It’s actually bugged right now and you can just run through the door and finish that section. Furthermore, the buff you get against the boss doesn’t do anything right now. It’s all borked. ;-;
I do think a letter would’ve been a good idea. Otherwise, the only things about this that depress me are:
- Too many interrupts needed for Dragon’s Gaze achievement
- No Zhaitaffy ;-;
By the way, record approved. Great job!
Also, there’s a bug with trying to edit a player to add them to other guilds after they’ve been created. It keeps saying “All values are empty. Nothing to edit.” even though that is not true. It only works if you ALSO edit one of the non-guild fields, but you should be able to edit guilds anyway.
The problem is that the achievements are for winning, not for playing. They should just be fierce with the auto-kick for AFKs and have the achievements be for all participants. Maybe have an achievement for winning 100 games over the whole event, but that should be it.
I agree, 100 is far too many for a temporary activity and is unrealistic given the spawn rate and the difficulty.
Some light background and maybe enhancements to filter bar?
The filter bar could use a border and could use some enhancements and less space between options. Speaking of borders, I think the actual record tables themselves could use a border like the old gw2scr page. Maybe you can take the background image they used too, to give the page some attractiveness.
Blood Fiend needs so much work that a finisher doesn’t even begin to address it. He’s also even harder to aim than bone minions.
Maybe it could be given an AOE targeter so you could choose where you want it to blow up. shrug I didn’t give it much thought, it just sounded nifty. I could see myself bringing a blasting Blood Fiend to PvE just to blast some extra might with my heal skill.
Other than that the site could use some art so that there isn’t so much whitespace, I think it looks really good functionally.
While we’re at it and talking about fields, it’d be neat if blowing up the Blood Fiend was a blast finisher. I do agree with WoB being a water field now, though. The skill is really bad in its current form.
Good dailies:
- Kill 3 Players
- Defend a Point
- Earn Rank Points
- Win a Ranked Game
- Win an Unranked Game
Bad dailies:
- Capture a Point
- Class-Based Game Win
I typed this up on my phone, so there are a couple details I’ll clarify:
- When a dolyak is killed, there appears a failure timer, probably around 60-120 seconds. If the dolyak doesn’t get ressed before the timer runs out, the event fails.
- It has to be hard-ressed like a supervisor.
- The guards wouldn’t despawn unless the escort event failed, but they could be killed (before or after the dolyak).
- If the guards aren’t killed or fighting anything, they will res the dolyak.
- Players can also res the dolyak.
I really like this idea. +1 from me.
Secondly, you said mobility is never bad, that’s entirely wrong. I explained to you exactly why and when immobility is better than mobility. You have been notably dismissive, which isn’t healthy for discussion either. How can you say “no, mobility is always better” when I have given you specific scenarios of when I have personally found turret immobility more beneficial. Turrets as abilities are designed around their immobility, spirits are designed around expecting spirit Rangers taking the trait.
I’m not trying to be dismissive, honestly, but I do try to be direct in wording to cut out paragraphs of fluff. That can certainly come off as dismissive, so I apologize for that.
Mobility in principle isn’t ever bad. Like Cogbyrn said and I’ve said before, I think if they fixed all of the issues with pathing and AI it would go a long way to addressing the problems the MM currently faces. Once that is addressed, I genuinely feel that we can take a more active approach and still achieve the goal of improving the ability for minions to connect with an opponent. I don’t think it’s fair to claim that mobility itself is bad when it’s the bugs that are making minions bad, not the notion of mobility itself.
Bhawb said above that the problem is minions not even reaching their targets, and I still think that adding active ways to do that is better than passive ways. Being able to kill a minion with AOE damage is important, and that shouldn’t be removed. Bone Minions, for instance, could get an invul when their skills is activated that they use to rush their target. I still think that’s better than just passively making the minions super buff. Shadow Fiends could pulse blind periodically around themselves, and maybe their pulse could even be a smoke field, giving the minionmancer access to stealth through blasts from Bone Minions, and stealthing minions would help a lot. Things like that I consider far superior to immunities, and that’s the sort of thing I’d like to see more of. That’s all I’m saying.
Your post, Cogbyrn, really should’ve been a PM, but I’ll address it here instead of through PM so it doesn’t appear I’m ignoring you.
