[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
While not exactly Reaper, it seems like some particular Condi combinations for Necromancer/Reaper may be quite nasty for Warriors, ones not rolling full shoutbow.
If I were Warrior, I wouldn’t really fear the Reaper (^.^). Unless Blighter’s Boon comes into the game in it’s current form and you pair up Blighter Reaper with AH Guardian and Ele. Then it may be tough as hell.
#BelieveInBlightersBoon
As it stands now, Ventari just heals. It doesn’t bring many boons at all.
Last time we saw build oriented around raw healing with no boons was Healing Necromancer.
Know any?
Hey,
I would like to give couple of my thoughts and suggestions on Ventari and the staff.
First off, both Orbs and Fragments spawned by Staff and Elite/trait have to heal in radius, if they don’t already. Otherwise, picking them up will create conflicts between allies (you stole my heal etc.)
1. Staff:
- Auto Chain – please make first two attacks in the sequence not just a flat damage number and an excuse to get to the “fun part”.
Instead, give it some little Vulnerability or let each hit reduce the energy cost of next skill by small %. Ventari, as it stands, requires ton of energy to perform decently and a little strategic bonus of reducing cost of your next big skill by auto attacking a bit adds both dynamic and promotes active play.
- Skill #2 – give it some kind of short evasion based on number of foes hit by Weakness/Daze or knockback on first part of the skill when you interrupt.
- Skill #3 – add self-swiftness (1-2s) for each projectile blocked
- Skill #4 – begs for Blast Finisher.
- Skill #5 – begs for Leap Finisher
- #6 – Instead of healing, let the Tablet give Protection to allies it passes through. It also has to affect within 240+ radius, otherwise it won’t pass through anyone outside of a huge zerg. Tablet now applies Regeneration (3s) in 600 radius each time Ventari utility is used.
- Elite – Scrap the Knockback. You don’t want Momentary Pacification to double CC for no reason. Instead, spawns Water Field (similar to Geyser), increasing in duration for each foe in range (explosion could hit for minimal damage like Doom to indicate hit).
It promotes usage of Explosion in the heat of the fight, because base duration would be heavily dependant on numbers of enemies around. While Ele’s Geysers are used for regroup, Explosion could have like 1s base duration water field without any strike, which is meh for that and doesn’t step of Ele’s toes.
2. Traits:
I think that 1/3 of Ventari Major Traits should be something else than healing. They should appeal to Revenants who would use Ventari more as a prevention and utility.
- Adept – Sounds little boring. But okay trait, has use.
- Master – Convertion traits are bad. And really, really boring. Delete it, drop current Grandmaster to Master tier.
- Grandmaster – new trait – Recuperation. Ventari Revenant needs some HoT (healing over time), like Elementalist’s Soothing Mist. Raw burst healing just isn’t enough. But unlike Soothing Mist, which is a passive in Water, that HoT would tick only when you’re not in Ventari legend. That would not only be helpful for Revenants that are not oriented just on healing, but also allow to maintain the “role” even when you have to swap out of Ventari (it’s just support healer, not much else). Probably not entirely passive, but based on Energy? Less energy you have, the more healing over time.
- Nourish – Now similar to Empower etc. Increases Boon Duration on affected allies by 15%.
- Natural Intervention – Energy cost of Ventari’s Will reduced by 50%. Tablet now Cripples (3s) foes it passes through.
- Tranquil Balance – No changes. Good stuff.
- Tranquil Benediction – Now orbs apply Stability(2s) and Swiftness(2s). When your Orbs or Fragments are consumed, gain Energy.
- Eluding Nullification – Now remove 1 more condition if ally suffers from more than 7 conditions at once.
- Invoking Harmony – No changes. Good stuff.
Grandmasters are legit.
That would be it.
Btw, Ventari is fabulous.
(edited by Rym.1469)
What I would like to see is Initiative regenerating way faster while attacking/using right skills at the right time and way slower when you stop attacking.
As for Chill, I would be okay if it simply added 1 more initiative cost to all weapon skills using it as a resource. Not 66%, because that would trash the thief, but slight increase cost.
I heard condi necro will rekt mallyx revenant. Will they rekt mallyx+ventari combo?
From what we’ve seen, certainly. Look at Ventari utility and skill energy costs. It’s heavily oriented around group healing. Personally, I can’t wait to play it, because for me it looks powerful, but with incredible skill cap to play to the best potential.
However, I feel it may lack condition clears. And even healing, because you’ll most likely go Mace/Axe for Mallyx/Ventari combo, Staff has no condition pressure.
