Showing Posts For Roe.3679:

Necromancer Update Notes - August 20, 2013

in Necromancer

Posted by: Roe.3679

Roe.3679

I would have liked to see standardizing plague radii so that it isn’t based off character height. But pretty much as expected since it is before PAX.

Looking for help with 1vX wvw build

in Necromancer

Posted by: Roe.3679

Roe.3679

1. I don’t see why sigil of earth is redundant because of 10 in DM, but yeah… hydromancy>earth.

2. If you max your kill stacks, get a second off hand dagger with a different sigil.

3. Hemophilia is weak sauce in WvW. I’m surprised you don’t run Terror already, so take that instead.

4. You have Signet Mastery because of one single signet, and Spectral Mastery because of one spectral skill: not worth it!
I’d go Reaper’s Might (or Spiteful Spirit) and Path of Midnight instead.

5. If you already have 10 in Soul Reaping, you might want to consider adding another 5 points for Last Gasp because that trait is baws. Maybe even 20 for any of the master tier traits in that line. Unless you really want to have Staff Mastery, that is.

6. Get some carrion pieces. Mixing vitality with toughness is more effective than going with just one of them. This will also increase your direct damage.

7. Get Perplexity runes. They are basically undead runes with some free confusion.
If you do that: either pick up Spectral Grasp and/or the warhorn (for the 6th bonus interrupt), or just buy 5x Perplexity and 1 Crest of the Rabid.

8. Plague is fine if you play in groups, but if you are solo roaming: always take the golem.

9. In light of the fact that you want to fight 1vX, your other utilities should be a lot more aoe heavy. I’m not saying your utilities are bad, but mix them up with Epidemic, some wells or Spectral Wall. And most importantly: change them on the fly, different situations in WvW require different skills. Adept to a fight by changing skills before going into combat.

10. Practice 1v1s. Seek out strong opponents and challenge them to duels. The better you are doing against single players, the better you will be against many.
This sounds like something Captain Obvious would say, but it’s a little more true for the necro than for other classes. You don’t have invulnerability skills or stealth, so not only do you need to facetank everything that comes at you, but your timing becomes increasingly more important against multiple opponents if you want to stand a chance at surviving. And timing is something you can perfect in 1v1s.

Are there any power/crit well necro’s out there who roam?

Yes, there are.
If you’re roaming, a condi build is probably easier to pull off as a new or casual necro player though.

I disagree 100% with taking golem over plague in an outnumbered situation. If you ever want to actually stomp someone, you need plague. Plus, the AOE blinds are invaluable if you need to wait for your heal to come back up. Golem has it’s niche uses but it pales in comparison to plague.

The fuss about Condi > DD

in PvP

Posted by: Roe.3679

Roe.3679

^ Thanks, but I’m not going to give up on this game. I’ve played other MMOs and no matter what anyone else may think, this is far more balanced than anything I’ve seen before, even if all builds aren’t viable. I’ve played GW2 as a necro since before launch and had a lot of success with it – without Dhuumfire – and I still have plenty of success now… without Dhuumfire. Perhaps TPvP Necros need it, but I don’t for my playstyle which is still a condition spec.

I do agree with you that things need to be more active. I remember fighting a BM ranger before the 6/25 patch and never really touching him, which was no fun. But spamming 1 and proccing a huge burning condition isn’t fun, either. I would trade it for almost anything in a heartbeat. That’s why I suggested replacing it with Torment with a tweak to how much damage it does when you don’t move. It’s one less cover condition with burning gone, and anyone could reduce it’s damage drastically. Plus overall a proc or 2 ofTorment will do less damage than a proc of burning. Even if someone stopped moving, it still fits the Necro agenda of keeping enemies close.

Personally if they remove Dhuumfire and Necros drop from the top of SoloQ, I don’t think anyone is going to complain other than players who are mostly flavor of the month types. Necros shouldn’t be able to spam to win, no one should.

The fuss about Condi > DD

in PvP

Posted by: Roe.3679

Roe.3679

As a Necro main (well before the 6/25 patch), I would be fine with Dhuumfire being completely removed. It’s not really a fun trait, it’s just spam and profit.

I think if they did replace it with Torment, but seriously reduced the damage Torment causes to stationary targets, it could be a good change. That way there is counterplay to a Necro’s conditions in that if you stop moving you are taking far less damage.

