Just wondering, what’s the good amount of Toughness, Critical Damage, and Power a Powermancer should have in wvw?
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Tyvm for helping, appreciate it
So how much precision is 10% precision?
I’m level 80, I have 30% precision and I want at least 40% precision.
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Which Sword and Dagger weapon skins looks the closest to an Assassin’s Creed weapon?
Just wondering with the new weakness and now that blind doesn’t go away when you spam auto attack, which off hand is better for a Powermancer in 1v1 and group fights?
My mm build uses focus. Foc4 stacks vuln and hits pretty hard now and 5 rips boons and chills. All very useful.
For some reason I’m not one to use dagger/focus, even though the reaper animation from Focus 4 looks cool. I’ve always sticked with warhorn mainly because of Locust Swarm, but now I’m thinking about using a dagger off hand.
Just wondering with the new weakness and now that blind doesn’t go away when you spam auto attack, which off hand is better for a Powermancer in 1v1 and group fights?
Are you drunk Nemesis? O_o
I think Hellfirearmor is for Warlocks silly, but I wouldn’t mind some on my Necromancer…
Are you using Epidemic AKA Pestilence? :P
HA! I would if I could, but I only have 3 utility slots :p
So just for fun, I’ve always been trying to turn my Powermancer into a Frost/Unholy DeathKnight (Wotlk and Cataclysm version since I’ve never played MoP) clone as much as possible:
Death Coil = Life Blast
Death Grip = Dark Path (Since I sorta don’t want to use a utility slot for Spectral Grasp)
Ghoul Minion = Flesh Golem
Death and Decay = Well of Suffering
Diseases = Bleeds and vulnerability
Rocket Boots = Leopard Form XD
So what I need from ANET Devs is to implement a:
1. A near spammable version of Chains of Ice. How about reducing Spinal Shivers (Focus 5) cooldown from 20 second base to 10 second base, and only removes 1 boon. Maybe even lowering the cast time by 1/2.
2. Turning Life Siphon (Dagger 2) into a Death Strike, because Life Siphon just sucks…
3. Stability in Spectral Armour = Ice Bound Fortitude, but maybe this won’t happen since a lot of Necromancers in this forum are against Stability for Necromancers.
4. This might be a LONG stretch but Necrotic Strike. Sort of like poison, but instead of -33% heals… You absorb, receive and negate a certain amount of heals from your opponents self healing. :p
These are just the things that come to mind atm, I’ll try to add more if more things pop into my head since I haven’t played WoW for a while.
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Thank you very much
I usually just watch youtube videos to learn more about a Dungeon or path I’ve never been to. Name of dungeon + Path.
www.Gw2lfg.com is where most people look for PUG’s atm, most people want experienced players who knows their professions, have run the dungeon and path before. But I have experienced other people stating that they haven’t done this path before and other people in the party explain it to them, but at the same time I’ve been hearing of people getting kicked of parties for this as well. So your choice I guess.
A mix of Knights/Cavalier/Berserk is ok for a power build if you have trouble staying alive, but once you get even more experienced, I suggest a Berserk and maybe only like 2-3 Cavalier/Knights gear for dungeons.
I also recommend going to the Necromancer forums and go to the sticky to watch/read some of Nemesis’s video guides on Necromancer builds (Traits, Rotations, Gear, etc etc…)
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I’ve seen people go into a dungeon with their level 80 and then at the end switch to their alt so they can level that alt up. Can anyone tell me the steps on how to do this? And what dungeons + paths is the best for this?
So I heard that condition is going to get nerfed since Dhuumfire + Terror was supposedly too strong and in return Necromancer survivability is going to get buffed. The survivability thing is good for all Necromancers in general, but how are they going to do this?
Ok I’ll try those Mercury and Alacrity.
@Alacrity
Both?
Asuran Greatswords.
HA! But seriously I needs to know :o
What’s the biggest dagger in the game atm?
Ya it just feels weird… Correct me if I’m wrong, but aren’t we the only profession that needs a designated peeler to peel enemies off of us in spvp because of our lack of mobility and escapes? (Other than Warrior which are non-existant)
So just wondering how are Powermancers finding the recent Necromancer buffs? Been reading other professions and even some Necromancers complaining about how strong condition is now, but what about Powermancers (Dagger/X + Staff)?
So it begins…
I actually have a different experience. With 6/6 Sigil of Air, I’ve noticed that I will get revealed when it triggers on hit. I’ve expereinced this on my Mesmer and my Thief, I suggest 5 Sigil of Air and a Orb of your choice.
I run a Glass Cannon Shatter Build in WvW, and I feel like my health goes down much quicker now, is it due to other professions being buffed?
Just wondering… it seems like the Devs are really determined to not give Necromancers stability (Other than elite and 30 points into Soul Reaping). The buffs Necromancer received this patch was nice, but we still have a weakness of being chained CC to death and not being able to do much about it.
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They should bring back Shade, but this time it acts as stability AND you can’t get immobilized, chilled or crippled. BAM!
Necromancers are stronger now in 1v1, but a good D/P + S/D Thief will still wreck you, or you can still get focus and cc’ed to death by 2-3 players without being able to do much about it.
Thanks you.
Just wondering Serin, 5 Rune of The Air gives me 10% Critical Damage, would giving up 5% Critical Damage for 3 stacks of might better?
When having 6/6 Rune of the Air you get:
(6) 20% chance of triggering Lightning Strike
Does this reveal you when in stealth?
Which would you rather have? Torment or Confusion Buff?
No.
