IF your rezzing a downed ally, and your surrounded by danger do not fear! Just activate plague form after you started the physical act of rezzing your ally. You will be able to rez still, while AOE blinding everyone near you.
Give it a try
Love,
Kether Ryle
I sense stun matra, and scepter pistol is making a come back.
Good riddance too, I think its more interesting playing mesmer, instead of playing tag around pillars at the henge on forest of niflhel.
I mean did anyone even have a competent strategy for dealing with someone who simply LOS phantasmed at the henge for multiple minutes at a time?
This is a pretty interesting build, definently good for fighting 2 monsters at a time. I might give it a shot in PVE tonight. Swap out well of power for plague signet, and well of blood for consume conditions and you also have a pvp build (not sure how viable just yet) but I like it. Thanks for the info.
Hmm this is a curious build, I’m going to give it a shot. It is very similar to the way I role minionmancer in SPVP.
I am unable to see your skills within the link provided. Going to need to see your traits.
Man that additional 30 points in stats I get in total from infusion and gear related nonsense sure turned the tide while I was button mashing my keyboard with my face. (note the sarcasm)
Man you sure are a whiner.
What is PVP without ganking? You want slow strategic games with perfect balance, play chess (and even that kitten is not balanced).
If you want to stop getting instagibbed, stop running into 3 – 4 people alone or if its a single thief gibbing you, put on some toughness and vitality.
The “vertical grind” they added, is optional at best as the stat difference is barely worth mentioning. No where will you see that one person was owned by another, because he had 3 more points in power. or 4 more points in vitality. Lol what a joker
So many negative nancies, you gain life force a lot easier by fighting more than one monster. Try fighting more than one at a time, around 3 is the sweetspot. You should see your survivalbility spike.
Additionally for harder encounters, switch to focus as offhand and utilize those skills they provide life force. 20 traited into deathshroud is also useful for lifeforce generation utilization traits. Only use DS when all your Cds are up, or if you need to lay some DD down while your bleeds are stacked on them
(edited by RhysSebastian.7651)
Name 1 fight in the entire game, that requires gear more so than good movement and utility selection.
BTW you got me on the agony thing.
Actually you just inspired me, naked lupicus run with level 80 weapons sometime this week lol full party.
Guild Wars 2 rewards skilled play for the most part. Rarely does a battle come to a numbers game except in the most dire of situations. The difference between rare-exotic are pretty miniscule even if you add up all the pieces from the respective tiers.
A good player will still do well, and a bad player will still fail. Even if they were specced out in exotics/legendaries. So why all the doomgloom? Does an additional +15 power really make that significant of a difference to you?
I’ve yet to notice.
Necromancers are extremely powerful, but only if you understand the flow of the battle you are in. In PVE if you know how to utilize staff, epidemic, and blood is power you can kite (and kill) 12 – 15 mobs at Orr.
Meh, with a good kite a level 1 can kill a level 80. It will just take forever to do so.
Truth, but I dont think a level 1 can kill all those mobs at essentially the same time generally. Most of the groups of enemies I fight die at essentially the same time in a reasonable time frame, which makes me a happy necro
Yeah fractals is absolutely amazing, and the best part is they can expand on the fractals to add more variation in future patches. A bad kitten design to be sure.
I just wanted to give you an opinion on Necromancers without of all the drama of the forums.
Before you judge necromancer based on forum responses remember this. Most people on the forums kitten, a lot.
Now to the subject at hand:
Necromancers are extremely powerful, but only if you understand the flow of the battle you are in. In PVE if you know how to utilize staff, epidemic, and blood is power you can kite (and kill) 12 – 15 mobs at Orr. This makes necromancers excellent farmers. Additionally your survival is excellent due to being able to deathshroud as big bursts of damage come in.
Additionally being able to weapon swap as your CDs die is paramount to your success.
In dungeons your goal is to control conditions and boons. You do damage yes, but it isn’t as much as everyone else. Your goal is to MITIGATE damage, not absorb it. You want to keep enemies blinded/slowed/weakened, while making the enemy more vulnerable to your allies attacks.
There is also a lot of advanced tricks you can do utilizing spectral walk and flesh wurm, if you see the opportunities to use them. (they are both teleporting spells).
In PVP, necromancers are a powerhouse if you build properly. In no build ever, should a necromancer not have toughness. It makes you too glassy in this thiefy world we live in. However, if you are very good as a necromancer with the proper setup and cooldowns. You can (RELIABLY) fight 1 vs 2, against say a thief/gs guardian. The reason that necromancers are not popular in SPVP is because guardians have a kittenload of condition removal without sacrificing toughness. This makes it rough for the necromancer, as most of our damage comes from conditions. In PVP your goal is to spread as many conditions as possible, again to MITIGATE damage to your allies while providing pressure damage to your foes.
