[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
Warriors like Vigorous Stances trait and at least 50% of them run triple stance.
I’ve been just wondering about the Gauntlet. I really liked this thing previously, but I’ve already done all bosses and their achievements + done them with gambits couple times.
Will there be any update where we get more bosses after Liadri or will it just stay the same? Because most of the players I know have already finished the Gauntlet too.
If she and Jeff Grubb would be responsible for Living Story instead of McCoy and Scott, I would be really pleased, knowing that I don’t have to worry about upcoming content.
One can dream.
I get it that you want be funny, get some attention and don’t like non-perfect players, but don’t try to insult new or less experienced .
Don’t “wonder” when you know the answer already. Some players follow their archetypes for professions and you won’t change it no matter how hard you rant and try to push them into meta builds.
If they’re having fun with their builds, even if they’re sub-optimal, that’s cool. If you don’t that’s cool too but do not come to the forums and say how bad they are in your opinion. Get on with it, man.
Aren’t almost all bosses loot pinatas ?
Its not only the lack of the movement or damage migation, or not even the lack of stability why the necromancers seems so useless in most specs. I think the problem is mostly within the other classes.
Every profession should have some distinct natural benefit and weakness. This cycle creates build diversity, if a class has more things to cover then just damage, or condition damage, or sustain, the player has to make choices. Has to adapt to the situation. Creating plays, tactics, and shifting the great meta in progress.
The weakness of the necromancer is pretty clear in this meta, a lack of a lot of things other classes get for free. Take a look:
Warriors: Huge natural HP and armor values. Huge base damage. CC skills that hit harder then burst skills of other classes. On demand immunities for every situation. Absurd high mobility on weapons that are supposed to burst and deal damage. Single weapons, that can provide the same damage and pressure then entiry builds of other classes. These class has no weakness, it has nothing to adapt a build around, it has absolutly no play, and no skill, has no single reason to adapt to any meta or situation due to powercreep and basicly getting everything valuable free.
Engineers: insane amount of cc, insane ammount of effects and utility, insane spaming of skills due to many kits, so many mechanics and functions packed onto the skills. this is not as horrible as warriors are, they have to invest more into a build then a warrior, however they just get too much bang and utility for too little investment.
The same pretty much applies to thief and mesmer. They dont have the sheer survivability of a warrior, but they have no real counterplay. They can basicly be stealthed most of the time, then burst you down in seconds, or force you to fight npcs all day long. These professions are broken because of stealth, and the absurdly broken thief weapon skill design. on top of that, they also get either extreme mobility or extreme utility for groups.
If you take a look into necromancers, elementalists and rangers, they are just weaker. They have distinct weaknesses, they have to invest into their build in order to work, and thus only if they really specc everything into the only thing that works they can keep up. these classes have basicly a lot of diferent possible builds, they just DONT work because the meta classes get more things for free through baseline.
so ya, if you want to “balance” necromancers, into the meta you would need to give them everything for free- thus limiting the possible build variety, the most builds just exist because there was the sheer need to create them due to weakness of the class
Necromancers though have the same hp as Warrior and are very resilient to condition by design (Consume Conditions, heal used by 90% of the necros, transfers, hp pool and DS pool to soak it up).
This come however with a great weakness to direct damage and no other realutility advantages, as pointed out. Once you cut through enormous HP pool and keep Necro in hard CC which comes easier and easier the more allies you have, Necromancer is just a DPS test dummy.
Although I’m not a Thief player, I would really like to see something like “timed block”
Put it on Sword #4. Let it be 5 initiative. You raise a block which lasts for about 3/4 second. It blocks single attack, either melee or ranged/projectile. Requires facing.
If the attack is blocked, you get 2-3 initiative back and if the attacker was in melee range, he loses X endurance.
I wouldn’t suggest making character to different from the “default” size. Weapons’ size doesn’t scale and if you, for example, make a small norn, many weapons will either look huge (although if ypu go for bows, I suggest small norn, big looks like a man with a stick instead of shortbow) or totally clip, even into the ground.
That’s said, the best “lore” for the Thief is….. Charr actually.
People tend to forget that the Ash Legion gives you nice personal story, background and there’s no other racial organization comparable really. So, Charr!