@Rising Dusk: Him asking what your experience is isn’t him marking you as inept. You didn’t really provide much detail/support to your arguments, you just laid a lot of claims about what is/isn’t necessary, so in order to put your claims in perspective, more information was required. You don’t have to take offense to it, it’s a legitimate question, as in other skill levels it’s very plausible that the players just don’t know how to apply appropriate pressure to the minions to totally cramp the build’s style.
I wasn’t offended. That said, calling someone’s discussion with you ‘empty’ pending some information about their skill level is indeed pretty low.
Mobility may always be a benefit when implemented correctly without AI issues, but a lack of mobility also isn’t always a detriment. I think that’s the point they were making.
I agree. See my above posts and they agree with you too. Anet should focus on fixing the pathing and AI bugs associated with minions, and once that happens I feel we’ll be in a much better place and my arguments against some of the OP’s suggestions will make a lot more sense. Like I said, address the actual problems, not the symptoms; I think through active means we can make minions more viable without handing them immunities.
And based on your final paragraph, you came into this thread with the sole intent of disagreeing, without yourself being open to the fact that their suggestions might be the best way forward considering all of the variables.
Please don’t speak for me. I make it a personal goal to always be open to being convinced out of my current beliefs. I’m still unconvinced of what they have to say, however, and I don’t think it’s productive at this point to back-and-forth ad nauseum. I wasn’t trying to mark anyone as a “problem”, and if that was assumed then please accept my sincerest apologies. They’ve heard what I have to say, and I’ve heard what they have to say. Beyond that, I have no intention of belittling anyone or wasting anyone’s time, so I really think that’s that.
I’ve given both of these rune sets a lot of time because I want to like something other than Nightmare runes. In the end, I think the change to Nightmare runes in the recent patch was actually a buff because the crucial aspect to these runes is interrupting an impending burst reactively. Coupled with the condition duration, I actually think that I still like Nightmare more. The added sustain provided by Scavenging runes is really nice, though.
Please never do what the OP suggests. It would defeat the entire purpose of the skins.
Rising Dusk, before we have more of an empty debate, have you palyed MM in higher end (at least top… 20% – being 80%) tpvp on ranked?
I’ve played both with and against players of the caliber of Ostrich Eggs in solo queue and now ranked arena with every brand of PvP build you can field with a Necromancer. Some I use more than others, obviously, because I find them more fun.
Just because someone disagrees with your solution doesn’t mark them inept. You’d be wise to remember that.
Not to mention your “turrets are immobile, that’s their weakness” argument is entirely false.
Mobility is always a benefit. There are bugs with minion AI and other pathing issues that hold back minionmancers, and those things should be fixed. I do not disagree with that.
Additionally, them being place-able removes most of the terrain issues minions suffer, and they don’t walk blindly into massive hazards (and that includes just raw power damage). These things you’re playing off as disadvantages are absolutely not disadvantages, and I know because I play both.
You’re right, turrets are valuable in the right scenario and minions aren’t in the best of places right now. Neither of these things being true negates that mobility is always a benefit. Spirit Rangers trait specifically so that their spirits follow them because it is very valuable that they do. That good turret Engineers can help out across a map with their turrets is them taking advantage as best they can of their situation. I think the passive sustain on turrets is too high currently and should be dialed back. I do not think we should be pushing to get every other AI npc up to the level of passive sustain of a turret.
Lastly, it’s only an empty debate if people walk into the debate without the ability to be convinced of something other than what they currently believe. The only reason I’ve even posted in this thread is because I disagree with you and I felt that you guys were respectable enough to listen to alternate solutions. I’m not interested in a fight, so by all means, as you were; I’ll leave you be.
Your dodge example means nothing. You don’t need to bait out a dodge and then choose between focusing them or the necromancer, you simply use a weak AoE that forces them to dodge, and then follow up with your normal AoE spam which kills them in 1-2 hits while still hitting the Necro because it covers the entire point. There is no active play, the MM isn’t any more skillful, the enemy hasn’t really changed anything, all that happens is the minions can avoid 1-2 more hits before dying. There is no amount of power that will alleviate this, even if bone minions did 50k damage per Putrid Explosion it doesn’t matter if they can’t reach their target due to passive AoE spam, and that is exactly what is happening right now.
There are more intelligent ways to do a dodge mechanic for minions if that route is the way to go. It shouldn’t dodge roll at the first sign of an AOE attack, it should understand what kind of AOE it is in and determine how threatening it is. Maybe it should tank the weaker AOE, but as soon as a meteor shower goes down it will attempt to dodge out of it if possible. AI doesn’t have to be one-dimensional. ANet brought on an AI guy who’s working on HoT, and maybe some of that will be imparted on minions across all builds.