For me, it’s similar to WoW healing Monk in couple aspects and I look foward to Ventari Revenant. It has little boons, but ton of raw AoE party healing.
I always thought that Axe could be our go-to Life Siphon weapon.
Autoattack hits so low that it could easily be a siphon.
I would totally see Profession specific T-shirts. Just without too much going on. Nice and stylish. I would totally buy Necro one.
Besides that, Grenth hoodie?
Just one thing. Don’t make those as overpriced as Blizzard stuff is. And have them in Europe, too. I don’t want to pay a fortune for shipment.
Also, Colin Johanson Alarm Clock.
Waking you up with a smile, swinging a sword!
(edited by Rym.1469)
@darksyze can you Vee Wee, Teef, And Lordrosicky all move on to a new game? All you kitten do is cry on these forums.
+69
As I see Condition Necro in future is either Curses+SR+Death Magic or Curses+SR+Reaper.
Honestly, out of whole elite spec, the thing I’m most excited about is Blighter’s Boon.
Split it, but once the expansion drops. For now, build structure for new and returning PvP players. Once influx of players and interest occurs, split queue.
That’s at least what I would do.
Not everything has to be high dps power weapon to have a use.
I’m curious about that new AI they developed. If they’re smart, it’s quite possible that we will see a need for bonus healing and support in PvE beyond reflect walls.
I’m surprised about the talk in Hidden Arcana:
“(…)Mallyx in particular is so offended at having his immense power borrowed by upstart mortals that using some of those powers will take health from the revenant(…)”
So Revenant will get health sacrafices. That’s something.
The main problems are:
1. They tried including Hexes into Conditions too much. Avoiding situations when you had to have separate cleanse for Hexes and for Conditions. And simplifying it.
2. Both CC and damage are considered conditions. And we also have denial conditions in it, like Weakness, Chill, Blind and Poison in it. And all of them are affected by condition removal in the same way.
Design problems.
(edited by Rym.1469)
Um, by your definition you are not a PvPer actually. Conquest isn’t PvP, its PPT. You don’t have to fight anyone to win at Conquest, you don’t even have to kill an NPC, you just have to stand on filling circles. So are you are actually asking for a new team Deathmatch map like Courtyard? You might want to change your thread title.
Try PvPing outside of Rank farm servers. I am not a fan of conquest, but it differs
You can say that we have some “aggressive” “counters” if you describe it like that. We have couple skills that, when used in right time, will put counterpressure and hopefully make the attacker retreat.
Corrupt Boon might serve as one example, Well of Suffering at feet to counterpressure melee attackers. Fears. Signet of Spite. Condition transfers.
As for more direct sources of negation, we have couple (3 not counting combos, 2 on very long cooldowns) blinds, Weakness (if you land it), and soft CC which is easily negated in the meta.
And Death Shroud, ultimate solution and second death bar.
I can’t really see any connection.
Because Arena Net fixes and buffs Thieves, Mesmers, Engineers doesn’t mean that Necromancer will get anything.
I played on 2 years old laptop and never dropped below 29 fps on Stronghold.
Count Burning.
Every 10 seconds, with some random kitten proc, he will get that burning and poison from doom sigil on you. These are your priorities for transferring/cleansing.
Fear into transfers. Never do something like Staff 2,3,4,5. After they apply kitten ton of conditions with random procs on you, they will want to avoid transfer as much as possible. Dodging, blocking etc. But they have one stunbreaker. After they use it, every fear into transfer should land.
Never Consume Conditions without that Burning proc. Or at least try not to.
Besides that, keep Wurm up, you’ll need it for broken Slick Shoes combo.
When engineer with rifle runs up to you, disengage/FitG. It’s when they use Overcharged Shot.
Besides that, Dark Path goes through their block, any boon corruptions are perfect for engineers.
considering most condition builds run power/precision/condition damage anyway (or celestial if you’re feeling cheesy), I think feast of corruption is fine. The only thing I can see it gaining that would make it better without making it too strong would be that life force per condition increase.
That’s in PvE I might add.
Sex sells.
This MMO didn’t avoid it.
They refuse to show blood, use any harder language, but hey! Asian company behind!
1st) FOC is 3rd skill on scepter. I needed to get this out.
The #2 in number of thread in the series
(edited by Rym.1469)
The thing is that our condition output is too low too justify using this. It has no advantage to a outside of a pure condition build and for a hybrid build the scepter has too low damage modifiers.