It’s good for running around in open world PvE and dungeons.
I found the explanation of the question about Nightmare Court involved in Toxic Alliance pathetically blunt.
“Because they wanted more chaos”. What the hell is this? That’s so simply lazy that I can’t even tell. Literally anything, giving any background and reason for them would be better. “Because they wanted to use Scarlet’s knowledge to steal the toxin later when it becomes deadly and use it on their own” – Literally, anything.
I feel like losing any hope for the story. There could be so much good, interesting stuff but everytime there’s any chance for it, turns out to be dumbed down idea.
Same with Toxin Hybrid. That model and concept was really cool, one of the strongest points of Nightmare Tower in fact. Could’ve been re-used again, given more reason and mystery. But it’s purpose was just to be a single temporary boss.
And there we go with our wonderful hero group. Seriously, they’ve served their purpose already. All of them had their deals ith Scarlet, now she’s dead. Move on, people! If I have to deal with all of them through entire story again, I’ll just skip all the story just to get achievements and another back piece, knowing there’s nothing interesting.
Seriously, where did GW1 story developers go ? I miss them!
I don’t call Elementalist faceroll. It’s the last profession for that opinion.
I call Strenght runes Faceroll and OP.
Seriously, nerf these runes back to hell.
From what I can see there you play Classes that usually depend on condition dmg, would be quite handy for you if that happened.
Isn’t like necro has a hard counter for bursts (death shroud).Yeah that runes are strong, but i think they are one of the main reasons why Elementalist has become viable again with the feature patch.
Well I’m not playing celestial but full berserker atm , because the dmg output difference is extreme and I like it more that way, but the Aquamancer Celestial build is definitly a good option
I play Power Necro and Carrion Ranger most of the time.
That runeset is just blant OP. I get that Eles might not want it, bit they can already stack might if they want to. Blasting into fire fields etc.
I don’t mind that. It comes from the good play and rotation + is corruptable since that mightstacking occurs every X seconds.
But I cannot agree for the runeset. I’ve faced Elementalists who were simply facerolling through the keys, not blasting in fire fields even once and still mightcapped after a while. You cannot get past that might, as I said.
It’s cool that Ele is more viable now with signet change etc. But it’s slowly becoming the second warrior. It’s very tanky, cleanses on regular basis, has mobility and puts out crazy damage when having covered boonspam.
I’m not even talking about Warriors and their joy with Strenght runes and perma fire fields.
An average Meditation guardian can knock you out of Death Shroud in couple seconds with about 20k LF and VP trait. You have to generate LF during the fight. Sanctuary just isn’t the worth choice.
Personally, I would suggest you to either go for Path of Corruption, since the new meta is all about boons and take Target the Weak as a minor (the best minor we have), or try mixing it up. Dagger as primary and axe as secondary set should be enough for quick LF generation.
But first… Lemme take a
#SELFIE
#THE#CHARRSMOKERS
#SWAG
#BECAUSE#YOLOQ
(edited by Rym.1469)
First they have to fix couple things. Full stealth openers with huge burst, some professions have to get something to avoid being focused to death in 5 seconds * cough * Necromancers * cough *.
Let’s face it. Some professions and certain comps would have clear advantage in mode like this. While the Conquest mode more or less balances by itself, Annihilation 2v2 or 3v3 Arena wouldn’t and all professions should be rebalanced to be competitive in it.
More likely that they will add 5v5 tho. But that’s clusterkitten.
I believe that what’s broken is not D/D Ele, but Strenght runes. It’s quite ridiculous that with little to no effort (keep in mind might has 1.75 normal duration) D/D ele or Warrior can cap themselves on 25 might nearly constantly.
Now I wouldn’t really mind if that might would come in one package for a short time. It would encourage people to run more boonrips.
But it’s a constant flow of boons, essentialy spam. Might grows up too quickly and reaches the cap in no time. Since eg. Necro Corrupt Boon has been nerfed in the past and now is limited to 5 (which should’ve been reversed along with Dhuumfire change) and everyone still has to run it. You want to get rid of mightstacks so you can remove further, more important boons with CB? Hell no! By the time you rip 2 boons including might with Path of Corruption the might is up again!
