[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
From what I’ve experienced on my warrior, Adrenal Health doesn’t benefit from any stat, it’s flat 360hp/3sec (unless there was some epic change in last weeks Imissed). Also, keep in mind that regeneration is provided only in range of banner they plant. Tertio; Nobody plays healing power warrior, so you won’t spot any serious in pvp or wvwvw(I agree some may run in zergs, however they’re meatshields). It’s because even if warrior can get that regeneration, he has to stand still, don’t use his burst skills, can’t kite/chase and is very vunerable to poison. Without protection, still worse tank than normal guardian by far.
This trait works very nice with Hunter’s Shot. You get 10 vun stacks by basic, 10 from Rapid Fire and you can manage to keep around 20 stacks for long time. I think that’s enough
400-500 hp per sec from signet, 120 hp per sec from adrenal health, occasional regen from Dogged March if specced, 100% uptime regen from banner, which requires to spend 30 points in tactics, worjs only around banner and doesn’t heal much. I don’t know where did you get info about M+Sh/GS warrior regenerating 1k hp per sec.
I’d really like to be able to control pet’s special skills, not just one. Other thing, most of abilities are way too slow for dynamic and based around movement combat. I’d really like to use boar, but not with this kind of F2
Imo, we simply lack very good combat tricjs from our pets. That’s why I’m stuck with hound and wolf – both have knockdowns and amazing F2 abilites, uncompareable to other pets. Give pet more utility, reduce the damage and to compensate, remove range requirement from LB and give it some kind of cripple, I’ll be happy ^^
Try with both ferocity pets. Right after swap, they use to perform nice 2 sec knockdown. Wolf one is mandatory. When he stuns you, use fear ability to break his combo. I’d suggest using conditions, but if you play power LB (same as me), make sure to have some kind of combat trick everytime they get close, such as Lighting Reflex, Wolf Fear, RaO elite and Hunter Shot stealth. Hound’s immobilize is pretty useless vs. them so if you can, run other ferocity pet with some kind of useful combat trick instead of damage abilities. You can also run boar for flat 3 second charge knockdown, but active ability is useless. Don’t freak out, keep range, save Point Blank Shot for either gapclosers (Savage Leap, Rush, Bull’s Charge) or their heals. Good luck
Here, my thoughts : Port should have unlimited range, same as Spectral Walk. If you port more than 1500 you get crippled for 5 seconds. Casting time should be reduced to 1/2 sec and cooldown by 5 seconds. To destroy minion without porting, click and hold utility for about 1- 1.5 seconds.
New Trait : “SWAG” – Your hipster style blinds enemies for 3 seconds (with Vanses and Cardigan on, no cooldown)
I like you an your ideas Nemesis, but I can’t agree with that one. Sue, another heal would be very cool. Sure, 30/30 builds would be more balanced. But it crushes traditional conditionmancer in tpvp just with one shot. Without ability to burst pressure you’ll become a tanky target which does mediocre damage, has almost the same survability as in before (because problem in here isn’t really size of HP you have and you can recover, problem is lack of combat tricks such as evade, aimed teleport on DS#2, block, stability), can’t push condition cleansers. It’d be heaven for all classes and specs with which you have very limited time to kill (Mesmers between escapes, Thief between stealths, Elementalists in a window with water attu on CD). In conclusion, sometimes heal may be good, but without Terror counterpressure we’d be pretty done. I’ll suggest a possible solution for Terror soon.
