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a bugged account, is that possible?
Banned, probably, but this one breaks a class ive spent months working on so I will take the risk. I don’t use a stealth heavy build, i dont even use refuge or Shortbow for escapes and i have no plans of changing my build now, if teleports don’t work it means all the practice and gold ive put into this class would have been a waste.
Just looking for acknowledgment and a message saying this issue will be fixed. If i am going to be banned, so be it.
Even when i can clearly see the target and i’m taking damage from the target it still tells me no valid path…the worst one is “target too close” which happens when im literally in a guaranteed hit range. I don’t know what you coders did or why just reverse the change, dont “fix” anything with good intentions, just change it back.
A big chunk of my time in GW2 is playing pvp as a thief, my thief gameplay relies on split second decisions, if there is even a half second skill lag or for what ever reason my skills don’t go off, my build becomes useless. The teleports were fine before, i have no clue why you would fix something that wasn’t broken.
I invested a lot into my thief i and i imagine a lot of other thieves do not appreciate this change.
Please acknowledge or i will post this message every three days.
“No valid path” and the even more dumb “target too close” is still a problem.
I’ve seen every current meta / relevant build called “brainless,” OP, etc. So PvP forum, my question to you: which build so do you actually think is skilled?
Any build that requires you to:
a.) Move
b.) Press buttons to not die
is skilled.
This and just this. Movement including heavy evading and kiting
We already know about this one and its very many issues that will probably take 6 months or more to fix. From initiative spent to steal going on partial CD. What i really want to point out is the ridiculousness of how it works.
I assume the intention for this was to avoid teleporting to people that arent in the line of sight, for instance behind a wall which is fair, but the funny thing is in “The battle of Khylo” you can still teleport from certain spots outside the clock tower right to the middle of it. Meanwhile often times ive tried to teleport to someone less than 300 units away on the ground and the most absurd message pops up, “Target too close”. If this is intentional ill be very entertained to read the story behind the reason.
The main thing i don’t understand about this “path” thing is how it is that a ranger is shooting from an elevated point such as one of the pillars in Spirit Watch or the rocks facing respawn but teleports do not work even if they are in range. Teleport is not a speed skill where you run on the ground like flash, it is a teleport you simply appear at a target location within your line of sight. This is pure logic and i will be quite happy to see logic implemented into the teleport system. If this is a technology issue, the game has already accomplished a lot compared to other MMOs so i will completely understand if it is a limitation
While im on the topic, the Necromancer’s wurm port needs to be addressed. Considering it is the only escape skill and im pretty sure the intention for the class is to make it as immobile as possible for reasons unknown to me, i think it is only fair that the wurm port range should be extended to 10,000 and should be an unobstructed port for 3 reasons:
1. It is the only teleport skill not requiring a target.
2. Mobility is hugely important for all classes in pvp. I am all for certain classes having more mobility than others depending on the class mechanics but an escape method is essential for every class in pvp.
3. The Wurm has to be set up. This is a really big problem because first of all if the port isnt used and you leave the area, you might end up needing it on a different spot on the map and when you try to port? guess what happens, “No Valid Path”. You break the stun, gain the life force but don’t move anywhere.
Secondly and equally frustrating, is when the wurm gets killed, this of course triggers the cooldown so you now have a skill gone that you havent used yet.
I honestly hope the teleport issues can be resolved.
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im sorry this thread is too funny. This is hilarious. its so funny because ive been playing since around release and for the longest time everyone keeps saying go zerk or go home, hop into a dungeon everyone dies and people still say go zerk or go home. Others and I have been kicked quite a few times just for being a necro why? because apparently we can’t zerk like the other classes.
The zerk culture is really so silly. You want to know what is optimal? its not a 5 man zerk squad, there should be at least one slightly tanky person to rez and pull aggro when necessary. Like the OP says, dodge makes zerk viable, but its not just dodge because not every class has high endurance regeneration. Can you completely avoid or severely reduce damage for a long time with zerk? if not go home or run something else.
Its probably time to stop forcing people to use high damage builds
Its a good thought but I dont think there should be attacks that cant be dodged perhaps attacks that cant be blocked used by intelligent AI.