Bone Minions are terrible no matter what in their current incarnation. Balancing the passive defense of every minion in order to get Bone Minions to survive AOEs and reach their targets reliably will undoubtedly push them over the top. Imagine if Bone Minions instead had some sort of Mist Form that they would use when you activated their skill, along with a movement speed bonus to reach their target. Then, when that mist form ended they would blow up regardless of how far they’d gotten. That would invoke play/counterplay because a player could kite the minions, but the minions themselves become invulnerable during that phase to help them reach their target.
That’s just one example; there are multiple other solutions to the problems other than what you’re proposing.
I can tell you after playing turret that they live through AoE vastly better than MM. I was able to easily keep them alive through 2v1s against warriors with LB and shatter mesmers. Minions wouldn’t be quite as strong either, because they’d still have to get in range (whereas turrets can’t be kited), and don’t have passive 350 HP/s healing while also spamming out 4 boons constantly.
Yeah, turrets are much more durable, but that’s the point. Engineers can’t move their turrets, while we can move our minions. If you out-rotate a team with a turret engineer then you will always win the two-cap and win the game anyway.
The problem we are trying to address with that single change is that minions die too quickly to allow any kind of meaningful play to the build. What has been proposed is something that currently works in game, it has already proven itself. The problem of MM being easy to pick up and low skill is unrelated to their defense, it is their offensive capability. That separate issue is being addressed with changes to Training of the Master, which forces you to smartly use their actives or be extremely weak.
I recognize what you’re trying to address, but I strongly believe that addressing it as you have solves one problem to introduce another, all while not addressing the base issue in the first place. Some passive traits are okay, like the bonus HP or bonus damage traits, but nothing as massive as immunity to condi/crits, especially not as a master trait.
It’s true. You can’t even deny it right now unless you initiated the kick; it just sits there until someone confirms if you refuse to cancel it. That is one of the biggest problems with the system in my opinion; if you get enough downvotes it should remove the kick prompt.
I have 17/19; I’m only missing the Scepter and the Speargun.
I have gotten 11 Hammers and 16 Warhorns in my time, though (and a bunch of others). I’ve been playing fractals since the beginning, although it’s very unrewarding so I don’t grind it daily like many others. I have gotten 3 stacks of pristines altogether, though, and am more than halfway on the way to my 4th.
Turrets are viable because Supply Crate is insanely great. Turret Engineers still get cleaved out very easily by high-end coordinated bursts, and are even more vulnerable to conditions than Necromancers are. Minionmancers are decent enough in their current incarnation because minions can move, which is exactly what puts them one-up over turrets. The only reason turrets see a little more active play is because sitting on a point is pretty much the name of the game in PvP. Either way, all AI builds are pretty much bunk in this current meta against anyone running proper builds with appropriate players skills to back them up.
The problem is that if you add immunity to critical hits and immunity to conditions, you’re addressing a symptom of the problem, not the problem itself. AI builds get such a bad rap for a reason, and it is a combination of how easy they are to pick up and how terrible they are in coordinated play due to their intrinsic vulnerabilities to AOE which is everywhere. There’s no play/counterplay, although there’s of course the obvious stuff like dodging and such, the minions themselves just run around smacking things unintelligently and without much interaction from the player.
Also, I’m not sure what additional skills you would be able to use from a single pet on a single utility slot. If it’s using skills automatically to evade damage, then again, it’s just another form of passive durability, so if it’s down to TTK on pets, I’m not sure it matters how they do it really. Maybe an active dodge on a pet is easier to play against, but that won’t bring skill to the Minion Mancer itself.
When I talk about additional abilities, I mean make them smart enough to do some things on their own. The difference between a dodging minion and a passive immunity to conditions/critical hits is that they aren’t dodging all of the time. The play/counterplay is to lure out a dodge to burst it—but is that burst worth it or would it rather be used against the Necromancer? That’s play, that’s risk/reward, that’s what people want to see, and what makes games more enjoyable both to watch and to take part in.
I understand what you guys are getting at; it’d be swell to have the meta build be a minionmancer because minions are cool, but not like this. If things like condition immunity and critical hit immunity actually happened, you’d have at most one patch to play with it before every PvP player came down on it and ANet nerfed it back into oblivion, all because it addresses a symptom, not the cause itself. We need to get a lot more active play into AI builds before they can really start having the high power they need to actually beat massive AOE builds.