To baby necros who don't have GW2 liked on FB

in Necromancer

Posted by: Roe.3679

Roe.3679

So wait… is bursting suppose to give 6% condition damage? I thought the running theory was that it had something to do with crit damage.

While it wouldn’t sound so amazing, for bleeds it could easily be the equivalent of 180 condition damage. Consider a 150 point bleed that would be bumped up to a 159 bleed. That is 9 times 20 =180 condition damage.

Extra 50 damage on burns, extra 70ish damage on terror.

Yeah I would use that over the duration one for sure.

I think it would be more like if you have 1600 condition damage it would give 6% more, as in 96 more condition damage, or about 5 more damage per bleed tick or so. Still not shabby.

Good Necro Duo Partner for WvW

in Necromancer

Posted by: Roe.3679

Roe.3679

The problem with thief is that you’re going to get focused since he’s cloaking a lot

Oh yeah, totally. You’d have to build really tanky, maybe go minions for the life siphoning and passive condi removal, maybe just load up on stunbreakers + Spectral Wall. The idea is, you’d be the tasty bait that’s remarkably hard to swallow, and then the thief backstabs them while they’re choking on you. Pop Plague and you’ll give your thief probably the full 20 seconds to kill them while you have them perma-blinded and poisoned.

It’d be harder to play than some of these other combinations, but not impossible. I kinda wish I knew more people in game to try it out though (to be clear, this is all theorycraft for me).

It would work very well in small encounters, but the issue is that this strategy doesn’t scale against more enemies or more skilled enemies as dodging or controlling plague is easy for most players. And when there are 3 or 4 red names around, the thief can’t blow them all up at once, so they will all be hitting you as the easier target.

It can work but in a more limited capacity, in my opinion.

Good Necro Duo Partner for WvW

in Necromancer

Posted by: Roe.3679

Roe.3679

I dual roam in wvw more than anything I do in the game, and I have the most success with my brother, who plays a balanced d/d elementalist.

Generally it works like Blaine Tog said where he supplies buffs and serves to aggressively distract enemies while dealing direct damage spikes where I deal more constant condition damage and debuffs. Between his cc and my terror we can lockdown someone enough to get a kill, but we can struggle sometimes to get a spike, but we’ve gotten better at that. Plague is a necessity at all times.

I run a tankier build so together we have surprising synergy and we very regularly win outnumbered fights.

Personally I think that as long as you’re a good player, playing with another good player, it should work well. But I do think that running with a thief or mesmer could end up with you getting train focused because they are always in stealth or difficult to lock down, so they will come after the easy to catch necro.

In general I find that rolling with a more survivable friend works best with a necro, but still bringing enough damage to end a fight before your DS is gone. A pure bunker might end up with you dying without putting out pressure to win an engagement, but a pure damage class might go down too easily before you put down the enemy.

I apologize for the ranting but this is the part of the game I practice the most.

Necro - WvW roaming - V.4

in Necromancer

Posted by: Roe.3679

Roe.3679

It looks like you are proccing the 6th rune bonus in some of those earlier fights, but I’m not seeing any skills that interrupt. How are you proccing it? Or is it coming from a teammate? Perhaps this rune set has more application to Necros than I thought.

Very impressive fight to the northwest of bay where you fought off 2 groups of enemy players.

WvW Noob

in Necromancer

Posted by: Roe.3679

Roe.3679

Full rabid gear is generally the norm for gear, and you can usually fill in with carrion if you can’t afford other pieces. Usually undead runes are a good choice for runes.

Common builds are 30/20/0/0/20 grabbing dhuumfire, terror and master of terror, 0/30/20/0/20 grabbing the staff traits and terror and master of terror.

Superior Rune of Perplexity

in Necromancer

Posted by: Roe.3679

Roe.3679

I don’t know how they might address it, but I’m fairly confident it won’t stay the way it is.

And people don’t complain about 4 stacks of confusion per interrupt, but now it’ll be 9 with these runes. That’s a big change, and points the finger at the runes being the problem.

But if we learned anything from terror, maybe they would just nerf that warrior trait and call it even.

Superior Rune of Perplexity

in Necromancer

Posted by: Roe.3679

Roe.3679

I think this set was pretty clearly introduced for mesmers because they seem to be pushing an interrupt and control heavy spec for them. I suppose it also helps warriors and engineers too, but it doesn’t seem worth changing the spec around as a necro because of the few interrupts. I could see it for a hybrid build, though.

