properly traited, a little farther even due to mark radius…make sure to turn off ground target in the option so you can get it off faster with one less click and keybind to something you can reach fast like E is my choice for fears for instance.
To the OP, your two crit sigils are going to conflict with each other. Crit and swap sigils share the same internal CD so generally your flame blast will take priority and you’ll never see lifesteal from blood.
I recommend something like:
d/w main: blood/accuracy
staff swap: blood
Some people pull out staff for every kill in w3 and put their stacker there but I can’t see safely taking out a down without dagger as you will be swiping down a lot for speed and LF gen purposes. I play mostly spvp though.
I can’t play without staff marks personally, they are too good for fleeing, softening up a zerg before assault, tactical positioning between you and a melee like a thief, etc.
I tried d/w and a/f but really axe is just inferior dagger to me.
(edited by Otaking.4675)
“A necro should counter absolutely everything a guardian and a elementalist stands for. Guardian stands for buffs and walls? Necro must be able to debuff 3 guardians at once and disable that wall. Elementalists stands for speed, heal and nukes? Necro must be able to nullify any speed from 3 elementalists, reduce any heal from 3 elementalists and interrupt any nukes from 3 elementalists.”
I feel that we do these things pretty well honestly. In the meta I feel like the anti tank weapon that can punch through these classes pretty hard. Post ele nerfs especially as I never had problems with guardians.
Man, I would prefer to be a D2 style necromancer and cast from behind my voracious pack of undead eating everything in front of me by far but GW2 just doesn’t work like that. I am happy being a vampiric dark caster style necro with daggers and wells but to me, it would be more appropriately named Warlock.
Necro survivability is generally crap compared to other classes as we have no true invulnerability so can’t avoid a lot of CC/dmg chains but this is one of the best ways to improve their main weakness. We really can layer on a lot of aoe and flip a cap or kill a pack when you think about it burst asnd pve. Marks, locust warhorn, 2x well, life transfer, dagger swiping in the middle of it like a madman etc, even locust signet if you’re desperate for more, lol.
For damage, even pre patch I could burst down most classes, especially cookie cutter d/d ele.
For survivability I don’t really think you can get better on a necro, minion bunker can last a little longer in a straight up facetanking scenario where your minions are around and players are too dumb to move you, or moa you, or kill the minions etc. However when you factor in mobility and speed of attack, this one..I have run it in a toughness version also but it was really disappointing. The key is high vitality and completely maximized DS as you’re double dipping on vitality while maintaining good burst and sustain through crits and lifesteal.
Here you go, especially if you like knights amulet, as I do.
https://forum-en.gw2archive.eu/forum/professions/necromancer/Otaking-s-Rasputin-SPVP-D-W-Well-Build
I only run spvp but I don’t see why it wouldn’t work in w3 with more of the same ramped up stats.
I can rip most thieves apart on my necro, extremely good thieves can still escape and reset and harass me to death if I let them.
I play both and I’m fine with the thief/necro balance. It’s generally necro vs. boon stacking eles that drove me insane but interestingly the thief meta change is going to help necros and warriors because they don’t stack boons generally.
“In my opinion the axe could really use some love. "
This. The worst part is no untargeted swiping which really cripples you vs. thieves and mesmer stealths. If the axe trait were not GM it would help some but I would still not go axe because generally as the CC from dagger mainhand trumps anything axe has to offer. CC is God in PVP and the siphon is not too bad either (on the times you actually get one off uninterrupted). I can see the justification for axe in a minion build, but minions are horrible in PVP. If that bone fiend immobilize worked it might be different, but it doesn’t.
“Lich form hits like a truck and gives you stability, so if you’re running power make sure to use it in difficult fights.”
I run nothing but dagger well builds, ran Lich for the longest time but I eventually came to the conclusion Golem is just all around better if you’re running wells. You can just get so many charges + KD to keep them in your wells and do a decent amount of damage (charge hits hard) to make up for the burst of lich (which is easy to avoid and the slow lich form can get wrecked fast by decent players). Not to mention constant pressure of the pet if you are dodging past it properly in a 1v1 or 2v1 for instance.
Invulnerability modes and superior mobility on the boon stacking classes are just always going to be better than anything the necro can do in regards to bunkering. Proper use of invuln on a good bunker can get around corrupt boon AND WoC on the same build in the hands of a good bunker by clearing the corrupted stack and reapplying boons.
I don’t know what kind of crappy bunker play is out there that makes people think MM can really be equivalent to it but when you see a truly good bunker you will understand.
That said, the new thief meta and healing nerfs to ele have made it a lot harder for them, personally I am giggling like a maniac rocking S/D thief whilst bouncing around like Happosai with a giant sack of boons over my shoulder.
“better at bunkering multiple people”
If you aren’t bunkering multiple people, you aren’t a bunker.
Taking a MM build with minion siphons and condi clear is ok and all for novelty vs. one person but it’s slow, and slow gets you killed. It’s slow in mobility since it’s hard to give up any minion slot for locust if you want it to still work for siphon + condi + boonstrip, it’s slow in cast times since the minion ai has a huge gap to fire anything useful, and it’s easily locked down permanently once the minions start dying on recast times.