So with that in mind the skill translate to this: “waste 7.5~10% of your time or gain no life force with scepter”. It gets even worse that staff and life transfer function the same way and when you look at the most ofhand dagger it generates no life force at all. In other words outside traits and utilities it’s either wasting time or getting life force.
This could work if we had a condition damage output that allowed us to waste 7.5% of our time but with an abundance to condition cleanses(some even aoe) and nerfs because of dhuumfire it has become pitifully low.
Another problem is that even if you use and land the skill your not guaranteed to life force at all due to cleansing.With that in mind I suggest 2 things:
-Up the condition output of conditionmacer, restore the lost bleeds on grasping dead and lower its cooldown (I mean rapid fire is way more dangerous, has the same cooldown and even has a cooldown reduction trait) , up auto attack damage (921 DPS with 2 stat investment (carrion+ 300 condition damage from curses and + 175 conditon damage and 100 power from runes of adventure) is just weak ) and increase off hand dagger condition damage output. This way you can now use feast of corruption without neutering what little dps you had.
-Make feast of corruption a skill that’s more then just a life force generating skill. I would make it corrupt 1 boon (before the life force is calculated). This way the condition mancer can use feast of corruption to apply a condition but also to setup for corrupt boon or path of corruption.
Thanks for your opinion,
We’ll discuss our general condition output in another thread exclusively, I promise
. But for now, just about FoC.
Yes, many percive it as lost time on condi build, agree.
About corrupting boons, it’s certainly a good suggestion. But sometimes it might do nothing if foe has no boons on himself, like in PvE. I’d gladly see Unholy Feast (Axe #3) corrupting boon instead of removing it, though. That way, Scepter and Axe would keep more unique use and feeling and we would still gain that kind of option for Necromancer.
I personally always think of Condition Necromancer as pressure builds. When you enter the fight, you might not proc thousand different conditions at instant, but pressure whole enemy team up to the point that over time, keeping up theirs starts being impossible, because you force them to either retreat or slowly die.
That’s why I’m fan of both Weakness and Chill. While Chill is in my perception just broken currently, because it’s either too easy to cleanse (goes under Dogged March, Charge!, all movement cleanses) or has different effects of different professions (Thieves and on the opposite side, Elementalists), Weakness isn’t as easy to cleanse, has same effect on everyone and does exactly that – puts pressure. Less dodges means less defense. Less damage means you have to be more aggressive and expose yourself more to get the same effect.
I’d really like to see either that Weakness+Endurnce gain on Feast as proposed earlier or, linking it with previous thread, Condition Transfer. This way we could get another short cooldown cleanse that could synergize better with Corruptions. While boss not always has to have that boon to rip, you can always apply one to youself.
Or Feast could apply Chill for nice possible synergy with Reaper.
Personally, I still like endurance and weakness, but that’s an option.
As for the skill itself, it’s in an awkward spot that I’m not really sure how to fix. The design is good, it rewards stacking a bunch of conditions with extra damage and life force, but the balance is pretty lousy. The damage is pitiful, and condi necro builds can only really keep 3-4 conditions up all the time, so it doesn’t actually generate that much LF. But in a group setting, the damage is still pitiful, but it can generate up to a whopping 36% life force.
Perhaps a better way to handle it would be to have it grant 4 or 5% LF per condition, with a 20% damage bonus per condition, but only work off of conditions you applied yourself. Or make it more similar to its GW1 counterpart, and make it AoE, but with a lessened LF gain per target.
I guess the problem with “conditions you have applied by yourself” is that you can’t really tell how many of them are yours on the target. They could highlight, but I don’t know how visible that would be.
As for the damage modifier, I would get rid of that once and for all. 8% or 20% doesn’t really make a huge difference for Condition build. But if you get that as a Zerker, who can apply same amount of conditions, too, we could end up in clunky situation when Scepter is used just for that one skill as a finishing weapon swap. 1:1 scalling + 80-120% modifier is suddenly flat 5-6k damage. Add critical strike and bonus critical damage and you have one shot macro/OTK with SoS+Feast.
No, playing with direct damage modifiers is dangerous.
I had to go back and check if the Corruption thread was #1 because I was raging my kittens off because FoC is skill #3, not #2.
Just edited it
I seriously start to enjoy clickbait titles.
Now, up to the point.
Hello,
It’s yet another thread of series of threads I plan on posting in following weeks as we slowly approach the Balance Patch. Instead of bundling all things in one wall of text, I decided to pick them one by one. These threads are meant to adress specific Skills, Utilities and Traits, describe the problem and offer a place for discussion just that specific aspect.