I think the most important thing is to maintain neutrality. I’m personally glad that ANet did away with the concept of a party leader, as I believe everything should be done by consensus. Even though this has gotten me kicked unjustly from parties before, I truly do believe the vote-to-kick-anyone system is the most unbiased, neutral, and empowering system we have. No one has to feel compelled to “deal with” someone who is actively trolling them or doing something malicious. They can leave, or they can vote to kick, and if enough people agree that person is removed.
What I do disagree with, however, is the ease with which one can be kicked from a party. I think 2 people is insufficient for a 5-man or 4-man party, and it should always be a majority. Thus, including the person initiating the kick, I think the following numbers are appropriate.
5-Man Party: 3 votes
4-Man Party: 3 votes
3-Man Party: 2 votes
2-Man Party: 1 vote
1-Man Party: N/A
With this in place, you’d really have to be bothering a lot of people in the party to actually get kicked. Note that this doesn’t immunize players from being unjustly kicked, it just makes it harder, but at the same time it doesn’t immunize trolls or people abusing others who truly should be kicked.
I don’t think a trait that gives Minions immunity to conditions and/or immunity to critical hits is good either for the builds or for the game. Minions do not need passive durability, nor is passive durability going to increase the skill cap of the builds that use them.
If we want minion builds to be taken seriously and to be serious contenders for meta builds in an assortment of formats, the core fix that’s necessary is AI improvements, potentially including additional skills and dodges that they employ intelligently.
(edited by Rising Dusk.2408)
I think the overlay should be the default behavior, honestly. I dislike there being an extra button because with character names and class icons that list is long enough already. The overlay itself is great, though.
The guild page looks great. I don’t really have much to add there other than that I like it.
I support this as well. The number of mechanics we have to sacrifice when we enter Death Shroud is astounding, and this would be a great first step to making these skills more useful.
It was claimed to have been increased to 3/5 during one of the recent-ish releases in the release notes, but once it was figured out to still be at 2/5 the release notes were adjusted. This has resulted in some confusion amongst people in-game and in the forums.
I think if we could get it up to 3/5 that would be spectacular and would prevent a lot of the problems that we currently see with regards to party kick griefing.
I like the mechanics of Skyhammer in principle, but what I dislike about it is that a single failed dodge or a match-up against a lot of blowout and launch can skew the team fights and smaller-scale fights. It is never very enjoyable for me to just punt four members of a team off of a cliff without any sort of fight.
I do like the variety of a different map here and there, but I wish it were a different map from Skyhammer basically all of the time.
I think they should do wave respawns. That way, you have a 5v5 and then you fight and if you die, you do not respawn until all members of either team are dead. Once that happens, both teams teleport and respawn at their base, and the fight goes for round 2. There would only be a third round if both teams are tied at the end of the second round (a sudden death round). Each kill is still worth 25 points. The advantage to this approach is the ‘forced regrouping’, which keeps it from snowballing and becoming the least enjoyable thing in the world to either watch or play as a part of, but still keeps the core DM mode alive and keeps matches from dragging too badly.
Example:
Round 1: Teams are pretty evenly matched, but red team wins the first round only after losing a couple people.
Score: 250® vs. 150 (B)
Round 2: Blue team gets their act together this time and cleans house, wiping enemy team with no losses.
Score: 250® vs. 400 (B)
Result: Blue Team Wins
i just wanna get something besides the speargun ;_;
I’ve gotten 8 Fractal Hammers, and yet the only thing I’m missing is the Speargun. Oh, cruelest irony!
We’re still recruiting and are very excited about the upcoming expansion! We’re still consistently doing guild missions weekly, Tequatl nightly, and Triple Trouble a couple times a week! Please let us know if you might be interested in joining out tight-knit community of friends! 
Well in PvP you don’t have to focus anything. There’s no gear grind for PvP, so just pick your build and go. The meta Terrormancer build is S/D + Staff, so you should be fine there. If you go WvW, you’ll want to follow the metabattle build for well Necromancers which should suit your wants.
Stay out of dungeons, though, because S/D + Staff is garbage there. Maybe consider the Death Shroud build for PvE since you sit in DS a majority of the time and auto-attack at range, and if you really hate Dagger you can Axe.
I’m cautiously optimistic as well.