Seriously, nerf these runes back to hell.
Warrior runs with a condition damage of condi spec with perma-burning field and hit of zerker, ele is a boonspam machine, almost impossible to corrupt and hits like a truck.
Quo Vadis, Guild Wars 2?
I don’t know where you play, but there are some Necros, including me, who use the Axe both in tPvP and WvW roaming.
Sure, the weapon may not be perfect, but it has it’s use for me.
Too bad Thief doesn’t even need to cripple or chase anyone when he can just port directly to him and it’s spammable. /lol
I like the way your’re standing there, casting some misplaced Barrage when someone is knocking at your kitten . And then you interrupt it right before final cast, so the effect fades out after 1 second and you just lose health.
It not only prevents you from capturing, but also holding. So your enemy gets the cap anyway.
If anything, I’d use that shout to soak up some big hit like using it to prevent stealth backstab/Pwhip, Mesmer’s Shatter or Fire Grab or sth and then break the shout with any pet command
I believe that the situation of the Ranger hasn’t really changes over last 20 months.
It has some builds like condibunker or spirit ranger which are playable and one PvE competitive build. If you want to play PvP, conditions are still the only reliable option.
Ranger got some very first steps toward being a real profession, but over a period of almost 2 years. Pet F2s are now working more than 50% of the time, Reflex removes immobilize.
But it’s like a needle in a hay. With current tempo we will see Ranger working in 2020 maybe.
I would really love to play a corruption build. However, current meta either stacks boons way too fast for regular boonstripping (team of hambow, D/D Ele and Guardian/Engineer) or doesn’t use boons nearly at all (Thieves, other Necros, Rangers).
So we’re left with either useless tool against some or good 1v1 corruption, but far worse against boonspamming teams using strenght runes.
So most Necros have to balance it out. I find WoC extremaly situational and unreliable in teamfights (because it strips the same might all over again gained constantly from str runes every 1 second). Corrupt Boon would be a thing if it were same like on release day – bane for all boons, not 5.
Path of Corruption is probably the best option right now (I use it even on power build) and works nice 1v1, but again, there are too many long duration boons flying aroud and you almost always catch Might which is instantly capped a while after.
Personal Story, Personality, Underwater combat – these things were really cool ideas, unlikely to see in other MMOs. They gave the feeling of adapting, sense of your character and grabbed my attention as some good features. Sadly, they’re all forgotten.
All hail Living Story!
And as for the topic: Personality could be like in Fable, somehow. Not only affecting the dialogues, but also:
-Affect random world responses you get from NPCs
-Affect vendor NPCs – some may give you a discount if you are ferocious, like some charr vendors, some may fear you at the same time and sell nothing. Same goes for other types – Charming personality won’t give you any advantage among the Charr but could in contacts with humans.
-Sligtly affect your look and voice, character responses – Nothing too extreme. Just a minor technical change to deepen the voice, maybe make you teeth whiter (lol)
(edited by Rym.1469)
There should be a major split between damaging and control conditions, both in durations and cleansing.
Sad thing, but it’s needed. If some god kitten warrior on WvW is almost immune to almost all of your control abilities without even pressing a god kitten button there’s something broken in here.
The way I see it is that Necromancer is meant to be conditions in most cases (since we haven’t seen any Power-oriented buffs and new mechanics/traits in a long time). Necro is the opposite of gaurdian. And we should be the “debuffer”.
Since the new patch we can see a huge exodus of condition necros, because auto-attacking got nerfed. More try some 2-y old well builds, which are kind of like bringing HB Warrior or MM specs, bringing nothing.
But there’s a little place for the “debuffer” same like for healing supports (gaurd is just a holy trinity in one and present everywhere, cutting down the idea of this game).
Back in the days CB was corrupting all boons and that was a scary move. Now it affects only 5 which, with current boonspam of gaurds, no stability or such will be effected. Yet, full cleanses still exist, even full condition converts.
Bringing CB back to normal would be a good first step.
Then the mobility. Wurm has long cast time and has mere 1200 range. Making it to work like Mesmer’s one-way portal for Necro himself only, without range would be a second good step.