Previous discussions:
Feast of Corruption
https://wiki.guildwars2.com/wiki/Feast_of_Corruption
Feast of Corruption is a weird beast. I think it was designed at release with many hybrid builds in mind. Has good power scalling, damage heavily increases thanks to the multiplier and Target the Weak. Kind of “spike finisher” for some builds, when you stack your conditions and then use it to deliver the final blow.
Sadly, it didn’t really work out. Hybrid builds for Necromancers aren’t as effective as on other professions, today Celestial users. Our conditions are too heavily bound to weapon choices and in case of Scepter, require constant attacking in order to keep the condi pressure up. Not quite “fire and forget” like for Engineers.
So I observe many Necromancer not even using (!) that skill on the scepter. That’s obviously a big mistake, because it generates Life Force, but still, apart from that aspect it’s incredibly underwhelming and feels out of place.
What are your opinions on this skill? And, more importantly, solutions?
*Does it work for you?
*If not, can it be tweaked to work right?
*Or should we get another skill?
*Should it grant more Life Force based on number of opponents?
Personally, for me it’s 2 step way:
Step 1: Life Force. Is it enough? Personally, I would consider 4 or 5% per condition. As Necromancers, we don’t stack a lot of different conditions, unlike Engineer or a Mesmer. Stacking more than 3 or 4 different conditions and them staying on our target long enough to Feast is a challange in itself.
Step 2: Bonus use. I see three approaches, erasing % dmg increase per damage in every case:
1. Damage. In this case, I would focus more on quality of conditions applied rather than quantity. Total damage % of Condition damage applied to the target seems reasonable thing for me. The more potential damage conditions on target have, the more spike damage you do. E.g. If it’s 10% damage: 2000 total bleeding potential damage on the target – 200 damage from Feast. If it’s 20% damage: 5000 total bleeding potential damage – 1000 damage.
2. Utility. In this case, Boon or heal based on conditions.
3. Mix. In this case, I personaly like the most, we get both pressure on the target and get something for ourselves.
My proposal would be: Apply 1s of Weakness and gain 10 Endurance per condition applied.
Because we don’t stack tons of conditions with one skill and procs, it keeps it at bay. At the same time, we’re rewarded the better we fight. Our Withering Precision trait is going away with the next patch and it’s an opportunity to maintain Weakness.
It gives us better survivability vs. multiple and in PvE, giving Endurance and hurts the foe, reducing his endurance generation and damage.
Thoughts?
(edited by Rym.1469)
It’s more or less, same situation and observations like first open Stronghold beta.
I wonder why haven’t they played more with options. It’s beta and we could test different variations, like on different days and then compare&break down what was good and what was bad. Today’s beta is the same strat as beta from April.
Yes, it does. If Thief spams Black Powder on the gate, it won’t be damaged.
I’m sticking to Epidemic Condi Necro. But might try out how Reaper skillset works with that, especially long chills dealing damage.
I use Spectral Armor, Wurm and Corrupt Boon on my Power Necro in tpvp. Damage isn’t any problem, but it’s not focused on teamfight as Wellspam PvP variation is.
Bookah
/thread
Why Necromancer don’t hardcounter anyone? XD
Oh…yeah… we’re bad in spvp…So you’ve never played a condi necro and rolled your face across the keyboard when faced with a condi engi?
What condi engi? Last time I saw Engineer that wasn’t celestial or turret in tpvp match was 5-6 months ago.
Why would I pay for helping Anet to manage their game? If anything they should pay me lol
Pay you in HKs?
That is why this class needs some kind of good reflection skill. The fear wall to me seems like a great one for this.
Reflect totally destroys a LB ranger… they are dealing with it from lots of sources already, more would make the class almost pointless. Everyone having reflect isnt the answer.
Only bad one. Not many good LB Rangers out there playing the game, but you’d be surprised how well some do against that.
Just a few problems here:
1. Dhuumfire was literally the only “condition on X” added to the game since launch that is available in PvP until Mesmers got their Torment on scepter auto and shatters. Thus, the application rate of conditions has not nearly gone up at anything close to the rate you are insinuating.