Personally I’m not even wasting the gold on these because 5 stacks of confusion with no ICD seems like it’s going to get beaten pretty severely with the nerfbat, since few if any other rune sets have a similarly powerful effect.

Gamebreaking Bugs

in Necromancer

Posted by: Roe.3679

Roe.3679

Did they ever fix the recharge of staff skills if you get interrupted while casting them?

Sigil of Energy

in Necromancer

Posted by: Roe.3679

Roe.3679

Is there any problem using Sigil of Earth on scepter and Sigil of Energy on staff about internal cooldown?

Shouldn’t be any problem with this, but you couldn’t, for example, use 2 “on swap” sigils on the same set.

Aug 6 2013 patch notes, Necro edition

in Necromancer

Posted by: Roe.3679

Roe.3679

Wail of doom got buffed which is actually pretty nice.

I’m glad the visual changes were out in so people can understand how they got feared “9 times in a row” and whatever else.

Sigil of Energy

in Necromancer

Posted by: Roe.3679

Roe.3679

Sometimes they do. In WvW I occasionally use a staff and focus that have hydromancy instead of force or battle just for the chill and extra AOE and when I exit out of lich, Death shroud or rally they sometimes activate to my shock and that off my enemies. So I would say there is a good chance that sigil of energy may do so as well.

Take not I am not sure if changing form actually counts as a weapon swap or weather its just a glitch so it may not last forever

It’s not something I know for sure, but I know that those sigils usually have a 9 second or so ICD. So perhaps if you have a weapon set out for 9 seconds and then go into DS it can activate the sigil. But you may need to wait another 9 seconds before switching weapons again in order to get the effect again.

I’m not sure but it seems worthy of testing.

Sigil of Energy

in Necromancer

Posted by: Roe.3679

Roe.3679

I keep energy on my staff in wvw because I only ever switch to it in a fight if I am in trouble. But it seems to be more helpful than anything else I can put on there.

Engi / Necro

in WvW

Posted by: Roe.3679

Roe.3679

You can probably make a pretty even pro and con list, but necro has an advantage in that it has more viable power builds than engi currently does.

Toughness vs. Vitality for Necromancers

in Necromancer

Posted by: Roe.3679

Roe.3679

Like Ara said, I also use a carrion/spectral/heavy life force generating build and I feel that build has a lot more sustainability and survivability than anything else I’ve ever played on my necro outside of full melee soldiers.

The way I look at it is that with my build specifically I have a lot of ways to take advantage of life force so vitality is the better choice. That being said I still have around 2300 armor overall.

For the DEVs (necromancer state of the game)

in Necromancer

Posted by: Roe.3679

Roe.3679

I like tainted shackles And the DS health improvements. I like the changes to spectral skills, and especially like bigger mark sizes on the staff.

I really like where my necro is now as it fits my playstyle more than ever, but I would happily change dhuumfire for a more functional blood tree or a death tree that didn’t almost exclusively revolve around minions (or so it seems, sometimes).

LF Guild missions as a guest

in Guild Missions

Posted by: Roe.3679

Roe.3679

Hello everyone, I’m looking for a guild that 1.) wouldn’t mind a guest, and 2.) runs guild missions on Thursday evenings, Friday mornings or Saturday evenings.

I’m 3 commendations away from my last ascended piece and I am no longer able to meet my guild’s meet times.

Any help at all would be greatly appreciated, and if you can’t help, thanks for reading

Necro Tricks

in Necromancer

Posted by: Roe.3679

Roe.3679

Ever seen the double-port juke? It involves placing Flesh Wurm somewhere safe. Activate Spectral Walk when it’s time to leave, running for a couple seconds, then using Necrotic Traversal. People will use their gap closers to get to your new position, leaving you free to Spectral Recall back to your initial starting point and run off in another direction with 20+ seconds of Swiftness. Pretty handy in WvW as people rarely expect the second teleport for some reason.

Also, it’s a good idea to slot Flesh Wurm when you are assaulting a keep/tower in WvW. Place it on top of the wall for either a distraction (relieving pressure from your siege team) or free damage on defenders.

These are solid tips.

Others I would add are to never stack all of your marks on top of each other because they can be dodge rolled over.

You can attack water camp in wvw from the water with the trident and not draw all the camp in on you.