~Natchniony
I’d choose some condition based build. They’re more effective both in solo roaming and small-groups fights, they have fairly more options to counterplay various builds. I’d suggest 0/30/x/x/20 build. You can spec either for pure condition, which works nicely in largers fights going on or you can choose Terror build which works pretty fine as before patch, giving you more roam ability. Also, rabid all the way with Undead runes. As for powermancer, I’ve tried tanky PVT dagger build but it’s not my playstyle, you get kited easily, have less viable options to counterplay range or semi-range specs. Well build works nice only in zergs so you don’t really want build oriented on wells only. For power, I’d suggest going 30/10/x/x/30 with current DS build, similar to Nemesis one, but modified. Berserker armor with Ruby orbs/whatever you like, offensive or deffensive (wouldn’t suggest might stacking boost because none olayer will stand there and eat your blasts one by one, your might may be dispelled). Accessory Valkyrie/Cavalier, weapons Berserker. As you see, squishy, but because you run Weakning Shroud and spectral cd reduction instead of Vital Per. you get a little more survability. It still requires decent skill/ avoiding any damage If possible and keeping up your LF (Never exhaust LF under 10%, even If you might take some damage!) but hits hard as hell and finishes off focused targets in seconds. As for utilities : WoS/WoP, Spectral Walk, Spectral Grasp/Armor/Wall, Plague
In WvWvW smart necromancer can get his life force pretty quickly by killing everything around. Your way is to play as deffensivly as you can untill you burn his stunbreaker and Doom fear. After that, mke sure to duel in clean area, without mobs he can use to epidemic you/gain LF, recuperate a bit and CC him to death
First you call for Terror nerf, now you call for Consume Conditions nerf. Honestly, bring state of necro pre-26 and it would be better… Ah, just keep changes for Powermancer, they’re too awesome to loss
Back to topic: I’d reroll to other class maybe after all these “balance changes”.
It works nice for DS builds since they use axe as a primary weapon. Base axe attack hits two times, Claws hit 8 times and Feast us an AoE. I feel that RP is enough since it doesn’t have GCD so you have chance to get LF with every of these hits
I bring these utilities because you can easily run out of stacked LF when focused or no deaths around
Recently have tested 30/10/0/0/30 build in PvE (solo, events, dungeons, dragon event), equipped mostly with Zerker for armor combined with one Soldier piece, 3 valkyrie pieces and 2 cavalier for trinkets + Berserker axe/Berserker Focus. I had great fun with it and was really surprised with it effectivity since I made that build for laughs. Purely DS oriented with huge LF generation and massive damage from Life Blast. I’ve always liked casters and couldn’t really find any classic caster in GW2 so far. So, to all people looking for some old-school casters with huge damage on hit, feel free to try. Worked great in speedruns doing more damage than zerker warrior, in AR and all normal explo dungeons. Has potential in solo PvE since it two shots mobs, but works better in group. Kinda funny in WvWvW, has decent survability (You can switch Reaper’s Precision with Weakining Shroud) and doeshillarious damage ( most of the times, 3-4 Life Blasts and foe was dead) .Blast is from 3,5k-6k by itself, but can do more damage with Vun and Might stacks. PvE utilities : Signet of Undeath, Spectral Grasp, WoS, whichever elite you like.
For Price of Failure I’d disagree. Death Magic atm is a traitline where you go for Greater Marks and that’s it. I’d like to see it being viable. And strictly for the minor trait: It doesn’t really abuse you from dodging since no real competitive build would run like 5 minions. However, it’s really good thing for PvE as it doesn’t stack with Vigor so you can dodge all day around if you have all minions up. On the other hand, it’s small change to really trash trait as it can generate some minor endurance to help you keep on feet (since we don’t have any block etc, more dodging seems legit) and can mess up and slow down some enemies. Better than nothing and good for halfway trait tree line. Most necros in tPvP have at least 2 minions: golem and jagged horror, some bring Flesh Wurm so it can be already 30% more endurance every few seconds for you and 30% less for foe. Still works better in PvE, but it’s not useless in here.
As for Dhuumfire : I’m currently theorycrafting a little bit about it. I’ve been thinking about some kind of Sacrafice/Risk factor for getting Burning but, as said, still working on it
Also, I’ll rework Reanimator
Edited, added Price of Failure
Edited, added “Price of Failure” trait fix.