You are a very strong duelist as long as you know how to move. Rarely will you be beaten 1 v 1, more than often the fights last long and eventually an ally comes to assist them. However, for the most part you should be able to kill most enemies without any real problem. As long as you have the time to kill them. Knowing when to flicker DS to utilize on DS talents is important.
Seven mesmers sounds like some special circle of hell.
Would being able to change skills on equipment en masse when out of combat break the game, or would it improve it?
I think it would improve the game as it stands, as people would be able to make on the fly decisions before engaging in battle. It would in general make each class much more flexible and that much more dangerous, but at the same time the decisions made to change skills would reward player knowledge of the game. As we all know that utils are limited to 3 slots. Knowing what skills to use in each battle situation, instead of going in with a static build could improve the skill based aspect of the game me thinks.
On a hilarious note, Thief is the one class as a Necromancer I know I will have very little trouble defeating the vast majority of the time.
This is my exact mentality when I utilize axe/staff with power toughness build. You can do some obnoxious stuff with flesh wurm spectral walk bone minions and elite golem. Its literally the only build I’ve ever been reliably able to kill a bunker ele or guardian with.
Yes Moas can destroy minions, as can water. But has a long as kitten cool down. A power toughness necromancer takes a long time for a mesmer to deal with, particularly because you can spec power and still have great condition removal. The trick is to utilize all of your minions special abilities before they get in range to moa you. You can do some pretty significant damage, and can easily break LOS by utilizing flesh wurm.
So while its not IDEAL, you can still pull off fighting a mesmer. Since if you sacrifice plague signet or bone minions before starting combat you can utilize both spectral walk and flesh wurm to be all over the kittening place.
(edited by RhysSebastian.7651)
Do it like League of LEgends
solo and dual queue,
and then 5 man teams.
It works for them, its dat simple.
Thanks for your feedback guys, any tips you can provide is very useful.
People whine about theives because they run glass cannon, and are downed by a theif in 1.5 seconds before their rig can even render them into existence.
It feels cheap, when really its not all that bad.
Im a necromancer looking to mix things up for a while. Do you think Engineers have what it takes to play competitevely in the SPVP scene? If so why, if not why not?
I use a Nostromo and Razer Naga, and honestly it makes life much easier to use f 1 – 4 without having to move your hand on the keyboard much
Man I wish I had that game, Id be tearing up with my Necro. Thiefs love fighting Necromancers oh yes…
:)
Ill add you to my friends list, I’m trying to get together a tourny team.
Go ahead and offer suggestions. I am going to offer what I think is the most significant topic for Mesmers.
Use Targetting. Put that giant red reticule above the mesmer everytime you can.
I set targetting to scroll up on my mouse, makes mesmer fights waaaaaaaaay easier.
Another very good song
VnV Nation – Further
What are things you notice about Necromancer players in general?
in Necromancer
Posted by: RhysSebastian.7651
People and their negativity, power is obviously going to do better versus someone who is build to counter conditions and vice versa. Such linear thinking
Eh people are making this too complicated.
Let the thief get the jump on you, hit DS and then fear them. When they recover spam fear at your feet and then kite them.
What are things you notice about Necromancer players in general?
in Necromancer
Posted by: RhysSebastian.7651
I actually like the flesh wurm and bone minions
What are things you notice about Necromancer players in general?
in Necromancer
Posted by: RhysSebastian.7651
For example, a lot of necromancer brothers and sisters are very sarcastic 6%6
What are things you notice about Necromancer players in general?
in Necromancer
Posted by: RhysSebastian.7651
What are some peculiar things you noticed about necromancer players you see in general?
Diary of Dreams – Play God
Trust me, try it.
Lyrics
What is this penetration?
If not some pre-salvation?
What is a mental attitude?
Why is my fever not in mood?
It’s me combining numbers
It’s me just playing God
It’s me who’s making rules here
I cannot come undone
Awesome.
If you dig this song, and want some referrals hit me up. Anything to better my necromancer brothers and sisters.
(edited by RhysSebastian.7651)
Keep up the good work! I may not be able to see your event today, but really I’ve already had lots of fun with the holloween specials. Candy Corn Elementals are the kitten.
If the one down is a mesmer, or even a thief, you can absolutely forget 1 v 2.
This man is wise. Maybe guardian/ranger or ranger/ele, but def not anything with theif or mesmer down.
