I just use a basic power necro build, 6/0/2/0/6, usually dagger warhorn and staff, plus WoS, WoC, and SA. Which is my go to set up. But if the other team has a lot of eles who tend to not like being in melee range, I can switch to focus specifically to counter them a little more, which also works on engineers, but if the other team is engi heavy I usually just go condi.
I still use a focus in pvp if the enemy team has a lot of elementalists and/or engineers because the boon strip and chill really hurts them. The damage is actually higher than warhorn, but it has less utility and is more easily dodged.
But when you land reapers touch for every bounce, then move into a standard burst rotation and it all lands, it’s pretty devastating. It’s just slow and not reliable.
I really hope a new weapon is the great axe, and that we get one.
If you place intrinsic value on what’s in the gem store, then maybe. You don’t need to spend a dime on this game after you buy the game itself.
These skills also force you to cast while rooted, so yes, they are different from other skills in the game. You’re highlighting their benefits while ignoring the downsides.
Awesome tips, thanks for posting!
Be sure to ask specifically about Rangers. I’m interested to hear from higher tier players their views on why the class got what most say is obscene burst and yet the class still struggles overall to find a niche to fill on a competetive team.
It’s all about the spam in soloQ apparently :/
That’s because players don’t want to change their builds, or adapt, plus a lot of people log onto their rangers now. Bads will be bads.
Looking forward to checking this out.
I don’t care exactly that healing signet is so effective, I wouldn’t mind if warriors had an even higher hps heal.
What I don’t like about healing signet is that it requires no skill, no interaction, no decisions and has no animation. A player logging into pvp for the first time gets as much out of it as the best warrior player on the planet. Set it and forget it. It can’t be interrupted, requires 100% poison uptime to be even remotely countered, and is, as has been described here, a boring skill.
I would like to see other warrior heals improved and healing signet shaved further to try to address that.
didnt they say this was comming in the Halloween Patch ? or did I miss somthing, cause i know they said its NOT a balance patch or feature patch just some minor balance changes to the classes.
so when is this actually comming ?
November 4th, it hasn’t changed.
I believe these changes were scheduled for 11/4. Or 4/11 for you EU necros.
I would like to see a necro specific boon like soothing mist that will work through death shroud. We have plenty of sources of regeneration, but none work in DS. I think that would also be an interesting idea.
Correct me if I’m wrong, but isn’t Unholy Sanctuary designed to be that?
I am aware that it is far from the best trait, but I can see it work with the many suggestions to working siphons (and potentially regen) within DS…
It is, but what I’m referring to is something that isn’t “in DS” or “not in DS” specific, like regeneration and unholy sanctuary are now. I’d like it to be usable all the time, and maybe even give it to allies as a way to provide support.
I would like to see a necro specific boon like soothing mist that will work through death shroud. We have plenty of sources of regeneration, but none work in DS. I think that would also be an interesting idea.
So you left, and became low ranked, then played again, winning, becoming high ranked (because your decay is erased whether or not you would have won or not), and all of SoloQ is pointless because of your experience, which could be explained from your own actions?
Just because you cannot retreat from combat easily does not make it a “high risk” class…
In this game there are multiple factors to mitigate damage, of which Necromancer lacks most – thus we have to use those we do have; DS and Positioning… It is not much, but enough to be a threat to most things, regardless of what class they are…
Like Roe said, Necromancers do not have hard counters as classes – so no, we are not a high-risk class…
Personally, as a necro main, I consider engineers or mesmers to be higher risk because they are so much more susceptible to conditions, and then like medi guards are shut down with kiting. As a necro a coordinated team will end me, but that’s harder to find than someone who runs condi.
At least that’s my own personal take on it.
In the sense that once you are committed, you’re committed, and that you have no escapes or major active defenses, yes it’s the highest risk.
But it’s also a generally well rounded class that doesn’t have hard counters, so in that sense, no.
You’re mad at Anet for something that you intrinsically assigned value to?
Ummmm keep the duelers in WvW please. That’s where they want to be. The red is dead mentality in pvp doesn’t always work, and duelers will want fair even fights that they are unlikely to get in pvp. Whatever the reason, this was a bad post to make, as someone who plays both game modes.
Why can’t they get fair fights in pvp? I see ZERO reasons for this. You can pick the server you want and duel whoever you want. Heck, I did it on servers where ppl were only there for just that.
In WvW you are on a battleground. You have to expect to be interrupted. The best you can hope for is to get to some very remote point of the map where you won’t be seen. But then again, why not just go in PVP with ppl who agree to do what you want to do.
Why not go to WvW where people agree and want to do that? Anyone can log into just about anywhere and interrupt a duel. These duelers want to be in WvW, why should you try to force them elsewhere? Remember that many builds aren’t possible in pvp due to amulets and food not being usable.
Don’t play hotjoin if you want a more fair match a majority of the time.
I wish the orb gave its own skills, and maybe it’s own stats. And that in soloQ a huge warning came up that said caps are more important than the orb.