Someone mentioned in another thread that if you cast dark path before you are downed, it can teleport you even after you become downed if it hits a target.

Dark path has a lot of uses

Necro Tricks

in Necromancer

Posted by: Roe.3679

Roe.3679

Every untargeted attack will hit stealthed units.
Dark Path is untargeted too btw, it teleports you to the first target it hits, not necessarily the one you aimed at. Plus, the projectile is homing as long as you had a target selected at the end of the casting animation, therefore it will follow a thief even if he’s in stealth.

Dark path is very strange in that if you have no target and cast it, it will go out in a straight line and port if it hits something. If you do have a target, and it locks on ( not always happening) it will track. All you need to do is start the DP cast before the thief stealths, and it will hit them.

Definitely a favorite move of mine. Dark path to thief, run a few steps away and spam aoes where you just were. The chill usually will keep them in that area.

Death shroud 4 hits thieves, too, even when they are stealthier as you cast it.

About torment... We were right

in Necromancer

Posted by: Roe.3679

Roe.3679

Aren’t warriors considered one of the weakest classes in the game in pvp? And aren’t condi warriors even bad at pvp by warrior standards? I mean if both of those are true, then why is it important if they got buffs or not?

More weapons? Sweet.

in Necromancer

Posted by: Roe.3679

Roe.3679

They can’t even balance what they already have, and they want to add more to it.

Yeah I’m not a fan of that idea, either, for this very thought.

Down - then what?

in Necromancer

Posted by: Roe.3679

Roe.3679

The only time our downed state seems good to me is when someone else gets downed at close to the same time I am, in which case the siphons make a big difference. But mesmers, rangers and warriors can still win a downed vs downed fight, it seems.

We have one of only a few downed states that can’t get away/stealth/AOE interrupt. I wish downed #2 was an AOE fear, personally.

Jagged Horror a different perspective.

in Necromancer

Posted by: Roe.3679

Roe.3679

My mistake if they don’t give LF, I always just assumed it did because the other minions did.

Jagged Horror a different perspective.

in Necromancer

Posted by: Roe.3679

Roe.3679

Jagged horrors seem much more useful since the 6/25 patch when minions allegedly became more responsive. Now it gives some damage, distracts some nova, gives some life force when it dies. It’s not bad anymore, IMO.

How to kill thief?

in Necromancer

Posted by: Roe.3679

Roe.3679

I always drop a mark of blood when I’m fighting a thief, but no others. The idea is to let you know when they are coming in for a backstab.

Weakening shroud is a big help, too. Generally a thief can, if they spec for it, remove a lot of conditions, but they will more than likely still have low health and usually lower heals. The point being, even if they remove your conditions you can still apply them back quickly enough to keep the pressure on them.

Save reaper’s mark for shadow refuge to knock them out of it and prevent their long stealth and I always save doom for when they hit me with a backstab and/or start spamming heart seeker.

Constructive necromancer thoughts.

in PvP

Posted by: Roe.3679

Roe.3679

What about having a 1-2 second Aegis triggered upon using DS? It’ll play just like the old DS “block” did, but it will use actual game mechanics instead of MacGyver’d tactics. It absorbs the hit and still allows you to use your profession mechanic for more than just a block. It also functions the same for avoiding PvE bursts like Backstab, if timed properly.

I know you can reduce the cooldown of DS to I think 5-6 seconds, so I’d be curious if it would need to be a trait, or put on a 10-15 second cooldown or something.

I feel like that would solve the “absorb one big hit” problem in PvE, it wouldn’t allow for terrain exploiting in certain maps like the DS “bug” did, and it would add some survivability for PvP, potentially allowing a Necro to mitigate a stun-chain or otherwise better deal with CC with good timing instead of giving Stability (if they aren’t meant to have it for some design decision reason).

Just a thought that I haven’t heard any feedback on from anyone yet.

I’ve thought it would be cool if Necros had like spectral evasion upon entering deathly shroud, like a 1 second evade. But the aegis works too, for the most part.

But the devs have explained that they want Necros to mitigate damage and be very immobile, not have things like block, evade, invulnerability, reflect, or even vigor.

Right, which is fine up until they design boss mechanics that work for every class except one. Maybe they want it to be a case of “Necros have to save their natural evades for the huge spikes”, but that’s surprisingly unfriendly.