If you target (as in paint them with a red bullseye) for the most part I can keep an eye on the mesmer. I have seen it come off during stealth occasionally, but in general just painting mesmers and using the targetting button will allow you to swap to your painted target. Not perfect but useful.
I just wanted to let people know that Necros are pretty good at being mobile with spectral walk and flesh wurm. If you utilize flesh wurm and spectral walk as needed you can provide limited support to mid while stopping the mesmer on treb from using the treb.
Since you are a necromancer brother or sister, I assume your good enough to know how to dodge phantasm shots and typically kill the treb and escape without dying, the mesmer sort of wastes their time.
:)
Hail Necromancers!
As a power staff/axe necro I dont usually have trouble with mesmers. As a tip for most necros, if you see a team that lacks a severe amount of knockdowns retrait death shroud to have a 50 percent cooldown, as opposed to stability. This will allow you to flicker in and out of DS to avoid phantasm damage. This will also make sure you can off their mesmer guarded treb. Additionally you can utilize flesh wurm and spectral walk to keep their kitten mesmer off the treb while providing limited support to mid.
You have three ways to break stun, fleshwurm, spectral walk (after use), and plague signet (which every necro in their kittening mind uses). Pick one, and after you break stun and they try and gangbang you again just DS and fear.
You should never lose to a theif one on one, a good theif will just escape the fight.
(edited by RhysSebastian.7651)
As a Necro, I approve of these statistics.
Make Flesh Wurms Skill Necrotic Traversal More Reliable
in Necromancer
Posted by: RhysSebastian.7651
There he just mentioned the resolution, make fleshwurm cast at your feet like a well. Then use it to teleport back. Then it fixes my issue and doesn’t ‘break’ jumping puzzles.
Funny seeing someone rage about being ignored. Personally its easier to just kill the treb and ignore the person their then dance for 2 minutes and then destroy the treb.
Make Flesh Wurms Skill Necrotic Traversal More Reliable
in Necromancer
Posted by: RhysSebastian.7651
O.o?
Im not sure if your being sarcastic or kitten …
Eitherway, Its broken. The game is centered around PVP, fix it please.
In single 1 v1 combat I have never lost to an elementalist using a pet build. As a glassy conditionmancer I lost to a bursty dagger ele, but thats honestly the only occurence I can recall.
Elementalists get me a lot more in team based fighting.
Ive had stalemates vs tankier/heal elementalists though.
Make Flesh Wurms Skill Necrotic Traversal More Reliable
in Necromancer
Posted by: RhysSebastian.7651
I dont like how Flesh Wurms Necrotic Traversal, is something between a blink and a teleport. Sometimes it will allow you to penetrate walls, othertimes it will just teleport you into a wall or a short distance somewhere.
There shouldn’t be a maximum range:
If the enemy wants to eliminate your ability to teleport back if your off playing somewhere, they can just kill your fleshwurm.
This will give the ability to be just as useful as mesmers for the treb, or if you are removing the ability for mesmers to carry things through portals. Simply apply that too Necrotic Traversal.
Necrotic Traversal can only apply to a single player, and cannot teleport a whole team like the mesmer portal.
Until this is somehow fixed I have to utilize spectral walk and necrotic traversal for mobility, when necrotic traversal should be allowing me to freely roam with an anchor in the first place.
Mesmer f1 – 4 skills are useless if there are no clones. Whether or not your a minion master wont really matter, so if you dont need to use the button then dont use it lol.
Additionally why would you not want to add the option to attack two targets at once? I can think of plenty of ways this would be useful kiting an enemy dps while eliminating an low HP target.
Make f2 the necro pet attack button.
Make it so all necro pets attack the same target.
This can be done by a priority system.
All monsters will follow all other monsters higher in the tiers, and assist the highest monster.
Flesh Golem
Shadow Fiend,
Bone Fiend
Bone Minions
Jagged Horrors
Flesh Wurm (this is last because it is stationary, additionally provide flesh wurm with a natural guard ability so it attacks all nearby things, prioritizing player characters in range)
So essentially, when the highest monster in the list is told to attack something, all little baby monsters follow that big monster. Its great!
If you like this idea, please bump my thread with as many replies as possible as to get the devs attention. Thanks.
Your strengths:
You can dominate bursty foes with your abundance of anti stun mechanics and mobility, while providing sustained DPS and constant debuffs. Your pets alternate skills really flesh out your ability to deal out damage, and control your enemy. Plague Signet, Consume Conditions, and Putrid Mark can really bring some frustration to condition reliant builds. While reapers mark (staff fear), doom (death shroud fear), and your flesh golems charge provides great control on a single player. Due to your decreased cooldown on Death Shroud you will be able to flicker in and out to provide emergency clutch damage control, and fear every 20 seconds. Typically by the time you complete your rotation of staff skills/axe skills your death shroud fear will be ready to use again.