Last 20 games I tried to join are 1v1s where I can only spectate since the patch. I got one 1v1 but no real matches.
However, eles got slammed with the nerf bat they so richly deserved. XD
Meh.
Flesh wurm, who cares…
Flesh golem, he’ll still be good for his standard 3 charges before dead…I don’t see this changing much. His brain goes dead faster than his HP usually.
Unblockable stuff…you know, I never had problems landing corrupt boon or epidemic through blocks because I check for aegis buff and throw setup, but I guess now I can think a little less.
“Are you guys happy with how vulnerability works and how it scales?”
It’s pointless to me except in a minion build.
Solo….applications of conditions don’t kill people, applying damage does. Against good players the window you have to apply damage in is usually very small so doubling your damage application cycles to apply at most 25% more damage is not a good return on opportunity investment to me.
The zerg…who cares if vulnerability increases damage for each member of a zerg, if you focus most people 3v1 they go down in a hurry anyway. In a teamfight where you are using it to punch through a strong layered defense I still feel you run into the lack of opportunity cost on return in 1), and a condition stack is easily cleansed.
Minion builds…this is probably the best use of it, but even with minions, I still feel the opportunity cost to apply stacks is high. I’m not a big minion fan though so I can’t speak about this very well.
(edited by Otaking.4675)
Oh please no, I need something to keep people in wells with and not fear them out of them even more. PBAoE fine I guess, I have no problems landing the cone though.
“Why is unique placed next to the word effect invoking the filter?”
Ahahahahah…and now we have the name for the new condition. Tremble in fear at the gaseous stench of the dead!
Flesh golem sat there mindlessly staring at a wall for a 5 minute duel today.
Charged off into space/ran in place for three charges as it never acquired target properly too.
“I agree somewhat. I want to be able to receive healing while in Death Shroud sort of badly, although I recognize that letting people use their heal skill while in there could be too strong.”
It absolutely isn’t too strong and I wish people would stop saying stuff like this. Plenty of classes get to heal by standing in a heal fountain inside full invulnerability or stealth.
Plenty of classes don’t lose a full trait line (siphons in blood) when they use their mechanic.
I feel like I should clarify: the heal skill, singular. As in what you choose for slot 6. I was referring to two different ideas there: receiving healing while in DS (Please yes!) and using your healing skill while in DS (Questionable!).
Maybe using your heal skill while in DS isn’t Too Stronk, but I feel like letting a Necro use their dedicated heal while in DS would be giving too much safety, given the abundant availability of DS.
But again: receiving heals while in Death Shroud, whether they’re from yourself or others? I really, really want that to happen.
Yeah I can kind of say healing in DS would be wrong, not because it is Tew Stronk, but because it would not have parity with firing the actual heal after invulnerability mode as far as say mist form.
This is post upcoming nerfs as right now I think they can do this?
However it’s still not Tue Strurm&drang because an invulnerability mode can clear infinite conditions and even stealth can clean off far more conditions than 1 per 10 (5 seconds with GM DS trait).
So for parity of gameplay, it’d be weird to fire heal ability inside DS…for relative power levels of the classes, not at all.
Siphons and other outside heals should absolutely work inside DS though. That and condition damage not affecting structures are my #1 and #2 problems with this class, siphon not scaling with heal power is probably #3. I could live with the lack of escapes and mobility if we were actually tougher using DS.
That’s actually a good one.
- Acid: Cannot be cleansed, deals damage and reduces armor value over time. Can be applied to structures. (Deals moderate to high damage like burn)
That way you can give Corrosive Poison Cloud a better use by implementing that condition into it.
Reducing armor value is really cool thematically but I’m biased for Necro, and when I think about our weaknesses, killing high armor targets like Guardians and Warriors isn’t one of them XD
Hopefully we get life drains somehow to help us kill those light armor eles and help us with our trash survivability.
“I agree somewhat. I want to be able to receive healing while in Death Shroud sort of badly, although I recognize that letting people use their heal skill while in there could be too strong.”
It absolutely isn’t too strong and I wish people would stop saying stuff like this. Plenty of classes get to heal by standing in a heal fountain inside full invulnerability or stealth.
Plenty of classes don’t lose a full trait line (siphons in blood) when they use their mechanic.
The new condition should also damage structures, so some kind of acid or decay theme might be appropriate. Condition builds are too weak against structures which limits their tactical viability in many situations and gets condi Necros killed by one ranger elite root.
It might be an AoE life drain to help with survivability issues, or a condition that enables other conditions to life drain/damage structures (and really no condi damage against structures should be addressed overall instead of a one-off fix IMO).
“IF someone wants to be glued to a necro, its friggen easy. If someone wants to get away, its friggen easy. Its almost laughable easy.”