Why are you talking to Bhawb of all people like he doesn’t understand the profession?
We could use some extra Stability, yes. We don’t need it on skills that are already very strong defensive options. Honestly, since we now have the shortest cooldown stunbreak in the game (next shortest is more than twice the cooldown when traited than Foot in the Grave is untraited), the extreme need for Stability has been lessened.
All im reading so far is we need more stability but we don’t know where to put it. We need it on traits, ok, where? we can’t have two traits that independently give stability. If it’s going to be on another trait it should probably be something similar to "Ritual of Protection, but stability on another skill type which will likely be spectral, which will end up being a bit much if all the spec skills give stability.
The other option is stability as a separate skill similar to “Stand your Ground” ok that could work.
Fastest stun break, thats great but consider this, we use DS for tanking condis, direct damge, as well as CC chains, we use it for ranged power attacks. If we had decent endurance regen or invulnerability skills it would be a whole different story. DS is strained as it is without being forced to choose between CC immunity and doing decent damage with an already slow auto attack.
To gain the most out of ftg you have to ds flash which means you have to sustain yourself effectively as well as space well out of DS to not need to power range or tank . Because of the bad mobility, stability is only useful to us if it is easily accessed as a minor trait and/or part of a skill.
It doesn’t make sense because slapping stability on every skill (which seems to be what we ask for fairly often) isn’t a good fix.
SoL needs to be a stun break, and if they keep the cast time then it’ll get stability to cover.
SA is already strong enough, it really doesn’t need any buffs unless they are really minor, or involve changing the ICD to be per person hitting you rather than a flat ICD.
SWalk see above with changing ICD, also stability doesn’t really seem to suit the skill. I’d much rather play up other parts of it than slap stability on just because.
Realistically, traits are the best way to give us stability without adding new skills. The rest of our (utility) skills are either strong enough on their own, or don’t fit with stability.
Honestly, do you really understand what it means for a class to have next to no movement? you cannot stack bad movement with CC vulnerability on the same class, that is not balance.
You cannot say we need more stab, but we don’t need more stab. If SA and/or SW had stab on it, then we won’t need anymore stability anywhere. If ftg was moved to grandmaster minor, then we won’t need more stab because of near to death. 1 or the other has to happen. What traitline are you gonna put stab in? to replace what?
Wurm port is already destroyed, that port should have a range of 10,000 and should automatically port you to the position, not draw a path. With this alone there would be no need for another escape.
How many sources of protection are there? we have more protection than any other class, why should stab be almost non existent? what is the point of protection when you are stun locked and can’t escape properly? these are questions that should be asked and answered.
@Ragion, that has nothing to do with what I said.
Spite offers a defensive option, Parasitic Contagion, or two offensive options, Dhuumfire/Close to Death. At the GM level, your options then are offense via conditions, offensive via direct damage, defense via conditions.
Curses offers an offensive option, Lingering Curses, a defense/utility option, Withering Precision, and an offensive/utility option, Path of Corruption. At the GM level, your options are one of those things.
And this is true of every profession and nearly every trait line, with the exceptions being badly designed trait lines. By taking one option at the GM level, you by design cannot have what the other options give you. By taking Deathly Perception, you have to give up the strength related to Foot in the Grave, or vice versa. This is true everywhere, that is why GM traits are allowed to be so powerful, because they innately bar you from other GMs.
You can’t argue that Necromancer can’t deal damage without Foot in the Grave when it has not been a core trait in over a year, and both condi and power are currently meta in the highest tiers of play without it. The very nature of Death Shroud is offense and defense at once.
The question isn’t whether or not necromancer can deal damage. The question is what can you do when team fights start to go sideways? Can you leave when you suddenly get descended upon by 3-5 people? can you step out and join your teammates? or go to another point?
We both know its not like necromancer can 2 shot everything under any circumstance no matter how much damage you pack in which would of course make up for the mobility. Each class has similar damage potential, what makes the difference is defensive capabilites and Deathshroud offers no advantage over other classes that can port, stealth and evade. In fact you can argue it offers a disadvantage over those in team fights.