But one time I did see a D/P + Shortbow Glass Cannon Thief kite a Glass Cannon Sword/Focus + Staff Mesmer, by using a Shortbow and LoS’ing the Mesmer and his clones using trees, when the Mesmer was at half health the Thief then proceeded to burst and down the Mesmer, it was funny
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It’s sort of scary, giving one of the best mobile professions in the game this skill. I understand Necromancers and Mesmers since Mesmer confusion was nerfed but I’m not that sure about Thieves… I wonder how badly we’re gonna get nerfed…
Would be funny if all they fixed was the health bug in downed mode :P
What if it becomes an evade? Like 1/2 to 3/4 second evade, this should sort of justify the weird animation delay use of skills and dodges. I know that Mesmer Auto Attack chain with spear is a 1/2 – 3/4 second evade so just wondering if it would be ok with Rangers?
Was wondering what people would think if we’re allowed to summon Phantasmal Warden without a target? It makes sense to me, since it doesn’t move and just stays where you’ve summoned it until you shatter. But the thing is, some might consider this a bit to strong in zergs. an even better on demand condition removal and ArenaNet might have to change some coding or whatever.
Just wondering as to what counters a Trap Ranger with Sword/Dagger & Shortbow? I saw one like outrun a group of 5 across the borderlands lol.
Emoting /Laugh and taunting help you win when roaming 1v1 in wvw? From MY experience, I’ve noticed Thieves are the most who do this.
Earlier today I was on my Mesmer when a Thief tried to gank me but I was able to escape, he then used a /laugh emote. So I went back and fought him ’till he used SR, I focus pulled him out of it and preceded to burst him down, and I was able to down him. Right after that he tried to invite me to talk to him, but I was in no mood, so ya…
I’ve been hearing that Rangers are very good roamer, 1v1, can inflict melee physical damage as well as condition damage, while being able to tank and heal a lot, is this true? If so what build is this?
What is the best Hybrid Profession in WvW? I’m talking about a Profession that can exceed at roaming, 1v1 and have access to both physical melee damage and somehow be able to do condition damage.
Is there such a profession?
Is it bad to go hybrid in WvW Roaming 1v1?
The only reasonably stealth nerf is getting revealed when an enemy blocks our backstab or they’re invulnerable. Maybe even an evade? But that’s it imho…
Also would be nice if Range classes projectiles actually go in a straight line and not hit the ground for some reason…
You think you know me?
I’m on top of the fort you’re trying to capture. Oh, what’s that red circle? Probably nothing. Now you’re choking on my gas grenades, and you can’t roll far enough to take you out of it because your body is numb with ice. Something flashes, you can’t see, where am I? I’m right behind you, setting you on fire. Finally you find yourself able to run away, what’s following you? A ball of napalm, that’s what. It explodes, it burns, it hurts so much. Then the hurting stops. You’re lying on the ground, gasping for breath. A wall of fire spreads on top of you. Do I keep up the assault? I do not. I’ve already dismissed you. What am I doing? I’m dodging through all of your friends, I chug a potion. I deploy a turret, where did it go? I destroyed it. Suddenly I’m back up to full health, and your friends shouldn’t have stood so close to the cliff. Some of them are smart enough to dodge through me when they see the bubble appear. Most aren’t. Half of your friends just went flying, what’s on my screen? Numbers, many numbers, high numbers. That’s the experience coming in. Your friends start falling back, what do I do? I pull out the rifle. One of the poor suckers get netted, I turn the rifle to the ground, and within the blink of a moment I descend upon him from above like a thirsty vampire. Before he can react he’s already taken a Blunderbuss at point blank. He turns to face me, where am I? I’m already gone with an overcharged shot. I get up, he gets up, supply drop goes down. Netted again. I leave the turrets to finish him off as I head to meet up with the commander.
You think you know me?
I am Engineer. I embody versatility, utility, cunning. Adaptability. I am dynamic, flowing. I shape the battle in my favor using every tool at my disposal.
This is who I am.
Huh… I’ve been wondering what profession I should go for my 3rd character… and I think you just convinced me lol.
It seems that when I’m swimming in Borderlands and I engage someone in underwater combat, they usually just run away.
I mean the full on Carrion P/D Thieves…
My suggestions for Moa…
- Reduce it to 30 seconds
- Cast time is only 1/2 – 1 second
In exchange players will be able to break it with stun breaker
What do you guys think? Will this be to strong or a huge nerf?
Thank you for answering guys
I usually like to roam, but sometimes I like participating in zergs…
1. How are Guardians in Roaming and 1v1?
2. What’s a Guardians role in a zerg? Are Guardians able to “Tag” enemy players well for badges in a huge zerg?
Well lets see from the information I’ve gathered:
Warriors Pros:
- Great at PvE, Wanted in Dungeons and Fractals
- Good at roaming in wvw as Greatsword or Hammer + Sword/Shield, gives lots of mobility so you can run away from fights that aren’t in your favor
Warrior Cons:
- Not that great in TPvP/SPvP, I hear it’s the worst profession for TPvP/SPvP
Necromancer Pros:
- Good AoE, useful in zergs so you can “Tag” enemies in wvw for badges
- I would say only average in PvE/Dungeons and Fractals, nothing special other than having the lowest cooldown for revive
- I hear Necromancers are doing well in TPvP/SPvP
Necromancer Cons:
- Not that great for roaming, you don’t have a lot of escapes unless you’re a Norn Necromancer for Snow Leopard form
What are tkittenest professions for zerg tagging? Professions that do constant AoE, I want to farm badges.
Tyvm for this