Third thing – mobility. Dark Path as a ground-targeted teleport from Betas would be nice.
Fourth- Utilize 6-0 skills in DS to consume LF in exchange for heals/blocks/utility.
And many more
Have yet to meet any Dev ranger running on EU servers.
Or any Dev.
Traps could use some non-traited radius increase. They’re too small now, especially chilling one.
What do you want to bet that their fix will be to turn it into a Shadowstep?
No. Spectral Walk is the best thing for all jumping puzzles, tricking with positioning and escapes. If they add range indicator to it, community will burst with laugh at their faces.
Trading Life Force to heal youself and allies or for some utility isn’t anything broken imo, it’s the next-gen of profession mechanic. You actually want to use your LF actively, not just as some health sponge.
Yeah, sPvP in general is a really weird sub-game. It doesn’t follow most of the rules of GW2’s design because the team size is just too small. Well sPvP in a filled match barely works, tPvP is where it falls apart proper, too large maps for too small teams.
This game was and is balanced around 5-man content, not less, not more. It was stated multiple times. That’s why 5-man PvP maps work properly and 8-man hotjoins weren’t at all.
Boons, conditions from Epidemic, AoEs (most of them) are cut down to affect only 5 people total. There are some skills which affect 5 people excluding the caster himself (Transfusion).
It wasn’t always like that, in early game there was no cap, but it became a glaring issue so they re-balanced it again to be 5-man. The game could get some general improvements, like increasing the boon/blast finisher range in dungeons (since they’re 5-man anyway) to about 2000, allowing for ranged play and less stacking.
Anyway, back to OP.
As I stated, recent changes show that Developers want to increase the team healing, dealt to others. Healing allies isn’t a big factor in PvP, it’s an issue of healing/tank bunkers. The main support comes from Stability, cleanses and boons provided in teamfight, not healing itself. If healing was the focus of bunkers, you’d see more Staff Eles as bunkers or Cleric Necros. But they don’t provide all the boon and cleansing stuff gaurd brings.
That’s said, increased HP scalling in PvE especially and healing done to others in whole game would maybe make the game more healthy.
It’s very useful once you get the feeling of it, but, oh irony, it doesn’t work as a ranged pull, but as a mid-range/melee interrupt
Ah and it’s brilliant on Skyhammer or EotM
-Killing 6 geared players at once as a Power Necromancer on WvW at once with wise usage of constant Spectral Walk and Flesh Wurm to trick them with Z-axis.
-Defeating Liadri as Power Necromancer with almost every gambit on.
-Completing Mad King’s Tower on first try as a Charr
-Soloing most of the Champions in game as a Power Necro
-Keeping Thief chain-feared for 16 seconds as a Ranger
Spirit Ranger has just far superior group utility and requires little effort to play so it’s easy to pick up.
Longbow on the other side is the worst weapon for tpvp by design at the moment. You don’t want to use that on point, but you have to because it’s point conquest. It has some good stealth and knockback for utility, but should not be treated as main source of damage in there.
And no, you’re not a good roamer or point holder. “Sniping” from ledges will only bring you angry whispers from teammates and kick.
An alternative to Spirits might be Trapper build. Or similar build to Spirit one, but based on SotF, without Spirits.
So did I, running 0/0/0/0/0 on WvW for funsies. Still proves nothing
Not really. We have to keep it in mind that such skill would be probably nerfed with longer cd if it had revealed on it. Currently it would be also useless in PvE.
Various Pets should bring good utility, CC and buffs instead of damage (unless heavy BM).
Hunter’s Call is a misconception, kind of. I’d like it applying either blind or getting a CDR “if something”
Hmm.. As for Mask it could’ve been Rascal or HotW one.
There’s general “problem” with metal/leather look currently. The best pieces are probably T3 of Norns when it comes to boots and gloves. You could also try some ascended.
As far as I know, Aetherblade sets look plain weird.
Ah, headpiece could be also Phantom’s Hood (but not too close) or Grenth’s hood (for cloak-like parts around the neck).
There are no real fist weapons in the game, though HoM Claw is pretty okay.