Your comparisons while valid still have one resounding problem, they have many alternatives. Weakness from Withering precision can be easily applied other ways native to necro. Regen from parasitic contagion has several and viable alternatives. What is the alternative for stability, well of power? how many stab stacks would you actually be able to get when standing in one place for 5 seconds could cause you to take damage that wont justify getting the most out of the well
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Personally i think Soul Reaping is one of the best trait lines we have. No matter the build, i always tend to have some points in it.
Thats because we can’t go anywhere when things start getting difficult. Its almost mandatory to have at least 4 points into it.
No, choosing between very strong defensive and offensive options absolutely makes sense. Soul Reaping is the only line not based heavily on offense, defense, or support, it is based on Death Shroud and Life Force and so it makes perfect sense that its GMs would be all kinds of different things but tied to DS.
Also, every GM slot has options of different types. They all have some combination of offensive, defensive, and more often utility that is somewhere in the middle.
A choice between being CC’d to death and kited to death are not options between offence defense wouldn’t you agree? You do understand the effects of no mobility right?
If your big channels are being interrupted, evaded, blocked or port escaped what exactly is the entire point of DS when fending off multiple people except stand and wait for teammates? ok switch to dagger and spam 1? take wells that you or your opponents wont be standing in anyway?
Yes occasionally you will come across people of average skill level and be able to justify the class’ limitations but what happens when you come across people of your skill level. For instance i cannot begin to imagine what i would do if my necro came across a thief similar to mine LBs would be too slow to hit, immobilizes would be cleansed or evaded and the big channels would just get evaded or interrupted.
Thieves for example have might on dodge, is that offense vs defense? Mesmers have the dazes, is that offense vs defense? Necros have deadly strength in the DM trail line, is that offense vs defense? Even endure pain isn’t a choice between offence vs defense, everything ive just mentioned allows you to do both at the same time.
If you think about it carefully, there is no justification for the only defensive mechanism we have forcing a choice between offense and defense when every other class has both happening at the same time.
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Very happy about the trait change but forcing the choice between ftg over deathly perception doesnt make much sense when we have no mobility, no vigor and our high damage skills take years to complete. When you look at how every trait line is, offense and defense work together:
-Parasitic contagion and death into life in the spite line right after siphoned power
-All the weakness stuff in curses line, reapers precision and spectral attunement.
-Deadly strength in the death magic line
-All the siphon stuff in blood magic and blood into power
Soul reaping is the only line that really forces you to choose offense or defence, its essentially a punishment for having DS:
- unyielding blast vs speed of shadows or vital persistence
-The problem starts with master traits now all being defence, followed by grandmaster minor for a measly 5% dmg increase? then you have to choose between ftg and deathly perception?
The SR line baffles me.
SUGGESTION: Why not instead of unyielding blast, have a trait that increase attack speed by 50% while in ds then have ftg as a minor trait. This would definitely compensate for the lack of mobility besides look how much survivability you would be giving up going 6 into SR and using these changes. Its either you lose near to death or vital persistance, Losing either will substantially affect you in team fights.
On top of this going 6 again into spite for max damage further affects your tankiness in team fights when you likely have low armour, no mobility and everyone else is enduring pain, being invulnrable, stealthing, evading and porting.
I am very grateful that after so long they finally listened but this is an obvious change still half complete and still doesnt solve the major problem, Necromancer’s over dependence on teammates
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Wow if we are getting a ds stun break i guess this means we are going to remain immobile. I still think this trait should be a grandmaster minor, but this is deffinitely an improvement
This is amazing….YAAASSSS!!!!. But will it be used? you till have to give up deathly perception for it
3 stacks of stability on spec walk and spec armour (including last grasp) this is something that just makes sense anyway you look at it, its odd how the most obvious things escape the devs.
lol ive asked myself the same question. You would think that they would try getting the most out of fear chains by applying a lot of condis first or power bursting after each fear
Aside from turret engies, necromancer stability and mobility, guardian mobility and stealth detection skills, the classes don’t need to be changed that much or removed.
my opinion would be that while stealthed, you should still be able to see your numbers if you hit them. That way that even while stealthed you have a chance to still harrass them. And they have to use more skill about where their positioning is while stealthed.