(edited by Rym.1469)
Terror shouldn’t scale with Power instead of Condition Damage. Powermancers lack sustain damage more than spike atm, which comes from Life Blasts, Wells etc. after patch. 2k more damage on spike wouldn’t make big difference since they can hit much harder with Life Blasts now. Conditionmancers, on the other hand, after Dhuumfire will be balanced/deleted/moves/whatsoever will be in same position as before patch. We need that Terror damage for professions and situations when you only have small acessible window to do serious damage and put counterpressure before foe stealths/cures conditions/runs away/gets boons etc. For example, let’s take a look on Conditionmancer with no Burning or small access to that condition (it gets cleansed by “Hide in Shadows” anyway) vs. S/D normal meta thief. They cure conditions very fast, via #2, heal and so on, they have great mobility so you won’t kite them easily, they shift places so it’s hard to land AoEs and they stealth often. With normal bleeding, chilling etc. they’ll constantly cure them as you don’t apply 2-3 different conditions per second or two so you’re off with your main source of damage. The way is to CC-lock them and quickly burst down before they’ll be ready to reset. As Condi mainly, We simply need it, Powermancers need more defense and LF generation. Simple as that, we don’t need uber-mega changes. Look at my topic about slight improvements, we should be balanced step by step or we’ll get Nerf Hammer, even harder than you offer here
@flow.6043 As for Dhuumfire, Burning here is kinda for situations when you don’t have burning on yourself. It’s something like change from “Don’t stand in fire!” to “Stay in fire, but not too long!”
. It’s grandmaster trait so it should be compareable to Close to Death. Plus it puts often counterpressure when you’re focused. Cooldown is pretty low and to gain that burning (not in range, it’s melee range, keep in mind!) you have to bring yourself down to 50% hp which is very risky.
As for Terror switch, I agree, it’s not necessary
For Epidemic Torment – yes, it’s a problem, Rennoko has pointed that somewhere
As for Death Nova – it inflicts both Poison and Burning so it may be worth to consider for more creative builds
(edited by Rym.1469)
In sPvP/tPvP – Warriors
PvE – Rangers
WvWvW – Necromancers (that mobility…)
Hello,
Since last week, I’ve read multiple QQs, whines and nerf calling for “new” necromancers. People call for witchhunt, not realising that witch was always there. Furthermore, they don’t even know what the real “witch” is.
I’m tired of these nonsenses where people call nerfs for Conditionmancers for dealing conditions and Powermancers for doing direct damage. So I’ve made couple changes, nothing really big, to balance out meta for necromancers as it should be, splitting couple major effects. I’m not a Master of Masters, Pr0 24/7 player or selfcalling The Only Teacher, but I have some experience with necromancer so, in my opinion, these changes are viable and interesting. Keep in mind I’m not an author of all suggestions in here, no, many of them come from other people!
First of, burning. We all know adding this to necromancer has greatly improved Conditionmancer’s spike damage. I’m not a fan of it, but I know 30/20/x/x/x are extremaly viable as going for damage right now. I don’t want Necromancer to lose that condition, my opinion on it is simple: It’s misplaced. But back to subject:
Dhuumfire
Burning does not inflict damage to you. Instead, you get Life Force. If your Life Force bar is full, you get normal amount of damage. Inflict burning (3 seconds) to nearby enemies when you reach 50% health (15 second cooldown).
It’s just my free thought. Generates Life Force, forces you to spend it, increases you survability, grants counterpressure when low on health.
Death Nova
When minion dies, it explodes in cloud of poison and inflicts burning to all nearby enemies. Lasts for 4 seconds.
Minor change, slight improvement to unused Gm trait. Could be interesting
Doom
Make your foe flee in fear. Increased duration when stunned.
Normal: Fear (1s)
Under control effects: Fear (1,5s)
Slight change, reducing offensive valor of Terror builds, however, as we lack Stability, gives a little more space to breath when under crowd-control effects. Valuable change in my opinion
Soul Reaping Master Trait: Terror
Curses Master Trait: Master of Terror
Explanation not needed. Just a simple place-switch, but not really necessary after changes for Dhuumfire
Torment cannot be spreaded with Epidemic
Really necessary change and major “witch” in here. Being able to stack 6 or even more Torment stacks, only by yourself, on any profession with companion is sick as it does around 1k damage per second when moving.
Tainted Shackles- unchanged
Very good skill as it is, counter for stealth professions Necros have problem with, attrition skill somehow, needed
Deathly Perception → Dhuum’s Kiss
Nothing changes, just name. Current is so lame . To be honest, I like this trait. People may complain, but now they’ll complain about every single Necromancer ability or trait. That made DS dps builds viable and I love that in PvE
Feast of Corruption
Strike your target, dealing additional damage and gaining life force for each condition on them. If target has 5 or more boons, strip one.