Weaknesses:
Sustained brute force. Pet Guardians, Axe/Hammer Warriors, and Crit Based Rangers can be very difficult to fight directly. The pet guardians have plenty of knockdown, which is troublesome even though this build provides plenty of methods to escape stun, but the knockdown animations keep you locked down allowing burstier classes the opportunity to hurt you. Axe Hammer Warriors, can lock you down and do pretty substantial short burst damage with their axe. They also tend to be quite tough, while you should be able to solo one in a prolonged fight their danger to you is amplified with another person around. Crit Based rangers are rough, as their damage is consistent and typically fast. Necromancers need time to bring their enemies demise, and crit rangers do not provide that. In general try to fight them in a closed in arena and be the one to initiate combat. If this sort of ranger is on the offensive against you and initiates combat break LOS and try to bait them into a closer position.
Below I will list my build and how I play it. I hope it will provide an alternate route to my necromancer brothers and sisters.
Weapons:
Staff
Axe/Dagger
Amulet:
Knights Amulet
Healing Skill:
Consume Conditions:
Utility Skills:
Plague Signet – This skill is great for removing conditions from yourself and stacking them on an enemy player, but its primary role in this build is to remove stun effects from yourself while debuffing your enemy. This is vital as most classes that can kill you quickly rely on you staying still. You will always be moving with this build using axe to attack from medium range and building relaliation or using your staff to place marks on the ground and bait your enemy into it. This will allow the time that is needed for your minions to do appropriate damage (and to sacrifice your bone minions)
Summon Bone Minions (or Spectral Walk as needed for gameplay)
Bone Minions are useful for providing surprise burst while fearing your enemy. When sacrifices as traited above it is not uncommon for each bone minion to hit between 2k and 2.5k in an area with a rare crit of 4k.
Spectral Walk is useful for wasting your enemies time and providing a long term quickness buff to your necromancer. This skill also breaks stuns on the teleport back (not its initial use). This is excellent as you will remove your stun, typically dodge and then kite your enemy away from the point of interest (like a capture point) As they chase you this will allow your CDs to refresh. If you use it within six seconds it will teleport you back to where you used it. Again making the enemy turn around to come at you, giving you time to place more marks from your staff down on the point of interest or whack them a few times with your axe.
Summon Flesh Wurm – as traited deal between 1k and 1200 damage, on glass builds ive seen it hit 1400. There are several ways to use this minion. If you are guarding a point place it off the point, but in a place that provides an advantage. When you use the skill, it will teleport your character to the wurms location. It will not teleport you onto much higher terrain, but there are some points it will. This will require experimentation. Additionally this skill also breaks stun, allowing you to escape deadly burst combos and provide you time to recover CDs.
You can place the wurm while running, so be sure to do so if your being chased by an enemy team. The more time you waste of theirs the more likely your allies will do something useful. Between staggering your flesh wurms, death shroud, and spectral walk you can be extremely irratating to kill giving you mobility that in more practical instances surpasses a mesmer.
Elite:
Summon Flesh Golem – This golem does great damage and provides additional CC For you by knocking down foes. It hits about as hard as the flesh wurm 1k to 1.4 k, while snaring enemies it hits.
Traits:
Spite: 30 Points
Adept: Spiteful Spirit (gain retaliation for 3 seconds when entering death shroud)
Master: Training of the Master (Minions deal 30% more damage)
Grandmaster: Axe Training (20 percent more damage on axes and 20 percent cool down reduction on axe skills:
Soul Reaping: 30 Points
Adept: Vital Persistence (Life force drains 25% while in death shroud)
Master: Soul Marks (Marks generate 3 percent life force when triggered)
Grandmaster: Near to death (death shrouds cooldown is reduced by 50 percent)
Death Magic: 10 Points
Adept: Minion Master (Minion Skills cooldown is reduced by 20 percent)
(edited by RhysSebastian.7651)
I can see how stacking bleeds could be exploitive with the sharks, but honestly the point is easy to nullify. If the enemy team has the ruins, just grab a cannon ball stack from the ship, and support your team with cannon fire. I bet you will soon hold both land filled points :P.
The only real problem with the sharks aside the bleed damage, is that controlling the ruins gives you a serious map mobility advantage. Essentially forcing the enemy team to hug their points with a roamer on the cannon.