Better yet, stealth detection skills with fair durations and cooldowns. Doesn’t allow you to target, but still allows you to hit with swings and AoE.
After trying out Captain and Knights runes, I’ve come to the conclusion that the added defensive stats do absolutely nothing for a power necro. The primary cause of death for me is being chain CC’d and focused, and the amount of defense given by those runes is nowhere near enough to survive that. And if I’m dying anyway, I might as well keep those stats in offense.
somewhere around 3000 armour was where i started noticing the benefits in pvp. In WvW i believe its 2600 without sacrificing too much damage.
The armour just allowed me to respond to changing fights and chip damage without constantly worrying about getting 1 shotted. For instance back stab a light rmour golem and a heavy armour golem, you are getting the same reductions.
Focus and CC chains kill any build but at least the armour usually allows me to take them for a few more seconds if i need to or port with wurm once it hits.
I recently switched back to zerker necro meta just to make sure i wasn’t delusional. The damage in balanced fights was really nice 7k Axe chanels, 4k chill of death procs almost made me want to stay with the build then i quickly realized why i switched when fights would change frequently and you can’t do much about it because all the chip damage gets you low on health.
Current high armour power build lets me fight for days and still kill through sheer pressure. I’m fighting a ranger, ele shows up?no problem while thats happening i spy a mesmer approaching? no problem. When they appear one at a time like that the build can handle it a whole lot better than zerker.
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Arguably they are the one class that is most dependant on allies being solid players.
Completely true not arguable and it bothers me to no end.
Not sure why anyone would bring a Necro for its “mobility”.
Because at the end of it all necro is still a fun class to play.
When this happens i can never understand it, ok beingchased by 3 people around the map with high chance of death but that means they have just 2 people capping and decapping while you have 4. So when i look up and see that we have no points capped, i wonder how bad must your team players be to not be able to cap when it is 4 v2.
For me personally it happens more in hotjoin, i don’t recall this happening in solo ranked.
Just so this is on the record if Anet is reading this thread, i suggest:
A lupine blast as a DS skill that doesnt require a target and grants invulnerability
A DS heal skill (with ofcourse a cooldown) that consumes Deathshroud and grants the resistance boon.
As someone else mentioned, spectral skills also granting stability (NOT ONE STACK)
Lol 3 necro condis, let me guess, carrion naturally you will get your a**es kicked.
effectiveness is the only thing that brings a smile to my face and sadly kill one target then die type of builds like the meta arent it sadly.
Its difficult to explain but you will need high armour, spec armour, signet of spite, at least one other source of blind (2 more if you can) and a second fear or stun.
First the attack is too fast to wait for a cue to dodge but you can make educated guesses on when to evade. For instance i sometimes run towards em to bait the burst and then evade. I could name the attacks but it wont mean anything to you, you should watch the you tube video and pay attention to the fire and air number 2 and 3 skills
https://www.youtube.com/watch?v=5V283dTUEXk
To beat this ele you have to force out the arcane shield and the skill that makes them invulnerable (mist form?) before you take too much damage, to do that you have to prevent them from attacking while you attack, so fears, dazes, knockdowns and blinds. Once you see the blocks just go into DS and wait, kite and dodge when necessary, don’t waste your dodges while in DS unless you are confident you are dodging the burst.
Hopefully you have gotten the ele to below 50% hp while you are well above 50% and not completely out of DS , if youve managd this then you have pretty much won. activate signet of spite because the ele will switch to water to heal but the poison will throw a monkey wrench into that. The weakness and blind are the other main reasons for the signet, having this on the ele while you have protection with high armour works like a charm but you have to make sure you land this signet, if you miss, then you have to land a stun or blind.
Once you land the signet, burst again out of DS, if not dead yet, and the blind has been removed, use DS and then chain everything you have up and finish with life blasts.