Minor change, needed IMO after Corrupt Boon nerf. Little more counter for heavy-boonage professions ONLY. Not every class and every spec can get 5 or more boons at the same time, and you strip one, not corrupt. Furthermore, can be blocked or evaded
EDIT:
Protection of the Horde →Price of Failure
When you dodge an attack, steal 10% of attacker’s current endurance for each minion under control (5 second cooldown).
We don’t have access to vigor. Also, that minor trait is kinda…too minor. So, to fix that, I came up with that idea. It gives you profit for evading attacks, makes you to bring more and more minions, it’s not gamebreaking and easily counter-able (Don’t attack Necro with some kind of powerful attack at 100% endurance!). Heck, I think that’s one of my best ideas to fix Necromancers a little bit. In PvE, Mobs would have 100% endurance everytime (for now, dunno, maybe it’ll change) so it’d be really helpful in boss fights. It can be also switched places with current 25 point minor trait. Trait name taken from GW1 Necromancer Curses skill
So that may be it. Necessary changes. Dhuumfire change is very…weird, but I found it interesting and don’t have any other cool ideas (Inflicting Torment with this trait may be good, but… Torment, same as Confusion, lack in PvE and in game with mostly PvE community, It’d be just skipped )
That’s it for now, thanks for reading !
(edited by Rym.1469)
Hello,
Since last week, I’ve read multiple QQs, whines and nerf calling for “new” necromancers. People call for witchhunt, not realising that witch was always there. Furthermore, they don’t even know what the real “witch” is.
I’m tired of these nonsenses where people call nerfs for Conditionmancers for dealing conditions and Powermancers for doing direct damage. So I’ve made couple changes, nothing really big, to balance out meta for necromancers as it should be, splitting couple major effects. I’m not a Master of Masters, Pr0 24/7 player or selfcalling The Only Teacher, but I have some experience with necromancer so, in my opinion, these changes are viable and interesting. Keep in mind I’m not an author of all suggestions in here, no, many of them come from other people!
First of, burning. We all know adding this to necromancer has greatly improved Conditionmancer’s spike damage. I’m not a fan of it, but I know 30/20/x/x/x are extremaly viable as going for damage right now. I don’t want Necromancer to lose that condition, my opinion on it is simple: It’s misplaced. But back to subject:
Dhuumfire
Burning does not inflict damage to you. Instead, you get Life Force. If your Life Force bar is full, you get normal amount of damage. Inflict burning (3 seconds) to nearby enemies when you reach 50% health (15 second cooldown).
It’s just my free thought. Generates Life Force, forces you to spend it, increases you survability, grants counterpressure when low on health.
Death Nova
When minion dies, it explodes in cloud of poison and inflicts burning to all nearby enemies. Lasts for 4 seconds.
Minor change, slight improvement to unused Gm trait. Could be interesting
Doom
Make your foe flee in fear. Increased duration when stunned.
Normal: Fear (1s)
Under control effects: Fear (1,5s)
Slight change, reducing offensive valor of Terror builds, however, as we lack Stability, gives a little more space to breath when under crowd-control effects. Valuable change in my opinion
Soul Reaping Master Trait: Terror
Curses Master Trait: Master of Terror
Explanation not needed. Just a simple place-switch, but not really necessary after changes for Dhuumfire
Torment cannot be spreaded with Epidemic
Really necessary change and major “witch” in here. Being able to stack 6 or even more Torment stacks, only by yourself, on any profession with companion is sick as it does around 1k damage per second when moving.
Tainted Shackles- unchanged Very good skill as it is, counter for stealth professions Necros have problem with, attrition skill somehow, needed
Deathly Perception -> Dhuum’s Kiss
Nothing changes, just name. Current is so lame
. To be honest, I like this trait. People may complain, but now they’ll complain about every single Necromancer ability or trait. That made DS dps builds viable and I love that in PvE
Feast of Corruption
Strike your target, dealing additional damage and gaining life force for each condition on them. If target has 5 or more boons, strip one.