I just want to know if once the expansion gets released if Fractals veterans will need to level up say, 50 masteries before they’re able to unlock a new tier of difficulty. That would not be received kindly no matter how it is used in practice.
While I agree, they said a lot of mastery points will be rewarded retroactively. It’s possible that by being at L50 already with a bunch of achievements done, we may get enough to go right up to L60 or something. One can hope, eh?
You’re mistaking personal skill for being representative of a class’s usefulness. A great Necromancer player running meta is of course more useful than a terrible Guardian sitting in Staff autoattacking, but we must assume equal skill for purposes of considering whether a class is “good” or “bad”, otherwise there is no basis for discussion at all.
Wells are actually the opposite of helpful. They are a dark field which hurts in-battle might stacking by blasting blinds, they are just necessary in order to achieve even passable DPS numbers. Well of Corruption has the potential to be really awesome, but there are no encounters where a Necromancer’s boon corruption is superior to a Mesmer’s autoattacking with Sword. This is a problem with encounters, not the Necromancer (although Necromancer cooldown times do hurt it), but it hurts Necromancer value regardless.
Condition Necromancers do not have a niche at Copper in SW because with 30 people your bleeds will all be overwritten. If we had more access to torment or burn then maybe, but because we rely on bleeds for our DPS we’re gutted by the random traits everyone has that apply bleeds.
Hell, condition Necromancers aren’t even the best for Triple Trouble Wurm, where Engineers and Warriors reign supreme because they can both function as members of the condi team and deal solid DPS during burn phases.
Lastly, our weakness uptime used to be better before Weakening Shroud was nerfed. Back then, you really could make claim that Necromancer’s were good in Fractals with great weakness uptime, but ever since that was nerfed our weakness uptime is terrible. Weakness is also not as good as, say, protection because trash mobs die too fast with coordinated groups, and weakness duration is cut versus champions and legendaries.
(edited by Rising Dusk.2408)
I really hate being that guy, but come on people—We all love our class, but stop pretending the Necromancer is something it’s not.
for the record, necro’s DO have team supports, they DO have team healing and they DO have both good CC and DPS.
again, it’s not the necro, it’s the player who play’s it.
The best Necro manages 9k personal DPS, which ties with the Guardian. The Guardian build that gives it 9k DPS offers reflects, fire fields, vulnerability stacks, blast finishers, blinds, protection, stability, condition clears, and more all in the same package. The Necro build which hits 9k DPS offers fewer stacks of Vulnerability, personal condi clear, and nothing else to the team at all. At best, the Necro can switch in Bone Minions for one blast finisher and then switch it out, but even then it can put him in combat and become a DPS loss. Even a Mesmer, which has roughly 9.5k DPS but with a ramp-up time offers utilities such as Portal, Feedback, Stealth, and Time Warp, all of which are invaluable for certain encounters.
Nope necros are only useless in speedruns. In all other areas of PVE necromancers are acceptable.
Fixed that for you.
(edited by Rising Dusk.2408)
Unfortunately, Necromancers don’t have a hybrid weapon with potent enough DPS to take advantage of Sinister. I mean, the Power helps more than Toughness or Vitality would in PvE, but Warriors and Engineers still outclass the Necromancer as Sinister Condition builds. All a Necromancer really has to set it apart if Epidemic, which is highly situational.
Any class is fine in PvE because PvE is easy, but that won’t hold up if ANet actually keeps to their promise for actually challenging content. In that case, we’ll have to hope our specialization is up to scratch.
They’re removing the trait acquisition system with HoT, they already confirmed. 
I was actually just remarking on this last night to my guild. I’m super pleased that it even links to the Twitch channel if you click the “here” in the announcement.
Dusk excuse me while I cry myself a river about what you think.
And here I thought you, of all people, better than this. I’m sorry I said anything at all.
But I do have to ask — how exactly are new players supposed to know what the norms are?
Maybe he doesn’t know what the norm is, and maybe he doesn’t know to read the LFGs to find out. That’s okay. What he should have done, regardless, is ask at the beginning “Hey guys it’s my first time, can I watch cutscenes?” and then either stuck with the group or left based on the responses.
But I do have to ask — how exactly are new players supposed to know what the norms are? And how is waiting until the end before kicking not griefing? O.o
Well, my example with the skill point scrolls happened at the end of the dungeon. It just got aggravating enough that I figured I’d vote to kick the guy for my own sanity, and if everyone disagreed with me they wouldn’t vote to confirm. They confirmed, though, and there the guy went and everyone else was happy and 4-manned the final encounter.