To summarize, burst after using a blind, stun or evade, don’t stack them together. If the ele is blocking or invulnerable go into DS.
Two things i should mention, this strategy works best with high armour because it is much much harder to fight 2 one shot chains while being blocked if you are anything close to glass.
The second thing is not all fresh air eles play the same, some are much faster than others, you may be forced to use signet of spite early for the weakness and blind mostly and then pop spec armour. I got my kitten kicked by one of them a few times before i learned this way of beating them.
Side note: pretty much all the good fresh air eles blind before using the burst. so be careful not to use fear or stun when blinded
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4k rune of air? seriously? didn’t seem to hit that high to me when i tried it but then again i didnt check combat logs
I vaguely remember making a suggestion on the legendary system which was pretty much just like what they announced, wow they actually took it seriously.
you missed the wings
Just dueled another zerker meta necro a few times who wasnt half bad, except…he was zerker and using a staff. Got him to switch to knights and voila lasted a whole lot longer while doing dangerous pressure damage. If he dropped the staff and took daggers and warhorn and we dueled again, i might actually be forced to use stealth.
If i can get the meta to change to knights and necros are benefiting from it, i think it would be a personal accomplishment.
So you were fighting the worst necro you could find, in fact he was so bad that you as thief didn’t even need stealth to beat him. And that guy died less quickly with more toughness? Incredible! I’d say you’re about half way done establishing a new meta.
I’d like to see necros be feared on arrival like thieves.
Oh man, I really want to fight your thief, and I’m secretely hoping that you are as good as you say because from my experience thieves are rarely ever a challenge for necros.
My thief just works against glass necros, its not a skill matter, its the mobility. I can’t guarantee the same thing with all mesmers even though they say thieves counter mesmers, have had quite the headache with some good ones.
If you know someone good in NA i can duel him/her in your place
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Now, I really hope you are on EU because if so I’d like to challenge your thief with my carrion necro.
Ooo.. alright im on right now, you NA?
No, like I said, I’m on EU :/
lel im blind…missed that line
@ Sorel
@ LordrosickyThe system no longer tries to match you with or against players of similar skill level, this much is visible. What it seems to be doing lately is taking 10 men who enter a que and then devising the best balancing split for the 5v5. Example:
Low MMRs are 1, high MMRs are 10
Red Team: 10, 3, 2, 2, 1
Blue Team 5, 4, 4, 4, 2This new system seems to punish high MMR players when they solo or duo que. The team with the high MMR is always the team that gets placed with the severely unknowledgable players because the system uses their high MMR to balance a low MMR 4 man against a mid range MMR opposing team. The problem here is that the one high range MMR cannot realistically carry the 4 rabbits/deers by himself against a team of reasonably seasoned players who at the least understand basic rotations and basic meta. Even if the high MMR holds a point the entire match while farming opponents back to back constantly, it still won’t make up for the massacre that is happening on the other two points where the red 3, 2, 2, 1 is getting stomped by the blue 4, 4, 4, 2.
This is the entire core of the problems and complaints that are being currently listed in this spvp forum.
Wow…thanks for clarifying, yesterday i was in ranked and was wondering why the hll there were so many rabbits everywhere.
Unfortunately I believe its the only system that works becauseIf they try grouping 10 highs you will probably get upwards of 10 minute queues, a lot of lows mixed in with the much fewer highs so makes sense to balanace it out like they do now.
Also its actually balanced if there are equal number of inexperienced players on both teams. The last thing a high wants is to be grouped with lows and the other team is filled with highs. Now that would be a problem.
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Pistol pistol engis running 2/2/0/6/4 bomb kits with a zerker ammy. You aren’t impressing anyone.
I understand that people like coming up with their own builds, but before you theorycraft one, make sure you have a solid basis of understanding for your class please.
Ranked or unranked? If it’s the latter, please let people play the game the way they want. Sure, it’s bad, but he’ll soon come to realize it and improve (hopefully).
edit: it’s sad really. With a celestial amulet it would be okayish, providing he takes HGH. I’d still go for IP though.