Minor change, needed IMO after Corrupt Boon nerf. Little more counter for heavy-boonage professions ONLY. Not every class and every spec can get 5 or more boons at the same time, and you strip one, not corrupt. Furthermore, can be blocked or evaded
EDIT:
Protection of the Horde →Price of Failure
When you dodge an attack, steal 10% of attacker’s current endurance for each minion under control (5 second cooldown).
We don’t have access to vigor. Also, that minor trait is kinda…too minor. So, to fix that, I came up with that idea. It gives you profit for evading attacks, makes you to bring more and more minions, it’s not gamebreaking and easily counter-able (Don’t attack Necro with some kind of powerful attack at 100% endurance!). Heck, I think that’s one of my best ideas to fix Necromancers a little bit. In PvE, Mobs would have 100% endurance everytime (for now, dunno, maybe it’ll change) so it’d be really helpful in boss fights. It can be also switched places with current 25 point minor trait. Trait name taken from GW1 Necromancer Curses skill
So that may be it. Necessary changes. Dhuumfire change is very…weird, but I found it interesting and don’t have any other cool ideas (Inflicting Torment with this trait may be good, but… Torment, same as Confusion, lack in PvE and in game with mostly PvE community, It’d be just skipped
)
That’s it for now, thanks for reading !
(edited by Rym.1469)
Np. It’d totally wreck pre-patch builds and make me, included, quit necromancer in any form of pvp. I agree you can switch places for traits Master of Terror and Terror, that’s okay and enough. Moving terror to GM tree or spite is just….joke.
this is my old salad necro… deleted and remade as a charr (which im currently levelling atm)
… obviously i saved my weapon skins
Literally my first thought;
“O Tannenbaum, o Tannenbaum
Wie grün sind deine Blätte…”
:D
Hi Mighty Troll! I think I may get your point in naming your account like that after I read your opinion on Spectral Walk. If I consider your experience and great work for whole community (Who’s Nemesis? Probably one of your students, master) I can agree tWoD is better than having a LF generation/half minute swiftness/double stun breaker/great escape ability on my bar!/Thanks for pro tips! P.S. When I’m drunk, I agree with your point about useless staff. Only you know things 95% of community and top players don’t know! White beaver which sits next to me right now agrres with you too!
(edited by Rym.1469)
@Lopez – Terror in 3rd slot? That’s a bit too much
Chain fears are almost the same duration as pre-patch, to add, can be even shorter because of Corrupt Boon nerf. Only way to really lock down foeinl longer chain is to Fear them into S. Wall, pull them through it, push them into it etc. and it requires some skill to perform. Sure, I’ve been recently playing Two-Wall Pong with friend necro, but I bet that in a week good teams will figure out how to counter it and have balls, not being them ^^
(edited by Rym.1469)
Bryker, you know Terror without other condition does way less than 100 damage from what I remember, do you?
Remove Burning Trait. End of fairy tale, Law and Justice brought back to their place and sun shines over QQ land of Mists
Also, I can’t miss a chance to say that: Epidemic WAS there before All-Mighty Patch, so your points about how Engi/Necro condition cleaves are OP OP right now become more and more invaild and more and more funny for me step by step.
A week ago, I was able to spread multiple bleeds, CCs, burnings, confusion et cetera et cetera too, you know that, don’t you?
(edited by Rym.1469)
Conditions aren’t meant to be bursty and they’re not, but if you are able to apply many, yes they are meant to get people down, good players spec for cleanse and will CC us as much as they can because that’s our weakness.
We ARE the condition class, if our conditions aren’t feared by other classes, then why have necros in the game. Before this patch other players hardly ever feared going up against a necro, they were more scared of thieves and mesmers. Just wait till people actually learn to play against a necro.
No one is in the position to call anything, especially 1 day after the patch, when 1 class receives this many changes it affects more than just that class.