Actually, what else might be neat is if they turned the first blockable hit within a second or two after going into Death Shroud into Life Force. That way, you could actually plan low life force around trying to mitigate a single spike of damage to boost your survivability. For example, if a Thief goes stealth and you anticipate the backstab, you could try to soak it into LF.

That could very well be unbalanced, but I thought it would be a neat little idea. I enjoy things that reward timing/good play.

I agree with rewarding skilled play, for sure. Another reason I dislike dhuumfire.

But I like that second idea, too. I feel like there are certainly options to give Necros more survivability.

Constructive necromancer thoughts.

in PvP

Posted by: Roe.3679

Roe.3679

What about having a 1-2 second Aegis triggered upon using DS? It’ll play just like the old DS “block” did, but it will use actual game mechanics instead of MacGyver’d tactics. It absorbs the hit and still allows you to use your profession mechanic for more than just a block. It also functions the same for avoiding PvE bursts like Backstab, if timed properly.

I know you can reduce the cooldown of DS to I think 5-6 seconds, so I’d be curious if it would need to be a trait, or put on a 10-15 second cooldown or something.

I feel like that would solve the “absorb one big hit” problem in PvE, it wouldn’t allow for terrain exploiting in certain maps like the DS “bug” did, and it would add some survivability for PvP, potentially allowing a Necro to mitigate a stun-chain or otherwise better deal with CC with good timing instead of giving Stability (if they aren’t meant to have it for some design decision reason).

Just a thought that I haven’t heard any feedback on from anyone yet.

I’ve thought it would be cool if Necros had like spectral evasion upon entering deathly shroud, like a 1 second evade. But the aegis works too, for the most part.

But the devs have explained that they want Necros to mitigate damage and be very immobile, not have things like block, evade, invulnerability, reflect, or even vigor.

Would you like some cake?

in Necromancer

Posted by: Roe.3679

Roe.3679

I really seriously wish that they would simply look at the vast majority of necro posts and give us more active defense. I would happily trade dhuumfire and a few other buffs for some simple evasion here and there or a channeled block, or anything like that, really. I don’t expect any of that to happen, but I definitely would be excited about it if it did.

Dark Path a cruel joke

in Necromancer

Posted by: Roe.3679

Roe.3679

Using it on farther away targets will increase the likelihood that it fails. Using it on someone nearby is much more reliable.

Recently had a fight with a s/d thief where dark path always found him despite how much he teleported around. Very, very useful in that situation.

July 23rd patch notes: hidden buffs edition

in Necromancer

Posted by: Roe.3679

Roe.3679

That, and if it was an unintended mechanic, why did we have developers making comments that necros were supposed to use death shroud in that method? For that matter, if it wasn’t intended, then why did it change TO having no overflow around Spetember/October? That’s right, at launch, damage overflowed from DS to normal health, then it was changed away from that. Now they have reverted that change for apparently no reason (probably using their bug fix as justification).

If the argument is that the change implies dev intention, then the change back clearly demonstrates that it is no longer intended.

July 23rd patch notes: hidden buffs edition

in Necromancer

Posted by: Roe.3679

Roe.3679

You do realise most of this thread was from before people discovered that our LF went from 60% to 100/120% right?

Shenanigans. This buff was right in the patch notes as soon as they were released. Everyone just QQed about it before seeing what it meant.

I do feel bad for the PVE Necros who were relying on a sketchy mechanic, but my build got substantially buffed with this patch. I can finally sustain in a fight instead of hoping I kill someone before my life force is gone.

We were well aware of the buff ahead of time. The buff only affects consistent damage applications without burst. With a lack of stability/invuln/block/vigor, or any other way to eat burst it was an effective nerf every time your DS went below 40 percent.

The issue is that players, who call everyone else QQers, are comparing full DS with Spectral armor on against a bunch of Hot join heros who don’t simply knock you down until Spectral armor is gone and then just free kill you. Sure if two guys train on you while you have a full DS with Spectral armor you will laugh at them, but when DS is down, you die against one semi decent player who knows you have limited access. Plus you just stupidly blew your only stun break to simply absorb damage.

So any smart player would simply let you pop it to absorb and then stun you and dance on your humorously badly played grave. Heck, if I was playing a necro against you, I would laugh as you popped Spectral armor than fear you away while it was on and corrupt boon it and kill you.