Ranked, Unranked, Hotjoin the builds i create based on my playstyle consistently outplay meta builds, why? because i know how to make them pay for their squishiness.
People should just build based on their playstyle, if meta happens to be it then gg, if not, then custom build.
im a thief and i approve.
The pre Dec 16 leaderboards weren’t about grinding you literally just need a win against some with a high mmr to make it. But you didn’t manage that. So either hotjoin hero or bad.
Eh.. i really couldnt care less… cuz in the end i know my skill level in the grand scheme of things, i know what gets my kitten kicked and what doesnt.
Just dueled another zerker meta necro a few times who wasnt half bad, except…he was zerker and using a staff. Got him to switch to knights and voila lasted a whole lot longer while doing dangerous pressure damage. If he dropped the staff and took daggers and warhorn and we dueled again, i might actually be forced to use stealth.
If i can get the meta to change to knights and necros are benefiting from it, i think it would be a personal accomplishment. I’d like to see necros be feared on arrival like thieves.
Grinding to dragon in hotjoins or custom arenas does not make you good, skilled, or knowledgable. Hotjoin is completely different in so many ways from unranked or ranked it’s not really the same discussion. Either way I think I see why you have such skewed views of necros in Pvp.
To OP, you can make power necro work if you work at it. Just don’t expect it to not be a bumpy ride from time to time.
grinding? lol i hate grinding, was pretty big on actual matches when leveling. Not so much now for some reason.
Lol dragon rank = newb #logic. don’t worry about my standings dude, i really dont care about it. I simply dont play 300 ranked games per week. I can stay in practice mode for days just because of the no queue time. I only play ranked if i havent come across dragon level players in a while.
You know… I was really trying to take you seriously, but now you’re telling us that having a dragon finisher means something?
A lot of necros are seeing the same problems now. Necros these days don’t even use pure zerker anymore but zerker and knights or captain in wvw.
…
most necro have accepted or are in the process of accepting the issues and many limitations of full glass, you should too. I hope you don’t one day join NoS and take carrion to a tournament expecting to be shielded, I will happily greet you with my thief.Your delusion about carrion stats are starting to get comical.
And who are those many necros who are having this same revelation as you did?
I thought I was somewhat involved in the necro community, both on the forum and in-game, but I swear you are the first person I’ve heard saying those things.Now, I really hope you are on EU because if so I’d like to challenge your thief with my carrion necro.
Ooo.. alright im on right now, you NA?
Power necro is pretty nice in solo, I like to think I do well with it. It is hit or miss though, I very rarely get fights that are drawn out, either I melt the person or I get CCed to death. I started doing a lot better with it once I moved away from the DS LB builds honestly. Just about everything I went after out healed the blasts or just blinded me. For solo, necro away.
and what is there other then ds lb builds for power? dont you spec anything into sr?
All you should spec into SR is 4 points for near to death and vital persistance/spectral mastery. It appears this guy learned the hard way the problem with depending on life blasts.
Your not in the position to be making blanket statements About a class that it has become clearer and clearer you are very inexperienced with in pvp. As a power necro you should be relying on lifeblast and your 50% crit chance increase. The trick is not just spamming then into someone blocking and reflecting. Try counting dodges. You can also dodge mid lifeblast.
Alot of you keep trying to say kitten like “we’ll that’s because you used the cookie cutter build if you used my build you wouldn’t have that problem”
Get outta the kittening hotjoins, play a tournament.
We are either glass power or glass condi. There is no tanky, we are inherently tanky due to Our class mechanic and high health pool. Learning to play with all that extra defense that barely helps gives you bad habits, your not as focused on dodging and your dps is awful.
People don’t use meta builds because they don’t know how to make a build they use them because they have been battles tested.