The necro playstyle didn’t get completely revamped, it’s still 95% of what it was pre-patch, but necros have become too strong. 1v1 is a joke at this point with necros, no class stands a chance against a necro that remotely knows what they’re doing, let alone if they spec for the fears. Necro is definitely the strongest condition class, but it’s nearly at a gamebreaking level with how strong they’ve become, condition builds are supposed to be a war of attrition, not a 4 sec fear chain followed by having every damaging condition in the game outside of confusion stacked on you at once and blowing you up with ease. Not all players spec for condi clearing either, and even the ones that do can’t keep up with the constant applying of those conditions while they’re constantly being feared. The biggest problem is that they’re always applying multiple conditions, so its near impossible to keep up with the cleansing AND get in some damage on all but a few builds in the game. Necros should be better than they were but they just went too far with the buffs. Burning for necro should have never been implemented, and I would even go as far as to say that DS#5 should either be nerfed a little or turned into a single target ability.
Mr. Whine, before “The Great OP OP Patch” Necros were able to do the SAME “The biggest problem is that they’re always applying multiple conditions, so its near impossible to keep up with the cleansing AND get in some damage on all but a few builds in the game”. I’ve been always able to apply multiple conditions and I can’t figure out your point. We got burning, which is far, far in depths of power tree, okay, that’s one. We got torment, which we can apply once every 40 seconds, maybe little more often if traited with Path of Midnight. And, erm….Chill, Poision, Bleed, Weakness, Cripple, Immobilize, Fear, Vunerability <- Yes, we were able to apply them pre-patch. Also, sir, you might want to take a closer look at Engineer, Mesmer, which are able to apply larger variety of conditions. Don’t accuse Condtion based builds of having access to Conditions
All that hate comes from one source: People didn’t know what Necromancer pre-patch was. It was considered to have horrible dps in PvE, be squishy in WvWvW and generally easy target in tpvp. I’ve been playing 0/30/10/10/20 Condi-Terror oriented build for quite a bit of time (about 7-8 months) and after “begginer problems” I made my own tactics for all meta builds step by step. This way, I had no problem when All-mighty BM ranger was introduced, I had tactics for mesmers, for S/D, D/D elementalists, thieves, engis and whatever you can imagine. After many fights people were really surprised they lost to a necro 1v1, 2v1 or even 3v1. Most of them haven’t even known what’s Terror or they’ve been not paying attention to it. Pre-patch, on duelling servers I was able to win 10 fights in row, same as I do now, which, in many situations required much focus and effort on my side, when some meta builds were almost facerolling to win (yes, gaze upon you phantasmal duellist^^). Now, with same build and utilites, when I win I’m considered to faceroll, be a noob and play “conditionmancer, how noobish”. Actually, only 3 things have changed in my situation : CB got nerfed, I got DS#5 and now my Doom can tick terror three times if used correctly.
And nothing else. I do fine, I was doing fine and I hope I’ll be doing fine in future too. DS#5 is a great tool vs. Mesmers and Thieves but it makes fights more balanced in my opinion because now it takes less effort on my side to survive/keep doing damage on their stealths while they don’t totally reset fights and come out of bushes with 50% more hp and 100% better position.
I’m pleased by new patch and I do like it, especially new Life Blast which brings smile to my face and interested me in power builds. However, I can’t see that big buffs to my particular build and class overall. We’re now sub-par to HGH in tpvp.
It’s just that people looked and thought “Ohhhh, patch notes..lemme….wtf, so many buffs, Necro OP!”, hop’d into modified pre-patch meta builds like mine and experienced the class. As a condi, 95% things people accuse “necro OP” of, I was able to do pre-patch.
I’m sickly tired of all that whine, If you consider Necromancer to be powerful now, be it, but don’t call me a “noob” for playing it -.-
~ Natchniony
(edited by Rym.1469)
If you place yourself in the right spot and get peeled, you can burst entire team with couple life blasts now /experience
Nobody uses 1.
Honestly, Death Shroud should be melee.
If you think “nobody” uses 6k crits from auto attack, I cry for your incompetence to comment
If you know, in b4 with necromancer runes you had 1.7 sec, and with nightmare 1.6 basic 1 sec fear (0/30/10/10/20). Both were ticking terror twice. Paralyz sigil works the same way, but now long Doom is 2.25 with Master of Terror + 15% from that which gives you a little bit more than 2.5 so you have 3rd tick. With proper build each tick will be about 1300-1400 in tpvp and can grow up to about 1500-1600 in W3 from what I remember
That’s because of Blast huge improvement in last patch. Both damage and no restrictions.