Or just the first thing.
sadly that is working as intended
running back and forth through a wall to stack swiftness for some reason isn’t the same as standing in a symbol
however if they change this skill they will probably will have to do the same to spectral wall or maybe that is their thoughts
Spectral wall also doesn’t allow you to run back and forth through it to stack it’s boon. Not sure if it stacks with other sources of protection, though.
But that’s why it works that way, so you can’t just stack obscene amounts of a boon.
Ummmm keep the duelers in WvW please. That’s where they want to be. The red is dead mentality in pvp doesn’t always work, and duelers will want fair even fights that they are unlikely to get in pvp. Whatever the reason, this was a bad post to make, as someone who plays both game modes.
I agree, removing white swords would be bad. Knowing there is something going on promotes fights, while removing swords just seems to promote standing around watching for an enemy.
I could see delaying white swords for smaller groups as a good change, but removing them is a bad idea IMO.
More buffs to my pvp build. Sounds good to me, now casting staff 1 actually can be meaningful, and more health from dagger 2 won’t hurt, either.
Like the changes coming, especially to skyhammer. Kudos to Anet.
This would require so much rebalancing of … like, everything.
DS = 5 crapp skills and 0 utility skills, no DS =10 skills which u can change depending on which weapons u equip and u keep your 5 utility skills. Id say based on those stats id choose no DS every time.
Maybe you would enjoy an elementalist more, they have even more skills.
If you don’t like DS it’s crazy to be playing a necro.
CC uptime, not distance sir. Overcharged shot is a 3s CC on its target on a 15s CD. That’s one second of stun for every five seconds. The only thing that rivals that is earthshaker, which requires adrenaline ;\
Your entire argument is destroyed by the fear condition.
Eh, yeah, you’re kind of right, if you factor in how stackable fear is, especially.
But a direct example of a skill that Oeggs forgot about, that has equal CC uptime, better damage, better reliability – always clutch, no travel time:
Doom is an instant 2.5s fear, with a 17s Cooldown.
That’s with 2 traits and 10% life force, plus it’s removed with condition removal. Just so it’s in context.
Engineers aren’t OP, but it can be hard since they have so many different builds that seem to work. Turrets are a pain in SoloQ because people don’t seem to know how to fight them, and is generally accepted to be a low skill floor spec so almost anyone can run one. But I think engineers are in a good spot right now.
To get a good idea of viable Engineer builds out there right now and how to play them, check out metabattle.com. Most of the builds that were mentioned are on that website along with the variations, and they are rated on how effective they are.
Hey I did check out metabattle, it was actually very helpful. Maybe I’m thinking of a different website, but it seems to have improved a lot? Either way, engineer had the most builds of any profession; maybe that’s why I felt the need to ask! Thanks all!
to late for me… I have seen 3 guilds guilds leave this game and I also left with my last guild.
I gave this game a lot of chances and the game fail me every time.there is no coming back now. not to mention that were playing a different game atm and having actual fun for a change. the last couple of month have been frustration free so… why would I come back here?
Soooo… why are you here?
@OP: It’s a good sign, for sure. Hopefully it means we start getting balance patches a bit more frequently instead of only with feature packs.
Gotta tell Anet that they are happy without them!
It can only be a good thing if anet is willing to talk about balance more and have more balance patches. 2 months between patches is much better than we had before.
Agreed – but – this is the best balance I’ve seen in an mmo. I hope they are introducing more skills or buffing unused skills rather than really impacting balance a lot.
I hope that in one fell swoop they allow necro utilities to be visible while in death shroud, which allows signets to work, which allows SoV to work through death shroud. Would be a better solution than what we have now and wouldn’t need much rebalancing.
It’s as important as your build makes it, and your build makes power more important.
I like this one a lot too but maybe the 15 or 25 pt minor it seems too strong for the first trait
You want counter play? How about the stupid lightning bolt that Elementalist get which is instant and basically unstoppable
I doubt we ever get a vigor on crit trait
He may have meant grandmaster adept, which is 5 points now. I think. But yeah for the adept minor it is way too strong.
I like this idea a lot actually.
How is trading Terror/fear for more bunker/sustain good for the class?
Terror isn’t holding back the class. Not having any other viable specs of similar power/different role options (except Well builds for tagging in WvW/PvE which isn’t part of the discussion) is what is holding back the class. There are so many garbage traits that makes choosing between them all is a non-issue.
It’s very similar to Guardian staleness but that’s for another class thread.
I think OP’s point is that since necros have access to this trait, the spec and class has to be balanced around it existing. The same way that siphons are balanced around bloodthirst or on-enter DS traits are balanced around near to death.
This would be the most elegant solution to Reaper’s Protection. An aura-like visual of skulls circling the necro when the trait is active.
It’s not a solution at all. It’s just adding a sign that says “if you CC me, you’re screwed”.
Arguably Reaper’s Protection is fine by itself, since all it does is negate the CC. But Master of Terror makes it longer than the CC it’s negating and Terror makes it deal significant damage. Changing the effect on Reaper’s Protection, as opposed to Terror or Master of Terror, is the best way to address this powerful combination of traits.