I swear if i didnt know any better i would think you just started playing pvp. Please watch these and let me know if you honestly think an immobile class like necro should be going glass when almost all our high damage skills have long cast times.
https://www.youtube.com/watch?v=ESO_mDzxUg8
https://www.youtube.com/watch?v=ZG0GgzBY5Cg
Ive been playing pvp for a long time man and ive tried any number of builds and amulets. Dps glass, condi glass, evade, siphon, wells. even power tanks using soldiers ammy then maxing out curses and using sigil of accuracy for crit and fury . Except the build i run now, they all had the problem of either not doing enough damage or taking too much damage from classes that can avoid damage then burst or in the case of warrior, die from relentless attacks and CC chain.A lot of necros are seeing the same problems now. Necros these days don’t even use pure zerker anymore but zerker and knights or captain in wvw.
Not that it means much but I cannot find you on the pre Dec 16 leaderboards at all. Anyone that pvped made it onto that…… so I’m guessing your the new one?
playing hotjoins and playing agaisnt real teams are two different animals.
For kittens and giggles I run around on a rampagers signet necro and I can wreck people. I would never recommend the build to anyone. Hell the other day I ran around on a MM zerk build specifically made to suicide myself… I was wrecking people… but it’s hotjoin….. even took it into unranked still wrecked. Player skill > build but build maximizes player skill utilized. Just because I used some dumb builds in hotjoin doesn’t mean I would come on her recommending there use it over meta builds claiming it is just as good.
Lol dragon rank = newb #logic. don’t worry about my standings dude, i really dont care about it. I simply dont play 300 ranked games per week. I can stay in practice mode for days just because of the no queue time. I only play ranked if i havent come across dragon level players in a while.
most necro have accepted or are in the process of accepting the issues and many limitations of full glass, you should too. I hope you don’t one day join NoS and take carrion to a tournament expecting to be shielded, I will happily greet you with my thief.
Power necro is pretty nice in solo, I like to think I do well with it. It is hit or miss though, I very rarely get fights that are drawn out, either I melt the person or I get CCed to death. I started doing a lot better with it once I moved away from the DS LB builds honestly. Just about everything I went after out healed the blasts or just blinded me. For solo, necro away.
and what is there other then ds lb builds for power? dont you spec anything into sr?
All you should spec into SR is 4 points for near to death and vital persistance/spectral mastery. It appears this guy learned the hard way the problem with depending on life blasts.
Your not in the position to be making blanket statements About a class that it has become clearer and clearer you are very inexperienced with in pvp. As a power necro you should be relying on lifeblast and your 50% crit chance increase. The trick is not just spamming then into someone blocking and reflecting. Try counting dodges. You can also dodge mid lifeblast.
Alot of you keep trying to say kitten like “we’ll that’s because you used the cookie cutter build if you used my build you wouldn’t have that problem”
Get outta the kittening hotjoins, play a tournament.
We are either glass power or glass condi. There is no tanky, we are inherently tanky due to Our class mechanic and high health pool. Learning to play with all that extra defense that barely helps gives you bad habits, your not as focused on dodging and your dps is awful.
People don’t use meta builds because they don’t know how to make a build they use them because they have been battles tested.
I swear if i didnt know any better i would think you just started playing pvp. Please watch these and let me know if you honestly think an immobile class like necro should be going glass when almost all our high damage skills have long cast times.
https://www.youtube.com/watch?v=ESO_mDzxUg8
https://www.youtube.com/watch?v=ZG0GgzBY5Cg
Ive been playing pvp for a long time man and ive tried any number of builds and amulets. Dps glass, condi glass, evade, siphon, wells. even power tanks using soldiers ammy then maxing out curses and using sigil of accuracy for crit and fury . Except the build i run now, they all had the problem of either not doing enough damage or taking too much damage from classes that can avoid damage then burst or in the case of warrior, die from relentless attacks and CC chain.
A lot of necros are seeing the same problems now. Necros these days don’t even use pure zerker anymore but zerker and knights or captain in wvw.
(edited by Ragion.2831)
Hopefully from the HoT beta starting in the next day or so we’ll get some detailed information on necro changes.
And then it’ll turn out that GS is just like necro axe with shorter range and the only change they did was made it so necros only have half as much Life Force as they do now, because the people in charge of balance at anet totally know all about necros.
I will flip my kitten if anything near this happens. I do not like the idea of being forced to switch my main of over 2 years.