The change only mitigate consistent non-hammering damage. Any burst damage or control plus damage build will destroy you just the same. The players who don’t realize this haven’t played against anyone with a semblance of skill yet.

You say people that don’t agree with you just resort to calling others QQers but then turn around and basically tell them to L2P?

Nice.

you talk like the ppl that are calling ppl with complaints here QQers arent doing the exact same thing =O

nice ;-P

There are real issues with this patch posted in this thread, and then there is blatant, blind QQ in it, too. They aren’t the same, but to act like everything posted in all 8 pages of this is a serious concern is absurd. Like I already mentioned this is overall a pretty positive patch for pvp Necros. It just shifted the balance from offense to more defense.

July 23rd patch notes: hidden buffs edition

in Necromancer

Posted by: Roe.3679

Roe.3679

You do realise most of this thread was from before people discovered that our LF went from 60% to 100/120% right?

Shenanigans. This buff was right in the patch notes as soon as they were released. Everyone just QQed about it before seeing what it meant.

I do feel bad for the PVE Necros who were relying on a sketchy mechanic, but my build got substantially buffed with this patch. I can finally sustain in a fight instead of hoping I kill someone before my life force is gone.

We were well aware of the buff ahead of time. The buff only affects consistent damage applications without burst. With a lack of stability/invuln/block/vigor, or any other way to eat burst it was an effective nerf every time your DS went below 40 percent.

The issue is that players, who call everyone else QQers, are comparing full DS with Spectral armor on against a bunch of Hot join heros who don’t simply knock you down until Spectral armor is gone and then just free kill you. Sure if two guys train on you while you have a full DS with Spectral armor you will laugh at them, but when DS is down, you die against one semi decent player who knows you have limited access. Plus you just stupidly blew your only stun break to simply absorb damage.

So any smart player would simply let you pop it to absorb and then stun you and dance on your humorously badly played grave. Heck, if I was playing a necro against you, I would laugh as you popped Spectral armor than fear you away while it was on and corrupt boon it and kill you.

The change only mitigate consistent non-hammering damage. Any burst damage or control plus damage build will destroy you just the same. The players who don’t realize this haven’t played against anyone with a semblance of skill yet.

I like this, " well a smart player will just counter your build by doing x" when realistically a smart player can also counter invulnerability or blocks by kiting for the duration of those skills to end, or strip stability, change targets, or whatever else. Those abilities can help you from getting trained, but give a necro with 40k ehp full mitigation and it’s an iwin button. Everything has a counter, or at least should. We are finally capable of lasting a long time if you spec for it (and you can have stability if you spec for it, although I don’t know if such a build is viable in high end pvp) and all anyone says is that it’s still not enough.

Check the spvp forums where people are crying even harder about Necros, and compare it to this thread’s posts. It makes it seem ridiculous. Only PVE players have a legit complaint. The title of this thread mentioned “nerfs ahoy” before it was changed to it’s current title. Nothing you said invalidates anything in my post, and I fully expect someone specced to counter my build to gain the upper hand on me. I don’t want to be at the top of the food chain – even though, as I mentioned, my build got even stronger. I want to have a legit place in pvp and right now, we do. And yes, extreme burst or cc will hurt me quite a bit. I play for attrition because I enjoy the playstyle, so ending the fight quickly or controlling me will certainly do me in. What’s the point of mentioning this?

All I said was I can sustain, I never even mentioned spectral armor. But I do like how you said you would just counter my every move in what must be a duel we were apparently having, like it somehow invalidates the fact that this was still a good patch for pvp Necros. I also like that you assume I am a “hilariously” bad player and would pop cool downs for the lulz. Classy. Really I don’t know where most of your post came from…

if i were you, i wouldnt hold my breath for blocks, invulnerabilities or anything else. They’ve said they don’t want us to have them. Personally I am happy to finally play my necro the way I always wanted to.

July 23rd patch notes: hidden buffs edition

in Necromancer

Posted by: Roe.3679

Roe.3679

You do realise most of this thread was from before people discovered that our LF went from 60% to 100/120% right?

Shenanigans. This buff was right in the patch notes as soon as they were released. Everyone just QQed about it before seeing what it meant.

I do feel bad for the PVE Necros who were relying on a sketchy mechanic, but my build got substantially buffed with this patch. I can finally sustain in a fight instead of hoping I kill someone before my life force is gone.

thief and torment

in Necromancer

Posted by: Roe.3679

Roe.3679

As a necromancer player, hope that they burn all their initiative on giving you torment, keep still, and send it back at them or consume them.