Sigils and runes, just like with air/fire, have increased the application rate of conditions to some crazy levels. Geomancy, balth runes, krait runes, nightmare runes, etc. have all been added which increase condition application rate to some silly levels. On many builds you can apply 5-6 condis with one hit, and for a while after the 4/15 patch (before everyone was running shoutbows), terrormancer had a very strong condition burst/ fear chain that made them one of the best 1v1-builds in-game. A lot of these conditions all proc on-hit, on-swap, and on-crit too, not from deliberate use of certain skills.
Terrormancer was okay 1v1 because of builds we were facing most of the time.
Celestial Elementalists, Celestial Engineers, mostly S/D Thieves.
It wasn’t because profession itself was so brilliant and super strong in 1v1. It was because Necromancer was good against Celestial builds at that time.
If you aim for open world and story, I believe the most comfortable pick would be Condition build. It provides very efficient, constant AoE while maintaining groups of mobs (most events are fighting vs. multiple) with your CCs and damage reductions.
My advice would be to pick mainhand scepter, get Locust signet for quicker movement and Epidemic for condition spreading on your utility bar, then go 6 into Curses for Lingering Curse.
From here you’re free to choose and experiment. PvE outside of dungeons isn’t especially restrictive. Your conditions, spreaded by Epidemic, will let you progress through events with multiple mobs fairly quickly and safely.
As for gear, make sure that Condition damage statistic is highest of all 3. Rest can be Power, Precision or Toughness. Healing Power and Vitality don’t really do great job for Necro in PvE, but you can still use them if you so desire.
Keep in mind, though, that PvE Dungeons play differently. People tend to demand using most effective speedrun builds from others and Condition build, while it will surely kill and not die quickly, isn’t the quickest way to kill possible as it has ramp-up time.
(edited by Rym.1469)
Thief’s only counter is another Thief.
I think their vision is us weakning the mobs instead of buffing allies, not exactly DPS.
It’s just that they don’t know how to achieve that by themselves and barely ever listen to suggestions.
I think Reaper has some potential for Condi builds. But the way Shroud is designed, it will be not so optimal I believe.
Condi builds will want to take PoC+Lingering/Contagion and Dhuumfire. That’s two traitlines. I don’t think that people will want to go Spite as Condition build anymore.
So it leaves Death Magic, which has one nice trait called Putrid Defense. And good GM minor when we take Vital persistance trait.
I don’t believe that Blood rework will be enough. Transfusion looks nice, but if Siphons are still based around hitting multiple with millions of small attacks, it’s crap as always.
If they finally decide that Siphons have to be active, then we can talk.
So either DM or Reaper. Reaper brings lower cd Dark Path for teamfight, AoE fear and Ice field, while taking instant Fear, gapcloser, ranged AA and Torment.
If the game is still game of instant, procs, blinds and evades, then Reaper Shroud will be better pick.
I also don’t believe that Greatsword will have some huge play in PvP. Certainly not after all the stuff Thief and Mesmer get.
As for me, Staff.
The idea of corruptions seems to be premised on necromancer transfers being good.
You self corrupt but can throw the condition back on your enemy. In one of the previous balance patch Dev notes, the Devs even mentioned this ‘bonus.’
Unholy Sanctuary and the condition transfer signet seem based on the same concept.
Unfortunately necromancer condition removal isn’t good.., Its bad, and inadequate for the condition output tat celestial classes output.
In the real world, the self condition… Which removes the ability to OOC heal… Is too much of a defect.
None of the abilities even without the self condition are even good. (Some will argue that epidemic is good based on hypothetical situations, but even they don’t use te skill).
Personally, I use Epidemic almost every time I run Condition.
But it’s just because I rolled Necromancer for this skill and I’m a masochist when it comes to playing non-meta builds only.
Count Necros that aren’t Power with Wells.
I haven’t tried spectral grasp at all until now, but this utility is freaking amazing. Why do more necros not use this? I think this is the answer to my problem. I’ll have to give signet of spite a try, hadn’t considered it because like you said I’m not a condi build so that active seemed kinda ‘meh’.
Signet of Spite, especially against non top notch players add that element of panic. By itself, it’s rather a cover for your other conditions and defensive cooldown / Epidemic wombo combo and don’t do much damage.
But it’s quite a number of different conditions suddenly. Many will panic, burn several utilities or go defensive. Weakness on that is probably most useful, coupled with range of signet, it works well against pew pew rangers because it cuts their damage, slows them down, blinds and applies that “oh kitten” factor, so you have a while to breath.
As for Spectral Grasp – it’s a nice utility. But has connection problems. Will get obscured by any minimal rock, terrain difference. It’s a slow projectile that has troubles hitting moving people over 600 range because they can sidestep that at maximal range. And it’s quite visible, with a time for reaction. In a meta where most of stuff has to be either very quick or instant to do damage, doesn’t quite hit the mark.