It’s the best solution possible besides nerfing the trait to adept status of reworking it entirely. That animation says, if you’re going to CC the necro, have stability or a stunbreak ready, or don’t just spam your skills because “LOL FOCUS THE NECRO”
While I get that this is a powerful passive, it’s also the best example of necro traits actually having synergy.
(edited by Roe.3679)
I had a similar idea: https://forum-en.gw2archive.eu/forum/professions/necromancer/WvW-Attempt-at-Attrition-Necro
I ran it in WvW roaming but I don’t think it would work anywhere else. The change I would make now would be to run rabid and get the food that siphons on crit with condi duration. I had fun with it, but as a necro it’s sort of weird being concerned about poison, and you don’t have consume conditions to fall back on and you’re a little more vulnerable to conditions than most condi necros.
But if you’re looking to go against the grain and have a little fun, it’s not a bad build to do it with. Plus with the new food, it might actually work pretty well to roam with.
As changes based on PvP have a clear history, and they refuse to segregation them, it is in fact very relavent.
Ok… Are you aware that the nice things that put the N in GWEN have little more than nothing to do with being useful in pvp? Reapers protection certainly doesn’t play any roll in any serious GWEN build.
You’re implying that necro is cool in pvp because of GWEN. Not so.
Actually the necro has many nice things. Otherwise the GWEN theory would not be so prevalent, and the N wouldn’t be there.
I would think this is an spvp focused thread, so the WvW stuff doesn’t matter much here.
Also to other posters, the devs have been quite clear that necros will not get any sort of blocks, invulns, vigor, etc. and I would never think that they would take away DS. That’s calling for an entire redesign when OP suggests something much less drastic.
1. Improving DS by lowering the total life force pool and improving overall life force regeneration.
2. Allowing personal traits to heal through DS.
3. Reduce cooldowns on most utilities.
Hello Engis,
I’m here because I’m looking for help with a build for spvp. I’ve found that my main of necromancer tends to be super weak against heavy melee teams, and I’m stubborn and don’t switch classes, but I’m thinking that is a mistake on my end. I’m not particularly great with most other classes, but I seem to do well with my engineer. So I’m posting for these questions…
1.) In your experience, is engineer OK against heavy melee teams (warrs/medi guards)
2.) Are 2-kit, condi p/s builds viable in upper tier soloQ? I don’t want to play turrets, but I’ve heard a lot about celestial rifle/knockback builds, too, so I’m wondering what is best.
3.) Not as much a question as much as a request, but if you’re willing, I’d love to see some other builds to see where my choices stand, or where I could improve.
Thanks for reading!
This is the dumbest [censored] I’ve ever read in my life. While I think the idea of blanket immunity is stupid, now that the game has them the last thing it needs is for ways to get around them.
It’s alarming that instead of asking for something reasonable like a little more mobility so you could kite targets better when they trigger immunities, you asked for something nonsensical like you should be able to rip through their immunities.
Anet has been very clear that improved mobility is off the table for necromancers, so it’s actually not that crazy to ask for some other way to counter the problem.
Plus immunities have no counterplay and therefore, IMO, are cheese, so this could help with that issue.
Also thought typing out censored was weird since the forum has its own system for that. Plus you don’t need the implication of cursing to make your point, so there’s that.
So how did this work out? I hope you kicked some kitten!
I was able to make it afterall (crisis averted). First game was myself, NeXeD, Narkodx, Minas and Zombify – we kept it close but ended up losing. The other team had 1 or 2 diamond skin eles and used them well. They were on to our shenanigans. Zombify had to go and we picked up a pug necro, and we ended up winning the next match pretty handily, but they also seemed aware that we were slow and had sent a lot of people far, which worked for them at first.
Pretty funny starting a match with 80% life force and running to mid in a locust swarm that would’ve made the Bible, though. It was pretty fun but I do think the 5 necros made it obvious that we would be asking for certain strategies used against us.
I would do it again for sure.
Hey all last minute change of plans, won’t be able to make it. I couldn’t play long anyway. Sorry guys!
You would have to force people to play a certain class in order to have anything like this happen, since people now can re-roll, they just don’t.
Honestly in soloQ your best chances are with their best characters, even if that means you have 3 thieves. I’ve both won and lost games by landslides with 3 thieves on my team. It’s all just the quality of players that they are with those toons.
I have a power necro and a condi necro, I can play either depending on enemy comp.
By the way, I can play for about an hour, but then I would need to go, so we may need more than 5 people in case anyone thinks the team is full already or something.
(edited by Roe.3679)
I like EotM/WvW because of my specific subjective biases and preferences and if you made EotM/WvW more like WvW/EotM I would not be happy.
Am I doing it right?
I saw Zombify in game and asked him if he’d be on tomorrow and he said he should be. For NA so far at around 8pm eastern we have:
Roe
NeXeD
Possibly Zombify
Anyone else? Minas? Bhawb?
No. These game modes are entirely different, and all three of them should be balanced separately.
This.
Anyone on NA that wants to do this and is free Wednesday add me in game and we will shoot for something like 8 or 9 est?
I’d be good for 8 eastern for a few matches.