Where should my last 10 points go?

in Necromancer

Posted by: Roe.3679

Roe.3679

You could grab stability on DS, DS cool down reduction or soul makes, or maybe dagger reduction in blood. There is also reaper’s protection, too.

I would probably go into SR for one of those traits.

Staff marks bug

in Necromancer

Posted by: Roe.3679

Roe.3679

^ Poison was fixed or the staff marks were fixed?

Staff marks bug

in Necromancer

Posted by: Roe.3679

Roe.3679

This definitely needs to be addressed, if it hasn’t already been done.

Also, apologies if there is another thread on this, but this is heavily annoying. Getting Putrid Mark or Reaper’s Mark on CD when you really need it is pretty devastating.

Let's talk about Dagger #2

in Necromancer

Posted by: Roe.3679

Roe.3679

I use dagger 2 when someone gets out of immediate melee range since it still has a 600 range on it. Or if for whatever reason I need to kite, I’ll use it while I’m running, but that hardly happens.

Explanation for Death Shroud nerf?

in Necromancer

Posted by: Roe.3679

Roe.3679

Necros can’t suicide-jump off cliffs anymore. That’s about the only real DS-nerf here.

On the other hand, they fixed a bug that apparently was letting Necros take more damage from direct attacks while in DS. So I’d say the survivability is now INCREASED. Not even talking about the faster generation of life force through spectral skills and axe 2.

Spoken like someone who has never played a necro… go back to ele or guard, leave the skilled players alone…

Actually, Necro is one of the classes I play quite frequently. I didn’t touch my lvl 30 Ele or my lvl uhm… 14 (I think) Guardian for at least two months.

Edit: Talking about skilled; it appears to me that you’re not one of the “skilled players” if you don’t see the facts. Even if you should have to face-tank a big attack of a boss for some weird reason, it will actually do less damage as before, because they fixed the bug that did make you take more direct damage while you are in DS.

Going into DS before a big incomming hit (backstab/mighty blow/evisc/boss’ OHKO) would make you effectively ‘dodge’ it, even if you had only 5% pool. Now you will eat all the dmg as it overflows out of DS. That’s why he called on you being not-skilled. This is not only a jump-off-cliffs nerf, it’s a definately survivability nerf since we didn’t get any evade/invul/escape tool replacement. Check wiki for Evade/Invul/Block/, guess who’s missing at the party.

You need at least 10% life force to get into DS.

I find it heavily unlikely that everyone complaining about this actually used a sliver of life force to soak up a big hit. The way people are crying it sounds like some people could absorb every backstab and always generate 10% life force on a whim to block everything.

Most if the time it’s probably soaking 1k damage, and hardly ever these huge hits.

That’s because you are thinking in PvP style, think using PvE, and you will see a HUGE difference.

You’re right, i was thinking about PVP.

Personally I would consider using this in PVE to be an exploit.

Did you really just say that? I feel dumber for having read that sentence….

I mean… O.o huh?

You really thought it was intended to tank infinite damage when DS is drained? This change was coming for months. If it caught you by surprise, I’m really not sure what to say. Perhaps if you wanted blocks on demand you should have rolled a guardian.

Explanation for Death Shroud nerf?

in Necromancer

Posted by: Roe.3679

Roe.3679

Necros can’t suicide-jump off cliffs anymore. That’s about the only real DS-nerf here.

On the other hand, they fixed a bug that apparently was letting Necros take more damage from direct attacks while in DS. So I’d say the survivability is now INCREASED. Not even talking about the faster generation of life force through spectral skills and axe 2.

Spoken like someone who has never played a necro… go back to ele or guard, leave the skilled players alone…

Actually, Necro is one of the classes I play quite frequently. I didn’t touch my lvl 30 Ele or my lvl uhm… 14 (I think) Guardian for at least two months.

Edit: Talking about skilled; it appears to me that you’re not one of the “skilled players” if you don’t see the facts. Even if you should have to face-tank a big attack of a boss for some weird reason, it will actually do less damage as before, because they fixed the bug that did make you take more direct damage while you are in DS.