First thing the Ranger needs is any understanding of the.profession and it’s state currently. Second, any vision what should it be. Third thing – responding to actual Ranger player’s feedback. Fourth – a lot of open beta testing. Fifth, finally – implementation.
LB has no idea in itself. That’s why it’s bad.
Necromancer is the opposite of Guardian. One bases on conditions, the other on boonspam.
The whole idea behind conditions in GW2 was to simplify the mechanics from GW1 as much as it’s possible. It didn’t really work out as it seems.
I believe that in future we will see more and more “iconed” debuff and buff effects.
Hex and Condition system had it’s problems. Too much separated cleansing for both. But it was kind of balanced apart from that I guess. And more interesting, that’s for sure.
Tbh, Well of Power is much better against Hambows or power Mesmers. In first case, standing in their fire field within WoP range gives you constant Aegis, mitigating 100% of their damage for 5 seconds. In second case, you cleanse vulnerability stacking, which is a big part of mesmer’s burst and get the protection istead, essentialy cutting mesmer’s burst in half if not more.
It’s also an eventual group cleansing utility, prevents from CC chain (short stability) so popular for Warriors who learn how to count (1,2,3,4,5).
If you check my post history back to February I believe or just search the forum for topic “Natchniony PvP [something, I don’t remember]” you’ll see my tpvp barbarian build using the Plague Signet in the first version.
As I progressed with it, I learned about bugging Signet’s active which hits even worse than Corrupt Boon. Sure, it can put some good pressure, but overall WoP wins every time for me.
For the rest, I won’t argue. You have your rights, it’s your build, I’ve just mentioned my points.
Quick Edit: % damage increase effects doesn’t affect Condition damage. The only exception is Sigil of Bursting
I believe it would have to be “clear” account. Without any AP, items, money, characters, anything. New account, basicly
@NathanH
you forgot to mention quite a lot of things like:
4 new PVP maps,
pvp tournaments
pvp arenas
spectator mode
pvp dailies
traps in wvw
new conditions
reward revamp
EOTM
quite a bunch of new dynamic events
a couple of mini dungeons
bunch of new skins
quite a bunch of guild missions
wallet
a truckload of new crafting recipes
quite a few new materials
new world bosses
revamped world boss
revamped dungeons
a couple of new instances
a couple of new maps
2 revamped zones
a bunch of new mini games
a couple of world events (invasions / toxic alliance)
reward revamps
MF revamp
new runes
LFG
new utilities / consumables
and I am sure I missed some stuff
“Content” in MMOs is mostly referring not to QoL stuff, UI improvements (like Wardrobe for example), LFG even. It’s more about added maps, skills, dungeons. Over the last two years, we were short on that. Mind you, revmap of existing runes, sigils and traits doesn’t really count towards “content” I mean, it’s “balancing”.
Permament Content over 2 years- Let’s sum it up:
-One new map without anything really interesting (SC)
-1/3 of an existing dungeon revmap
-Two zones “revmap” (one being a non-combat area without any quests, tasks, purely visual, the other changed only in particular area of the map (not more than 40%)
-Fractals – 14 short dungeon-like maps, couple of them are very short. Equal to maybe two dungeons
-4 new traits for each profession (grandmaster only)
-3 new pvp Maps (1 of them being Tournament rotation, 1 of 3 being troll map, 2 of 3 supporting main pvp mode. But one map erased, so 3-1=2 new maps )
-1 new healing skill for each profession. One Living Story-only healing skill.
-Two new sigils
-Two jumping puzzles
-Guild Missions (good one, actually)
-EotM overflow map
-WXP feature, couple new WvW tools
-No new non-gemstore, non-LS weapons apart from Ascended
-No new non-gemstore, non-LS armors apart from Ascended
-One revmap of World Boss
-One new World Boss
-one new condition
-two minigames
(edited by Rym.1469)
My suggestion would be just to leave the game if you’re not interested. I did so, came back to Pandaria for a while trying to get next RBG title and watching GW2 forums from time to time
1. First off, Hemophilia gives you literally 47.5 damage more from a single second bleed on Dark Path every 15 seconds and a little more on Enfeebling. It does not even affect Barbed Precision. See for yourself. So your “bleeding” isn’t there, swap trait.