That’s said, it’s good utility, you just have to get used to it’s flaws.
Hello,
It’s yet another thread of series of threads I plan on posting in following weeks as we slowly approach the Balance Patch. Instead of bundling all things in one wall of text, I decided to pick them one by one. These threads are meant to adress specific Skills, Utilities and Traits, describe the problem and offer a place for discussion just that specific aspect.
Corruptions
https://wiki.guildwars2.com/wiki/Corruption
I wanted to make this topic for quite a while now.
With HoT coming sooner or later and the “final” balance patch even sooner, Professions, traits and their concepts are changing. Some are being scrapped, merged, changed. Some didn’t live up to the expectations. It’s our opportunity to finally get some more significant changes, rather than those playing with numbers.
I would like to adress Corruption skills. Probably the most unique type of utilities within Guild Wars 2. Utilities, that in theory, bring not only the cooldown, but also self-damage as penalty for being used.
The core concept, I feel, was a huge sentiment and throwback to GW1. Playing with your health as resource pool, not only indication of character’s life.
They were meant to be skills more powerful than regular ones, but, unlike others, with a cost of your health or negative effect.
Did it work? I don’t think so. Don’t missunderstand, Epidemic, Corrupt Boon, CPC, BiP – they’re not bad. In fact, these are probably most powerful Necromancer utilities. But there’s another flaw.
Corruption skills in Guild Wars 2 failed as a concept. Because “health-play” is not a thing, we don’t sacrafice much for using them (well, apart from damage output in case of Power builds with no cleanse/transfer with CPC). Because of that, they can’t be as powerful as they could. And as strategical choice as they could.
So I ask you, Necromancers, do you see this as a archaic problem as I do? Should “self-condition” on use be just deleted and Corruptions serve as regular skills? Because most are just either annoyance, balanced around having a transfer, like in case of CPC for Power build, or don’t feel like a punishment/trade-off at all, like minimal Vulnerability, short Poison or Bleed?
Or should we get Corruptions that feel powerful, but costly? That using them is not just “it’s off CD, use it!”, but be a careful decision that can either influence the combat in very meaningful way OR turn out to be huge mistake when used incorrectly?
Should they cost health, apply more conditions, influence your other skills, maybe consume Life Force?
What are your thoughts and more importantly, solutions?
(edited by Rym.1469)
All I can say is thank god we’re not in charge of balance. I agree with flow here, we don’t have much that needs to be made baseline except a slightly changed Soul Marks, but some minors need fixing with certain traits added there.
To be honest, we have tons, tons and tons of stuff, probably second the most of all profession after Rangers, that could be easily baselined.
Those things should be either baselined or erased.
Take Soul Comprahension. Who likes that trait? I’d even take Reincarnator over this, any day. Devs on stream had major problem explaining why does it even exist.
On the other hand, we have a lot of traits that are pretty mandatory to take. Terror. Last Gasp. Vital Persistence.
Mesmer got Illusionary Persona and Elasticity baselined. Why shouldn’t we get similar treatment? It’s not like Mesmers are in worse place than Necromancers at all, even now.
Put down a Spectral Wall and stand on it after his Reveal wears off. Then do your thing and hope for the best.
I use op warrior axe/shield & sword/mace 0.9 build.
Is this a joke? Or is that really a build. If it is, I wanna see it. I want to try something new.
I think he’s trolling. Why?
He forgot about the quality. Judging from the signature it’s just a masterwork warrior roaming build, but rare these days I admit.
(edited by Rym.1469)
The only place I notice night in any way is Ascalon.
The game doesn’t have visible day/night cycle and any dynamic weather (or well, even static rain/wind outside of very, very, very few locations), but strives to be “Living World”.
I know it’s a story work, but weather effects would help a lot and make places less stagnant after first run.
Furious Demise
Last Gasp
Greater Marks
Soul Comprahension
Life Blast piercing
I’d say, even less than 40% in Shroud than nekrtaal pointed out.
Personally, I treat Life Blast as a filler. My damage comes from dagger and axe, mostly, then conditions. On zerker. And I can’t function on Power build without Near to Death. I utilize the cooldown too much to give up on 4 seconds reduction.
But then, I run no wells and Rune of Speed, so not everyone might like that. Works better against more experienced players than spamming LB, though
.
i’d start from the other side: what is esports?
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