Not quite…I have run down plenty of thieves with judicious use of staff chill, staff fear, and DS teleports, fears + warhorn + dagger immobilization. Same stuff in reverse and I can get away from three + people in a lot of scenarios. It’s surely not in the same universe as ele or thief mobility but it isn’t a 100% complete travesty of justice…at least in spvp where you can juke around obstacles etc.
Make sure to rebind your keys, you do not need Q and E for strafing and for me they are heal and staff fear, by the same token Z is elite for golem charge in my case and C is for shroud.
I’m sure w3 is another story with huge wide open fields for thieves to HS/Shortbow TP across, but I don’t w3 yet.
“I just know my enjoyment of the game drops considerably when there are eles or guardians around.”
Guardians I can care less because they can’t mount enough offense while being that defensive and they usually stack enough boons compared with light HP and light heals that they go down quickly to WoC esp as they are generally stuck there. Eles make the difference as they are a threat, while booning, healing up, and resetting the fight.
“What I would give to start a kittened PvP game with something other than 0 life force.”
This would be great and all but really, it is an easy workaround if you make sure you are the first one out there killing trebs, or an early gate (which is a great distraction if half the team goes to defend their lord) svanir/chieftan and make sure to build LF on downed players if you don’t need to stomp them, let others get the stomp. With 5 points in SR alone you should have no problems ‘starting with LF’.
On top of that there are always plenty of rock dogs, engie junk, pets eating your ally right in front of you that most people ignore -_- etc etc etc.
I like these kind of builds although I have not found they are not that viable in tpvp. But if you like the build rock it.
A few suggestions though.
1. Runes of ranger are better than eagle ( its 5% DMG all the time. You don’t need a companion.)
2. Vital persistence is a bad trait. Take path of midnight or unyeilding blast.
3. I believe you would benefit much more from soul marks in this build rather than master of terror.
4. This one would be my preference. I would take well mastery over vampiric rituals. Getting out your two wells more often would have more of an effect then the siphon.
Thanks for the suggestions!
Interesting about the runes, I’ll look into those.
The thing with vital persistence and vampiric rituals is I really want maximized defense on Necro. They are generally so easy to kill that I want all the defense possible, vital persistence allows me to stay in DS that much longer and soak that much more damage, and conserve DS for when it is really needed.
I have killed two thieves at once in this build etc so I feel it is doing the job on that score individual thieves and mesmers are generally no trouble at all as well as all guardians, warriors, engies, and anything but elite elementalists.
Life blast is generally so easy to avoid I try not to spend a lot of time firing it unless I am point blank with the target. It’s ‘ok’ but the slow rate of fire combined with the amount it gets dodged make a vuln stack on it anemic at best to me. If it stacked more vuln per application I might consider it but eh..I might give it another whirl but I prefer to drop 10 in blood and pick up 10 in power for might stacking if I’m going to think about Life Blast at all.
Rituals vs. Well recharge is something I have gone back and forth on..it’s 4 seconds per well anyway at two wells difference which is not really that huge. This is probably the most worthless trait either way, but again, maximized survivability in a power build is the thought here while still doing enough burst to drop a target.
I have run it with soul marks, however I have zero problems with LF gen and always have a full shroud bar pretty much. The extra CC time on fear is huge to me to set people up, defend, etc properly. It’s one of the few ways we have to interrupt combos, break a group trying to stomp or CC chain us..etc etc. The only time I actually want soul marks is maybe if I’m fleeing a zerg and want to build shroud while fleeing but then again, I usually only need enough for a fear or two to shake pursuit. Generally I’m not in staff long enough to make use of the soul marks trait, and dagger provides more than enough LF.
I find the viability comes from the ability to take on most solo roamers, and you can get away from up to three people if you have to pretty easily. Then in a teamfight you can drop three + people on a point that aren’t paying attention as well as clearing it of pets and engie junk etc. You are still quite useful against structures as well. My major gripe with condition builds is if there is any structure related objective like gates, treb, engie structures you’re pretty useless against them, which makes you less viable overall in strategy you can apply and not to mention one ranger elite root can kill you pretty easily.
(edited by Otaking.4675)
“slot 5 because of ocd”
Ahahah, so funny how many changes get priority because of programmer OCD more than anything. Necro has a ton of glaring weaknesses that will be hard to address by addition of another dot or signet values….
I remember watching Warhammer slowly go down the tubes while changes that didn’t address the problems at all were slavishly made for OCD reasons and the game fell apart, in large part due to lack of balance…their balance problems were 1000x worse than here but yeah.
As a power d/w/well user, there’s absolutely no room for power signet on a bar with two wells and locust. You can’t give up locust or you’ll never land any damage on a target in the first place, much less walk out of ele aoes or escape a zerg ever. You can’t give up WoC due to boon stacking. Giving up WoS would be the only way and I don’t see dropping the burst it provides for 180 power….dagger just doesn’t have any real burst by itself. Power minion users might give up a minion in an axe build, but I doubt most will want to for 180 power.
i expect a useless signet of spite that now gives 180 power. and the aforementioned epidemic/corrupt boon changes.
nothing else ._.
what i would like to see? tons of stuff. but there were already dozens of threads about that.
Ditto.