I don’t think being at the end of the run makes you immune to kicking. It means that people should be more leery about it, but if what someone is doing really annoys you, it can be totally justified.
Ultimately it depends on circumstances, and in this case we only have the story as told by the OP. We don’t know if it was actually the end, or how emphatic the people were that they didn’t like him watching cinematics. I don’t consider him a liar, but I do know we’re not hearing all the details here and I believe that judging people for a half-story is, well, uncool.
As an aside, I love that you’re sympathetic to the plight of the new player, Lilith, but I genuinely am saddened by your current reaction.
I’m not sure I understand all the tension here.
I mean, we’re hearing one side of the story. I agree with a lot of other opinions here that without both sides some guys are getting painted in a really bad light. I also don’t think kicking someone for repeatedly watching the cinematics is a terrible thing. You were asked not to, and you chose not to listen, and that obviously frustrated someone enough to vote to kick you, and it frustrated another guy enough for him to confirm. As far as I’m concerned, that is “voting to kick” working at its finest. It doesn’t scream griefing to me.
Once upon a time, there was a dude in an Arah run with me who had stacks of those skill point scrolls. Whenever not in combat, he just spammed them, and the sound and the visual got really annoying. I asked him to stop, and another person was like “yeah man, that’s really annoying”. He didn’t, and I suffered it a bit longer, but eventually voted to kick him. The other guy seconded, and everyone in the party thanked us for getting rid of him. As far as I’m concerned, stuff like that is perfectly reasonable and perfectly okay. He might’ve been really mad, and might’ve come here to say how he was kicked without justification, but everyone else in the party disagrees.
The moral of the story is that if you’re going to do anything, and I repeat anything, that is not the norm, be prepared to make your own LFG specifically for it. If you continue to do something even after someone asks you to stop, you’re only putting yourself at risk to being kicked.
I don’t think anything I just communicated makes me a terrible person, and I would consider this a good learning lesson for the OP. Play how you want, but make sure you communicate how you want to play and find like-minded people.
Anyways, here is the first version of the guild profile. http://gw2dungeons.net/Guilds
You can automatically load a specific guild by having part of its name on the url. For example http://gw2dungeons.net/Guilds#SC
On the guild page you can also see a different layout (“list view”) for showing the records. Does this feel worth expanding (with more data and video links) or just scrap the whole idea?
I like it, and I think it could be really neat to have more information in that records listing on those pages. For instance now it doesn’t specify all-time or current meta or whatever, and those would be good. It’d also be good having links to videos. Also, it should show the “Unknown” player for each guild so that if they want to attribute some of the other characters to some other player, they know what the state of Unknown is so they can tell us.
Also, still should remove TAFU from all-time! 
2/4/2015, 8AM EST – 9AM EST
Two back-to-back bad ranked matches
1st: 41 vs 11111, Temple
2nd: 5 vs 11111, Foefire
Lost horrifically both times.
This really is growing old. 
I will say that I think Lich Form is an awful elite in principle because its entire value is in spamming 1. I think it’d be a much more interesting elite if the 1 were weaker and the other 4 skills much stronger so that the proper rotation involved some brainpower and positioning instead of what we have now. That’s my two cents.
I prefer the all data on one column option, definitely, although I agree with Spoj that we should always have characters take two lines and clean that up. Three characters on one line and two on the next will look neater.
Lastly, I do think we should remove TAFU.
I only went as far back as the September 9th patch for records prior to the recent reset, so if you find even shorter things that’s why they didn’t get captured. I’m working on getting it put in now.
(edited by Rising Dusk.2408)
Not true, I have nearly every class at level 80 and geared and I can tell you that played well it is not the lowest damage or utility class in the game, I only think people always assume “oh it’s a necro, he must be running conditions in PVE”…
I have every class in-game currently min/maxed for dungeons with full ascended gear, and over 6000 hours on my account many hundreds of which are spent in dungeons. I agree with Spoj, having done everything so much, I can safely say that Necromancer is the least impressive of the lot. That said, even disregarding our anecdotal evidence, mathematical evidence has been given on numerous occasions in this vein. The results all of which point to the Necromancer being the weakest link even with the most PvE-optimal build possible.
I wish it weren’t true too, since my Necromancer is one of my two favorite classes, but it is. I’m not bashing Necromancers, I’m just telling it like it is.
Seems legit. I’ll handle some small backlog of things tonight, then.