2. You take ritual mastery but you have only one well with already low cooldown without traiting. 4 points for 7 sec CD cut on a single skill which isn’t even ground-targeted since you don’t have Focused Rituals. Off to go
3. You want mightstacking but you don’t take Reaper’s Might. You take II in SR without NtD so I assume you want to stay in DS for a little bit longer. Even if you don’t, why not take other signets and reach good amount of might or take BiP and then burst with Immobilize+buffed well?
4. You take another CDR for a single utility, Spectral Grasp and it cuts 6 seconds on cooldown. Really worth it?
5. With Plague Signet you’ll get many conditions from your allies, but you have too little Condition removals for PvP with it. It’s also negated by LoS and bugs out frequently.
6. Signet of Vampirism is our worst healing skill and totally losts whole purpose in tpvp. We’re strong in tpvp condition meta because we have literally the counter to the whole meta as a very good healing skill – CC.
7. You have no mobility whatsoever. It means that you’re close or mid bunker with zerker amulet, support signet and one reliable source of condition removal.
I think it’s enough.
I’m using it on regular basis in Tpvp power build and roaming WvW. That’s said, I run pretty complicated build and it may not work for everyone. In general, it works great on dagger builds and as a “combo-interrupter”. Works best <800 range.
Certainly not on the pet. Lower statistics. Pets should mostly bring utility and CC with conditions, not damage. Unless Condition damage will scale with Player’s Condition damage.
That’s said, I’m against too-hybrid-ish weapon design so leave Call as it is for now, Power/crit (with possible bleed proc).
Axe could maybe use it in some form.
snip.
I find this a bit offending. Thanks for being another “That sucks, this sucks, you suck” person. “Beat noobs with it”, sorry, what? Where did you even get that from? I haven’t even posted a video.
I don’t care who is on the leaderboards. I’ve never heard of “oidmetala” but looking at his messages, he’s just complaining and complaining and complaining about rangers.
Most skilled tpvp players can just tell that your build sucks by looking at it if it’s tpvp build. Matter of experience.
The thing is, Tpvp has roles to fulfill and builds have to be adjusted to do exact things.
The game hasn’t really changed over 2 years. Many have just already tested possibilities. New “meta” builds in MMOs come up after an average of week, sometimes less.
As for higher ranked players – Many of them are the biggest complainers. Best example would be Helseth. He’s ranting and ragequitting all the time, but nobody can say that he’s not a beast Mesmer.
When a Ranger takes Poison Master for a set in which he has already 3 sources of poison on reliable cooldowns over Empathic Bond and tries to bandaid the condition cleanse with totally untraited SoR, hardly reliable sigil and healing skill + Entrapment instead of Spirit….
Sorry mate, I can’t treat you seriously, as much as I’d like to.
There’s a reason why Trapper builds run EB. Some SoR and that water field won’t save your kitten against average player.
Why not just make normal trapper, take EB and replace that useless signet with L. Reflex ? And bring a Spirit which will give you a second life on the close point or greatly aid your allies, even without traiting ?
I can maybe see why people like Entrapment in SotF builds, but outside of that. Nah
And god forbid those runes.
I think this would be a perfect opportunity for Anet to do something new and make some sort of seasonal summer event in Southsun Cove since that place has not seen much attention since its release overall.
+1 to this! I’m not sure what they should do with it, but I like that idea and the flavor behind going to an island in the summer.
+2 I really adore Soutshun Cove and would like to see more happening in there apart from Guild Missions and occassional Karka Zergfest.
Southsun should be new hub.
Apart from us knowing that’s Mordi:
Let’s say, there are two dragons being a same threat at once. Pact and the players have resources to only deal with one at the moment and monitor the second.
So we have to choose one and let the other play, probably sacraficing the innocents/area terrorized by the second.
Seems even more logical for me. Picking one ED after one like they’re just sitting there, waiting in queue to be slain one by one. Doesn’t make much sense either.
And players’ decision of this value would really give a serious kick to the definition of Living World.
This is all discussion though, because we already know that S2 is almost finished or finished. We won’t face the dragon in LS (I hope!), but that gives general idea where are we heading.
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