Power necro is pretty nice in solo, I like to think I do well with it. It is hit or miss though, I very rarely get fights that are drawn out, either I melt the person or I get CCed to death. I started doing a lot better with it once I moved away from the DS LB builds honestly. Just about everything I went after out healed the blasts or just blinded me. For solo, necro away.
and what is there other then ds lb builds for power? dont you spec anything into sr?
All you should spec into SR is 4 points for near to death and vital persistance/spectral mastery. It appears this guy learned the hard way the problem with depending on life blasts.
Fig should be a grandmaster minor and give 2 stacks. There’s honestly no point in deathshroud if you are being bounced around and continuously stun locked.
Looking at the rune again, perhaps these guys are right and you should use perplexity, expensive though, wish i didnt destroy mine.
but you have to admit this is almost believable
This is why i dont use staff on a power build, take axe/warhorn, dagger/dagger. What kills thieves in 1v1 is dagger auto spam while you have protection up and weakness on them an well timed blinds.
I suggest running signet of spite. You have to land this thing the moment you are in range. Chain tainted shackles with dark pact then channel ghastly claws, that will probably start getting the thief nervous. If he ports out, just relax and leave area for a bit and let him come to you. When he ports back, evade becaue he will try to get the next hit and try and get behind him. Use swarm, and unholy feast then just kite spam dagger auto.
Somewhere in there try as much as possible to land the enfeebling blood on dagger at least once and have protection up if you can. Thieves is another reason why i dont use lich, a well timed golem charge is where its at because of the shorter cooldown.
If the thief is really fast and you miss the immobilize chain, use only dagger, weaken and blind them, kite and spam auto. Fire and air sigils will get them very afraid of standing next to you. Don’t depend on life blasts unless you want to chase, good thieves too fast for it.
Use unholy feast and life transfer if they stealth next to you.
If a good thief is involved in a gank, ignore all this and run. Oh wait, you wont be able to.
(edited by Ragion.2831)
There are other reasons, you might want to block projectiles while chasing a different target you might want to block projectiles while running from melee attacks.
The rest I’ll give you but this…not so much. The wall is in front of you, so if you’re running away from melee, it’s not doing jack to prevent projectiles. Or you’re failing to run from melee because you’re backpedaling.
warrior is on top of you and ranger is shooting at you, you have to pick one target which would it be? ofcourse its going to be the ranger. You can’t be standing still attempting to tank warrior damage you have to run towards the ranger so what you will likey do is pop swiftness, cripple the warrior, pop your shield and run to the ranger giving you a chance to avoid any serious damage from both.
Nightmare. Perplexity is nice but nightmare better for handling thieves, mesmers and closing the gap on pew pew rangers.
The thing im concerned about is the new tech. Its fancy and everything. But not necessarily better than simplistic versions of skills. For example the revenants projectle block that follows the rev and stays in front. Thats fancy but just a full stationary dome like feedback is actually stronger. The only new thing that i think will be good is upkeep skills. The new cascade and player orientated skills are nothing more than fancy effects. And i really hope necro doesnt suffer by getting weaker versions of skills just so they look special.
Is a stationary dome better though? With the revenants wall you can close the gap between you and your ranged opponent while blocking while avoiding any melee attacks. Yes it isnt a 360 block but frankly in most situations a one sided block is enough.
Given Revenenat Hammer is a 1200 range weapon, why would they want to close the gap against projectile-wielders?
rangers 1500 range (said to be actually more then that), condi mesmers that can afford to stay out of range and let you melt in conditions.. Perhaps there are utilities you want to land that have shorter range. There are other reasons, you might want to block projectiles while chasing a different target you might want to block projectiles while running from melee attacks. Mobility is really important in every every game mode, there really is no reason why some classes should have it and some classes shouldn’t. An immobile shield is already one of guardians main problems. You can’t begin to imagine what guardians would be capable of if all the projectile blocks were mobile.
Necros can also be shut down for an entire game thanks to not starting with any lifeforce. Which means its highly beneficial to focus them so they can never build it up.
I usually take spec armour and start the match with that as well as make sure my full ghastly claws lands. Solves that problem.