Going into DS before a big incomming hit (backstab/mighty blow/evisc/boss’ OHKO) would make you effectively ‘dodge’ it, even if you had only 5% pool. Now you will eat all the dmg as it overflows out of DS. That’s why he called on you being not-skilled. This is not only a jump-off-cliffs nerf, it’s a definately survivability nerf since we didn’t get any evade/invul/escape tool replacement. Check wiki for Evade/Invul/Block/, guess who’s missing at the party.

You need at least 10% life force to get into DS.

I find it heavily unlikely that everyone complaining about this actually used a sliver of life force to soak up a big hit. The way people are crying it sounds like some people could absorb every backstab and always generate 10% life force on a whim to block everything.

Most if the time it’s probably soaking 1k damage, and hardly ever these huge hits.

That’s because you are thinking in PvP style, think using PvE, and you will see a HUGE difference.

You’re right, i was thinking about PVP.

Personally I would consider using this in PVE to be an exploit.

Explanation for Death Shroud nerf?

in Necromancer

Posted by: Roe.3679

Roe.3679

Necros can’t suicide-jump off cliffs anymore. That’s about the only real DS-nerf here.

On the other hand, they fixed a bug that apparently was letting Necros take more damage from direct attacks while in DS. So I’d say the survivability is now INCREASED. Not even talking about the faster generation of life force through spectral skills and axe 2.

Spoken like someone who has never played a necro… go back to ele or guard, leave the skilled players alone…

Actually, Necro is one of the classes I play quite frequently. I didn’t touch my lvl 30 Ele or my lvl uhm… 14 (I think) Guardian for at least two months.

Edit: Talking about skilled; it appears to me that you’re not one of the “skilled players” if you don’t see the facts. Even if you should have to face-tank a big attack of a boss for some weird reason, it will actually do less damage as before, because they fixed the bug that did make you take more direct damage while you are in DS.

Going into DS before a big incomming hit (backstab/mighty blow/evisc/boss’ OHKO) would make you effectively ‘dodge’ it, even if you had only 5% pool. Now you will eat all the dmg as it overflows out of DS. That’s why he called on you being not-skilled. This is not only a jump-off-cliffs nerf, it’s a definately survivability nerf since we didn’t get any evade/invul/escape tool replacement. Check wiki for Evade/Invul/Block/, guess who’s missing at the party.

You need at least 10% life force to get into DS.

I find it heavily unlikely that everyone complaining about this actually used a sliver of life force to soak up a big hit. The way people are crying it sounds like some people could absorb every backstab and always generate 10% life force on a whim to block everything.

Most if the time it’s probably soaking 1k damage, and hardly ever these huge hits.

So no suicide jumping with necro anymore?

in Necromancer

Posted by: Roe.3679

Roe.3679

1. Equip spectral walk
2. Jump and activate spectral walk (both times) right near the ground
3. Land with 30 seconds of swiftness and no damage.

After todays patch

in Necromancer

Posted by: Roe.3679

Roe.3679

Good, I liked feeling like a special snowflake for running a necro before everyone and their brother hopped on the bandwagon.

July 23rd patch notes: hidden buffs edition

in Necromancer

Posted by: Roe.3679

Roe.3679

This is perfect.

Hopefully it scares away flavor of the month players and makes my builds even stronger, which it looks like it will. Awesome.

Not sure why anyone is upset about greater marks being moved when they made marks bigger by default, or about the spectral changes. Only terror being changed (which was a bad choice) and the DS damage spillover are even notable to me.

Concerned about Epidemic

in Necromancer

Posted by: Roe.3679

Roe.3679

What skills do thieves have for 100% uptime on weakness?

dagger auto-attack + Lotus Poison trait.

That trait has a 20 second cooldown, unless the ICD was removed.

(Idea) New Elite - Flesh Mutation "Kit"

in Necromancer

Posted by: Roe.3679

Roe.3679

Really cool idea, I actually really like this. We already have strong elite skills, but if there was ever an elite added to the game, this would be a good one.

How to build for AOE damage in wvw.

in Necromancer

Posted by: Roe.3679

Roe.3679

My favorite zergling build is 30/20/10/0/0 with the last 10 points being optional, taking close to death in spite, and terror and ground targeted wells in curses and finally greater marks. I run his with staff and scepter/dagger, all rampager gear and well of suffering, wel of corruption and epidemic. Sometimes I take well of darkness too depending on the situation.

Pretty much spam everything you have into an enemy Zerg and collect your bags.