For sPvP take Reduced cd on spectrals as an adept in shroud tree and Unyielding/DS cd reduction as master. Axe with Fire Sigil, Focus OH with Bloodlust/Hydromancy/Force sigil. As secondary I take Staff, even without Mark trait, Putrid Mark grown so important in era of necros. As utilities, I bring Spectral Walk(always), S. Armor(nice vs. Bursters personal preference) and as 3rd SoU/WoS/WoP, Plague Signet. Golem elite. Works pretty cool, 95% of players don’t expect that much damage from your blasts, Shackles, Axe, you generate really a lot of LF, enough to sustain. You basiclly two-shot glass thieves. Blast damage is from 2k(tanks) up to 5k(normal targets below 50% with some vun, not much), not counting other skills. Have tested it in tPvP, absolute nemesis If peeled,)otherwisequickly focused. Enjoy
Axe/Focus fits this build much better. Also, consider getting CD on Ds reduction in certain fights. Already tested in CoF. SoU/WoS/BiP(switchable) with 30/10/0/0/30 seems pretty sweet, you have just enough Life Force generation to stay in DS for your rotation which is Axe #2, Focus #4, DS#1 +Tainted and Transfer. DPS around 4-5k per Blast over 50% hp, 6-7k below, not counting high might or vun stacks. Axe #2 does around 10k. Really goodand solid power build, sustaiable. For harder fight with constant damage, take reduced cd on spectrals instead of adept or master trait, may help you maintain your LF a lot.
Well, shh for my build.. It got both nerfed (CB) and buffed (ya know..). 0/30/10/10/20, with reduced cd on spectrals. Scepter Earth, Dagger Paralyzation, Staff Paralyzation, Undead Runes. Corrupt Boon, Epidemic, Spectral Walk. CB can be switched to Wall post-patch, and you can get Spectral Grasp instead of Epidemic to get another free fear with 2 terrors via pulling through Wall
. If you have ever meet “Natchniony” you know it works
)
As a Condimancer and especially specced in extended terror, you shouldn’t find fighting eles hard. Unless you’re out of LF, you have pretty big advantage via smart play. Bunker eles are Necro’s favourite ones, good ones will stay on feet for a while, but 1vs.1-2 you kill them anyway . They’re pain in bigger group as a support, however most of them will try to avoid Necromancers. DPS ones can make trouble if they get you in opener (initial air→fire→earth) ), but they are rather squishy outside of water. Pro tip: Bunker eles usually carry Earth Armor on their bars, which makes them free kill for a Terrormancer, so most of the times you want to wait for it to Corrupt. DPS however tend to not use this so after they switch out of water, you’re free to CB. General thing vs. DPS elems – trouble only if you’re not LF capped. Avoid Dagger 5, don’t use any skills apart from A-A if hitting water attu, put hard pressure, play offensive.
Imo, the best way to deal with thief; Hammer or Rifle. Both dmg specced. When second one is kinda obvious (you won’t hit with KS ofc, but it’s still counter for S/D happy jumping since you hit them anyway), hammer works great as a main burst weapon. Most of players are scared of your GS/Evi, but if you suddenly switch into a hammer with some kind of haste + talents like Merciless Hammer, Unsuspecting etc you can easily take down squishy target in 3 hits (hammer hits with berserker oriented build are kinda…insane, 4-5k per hit is normal even with horribly reduced crit damage in spvp). However, good S/D thief has the advantage in tpvp and it’s all about luck & timing your CCs between his stun breaks.
Three things real man should do in Guild Wars : Create a Warband, get gear and chop down big, irritating tree. I like it. Asuras could be next in the queue, I’d totally love to earn “E.T. Bane” title
Nick Minaj maybe? She’s a scary monster, most of players know her, she’s from city of Angelz and she’s not a human also. Who fits better? Logan maybe? He, in fact, could be a lady! Ok, now serious : i don’t think these ideas may have something in common, but…. First of, we have Livia. Most players of GW1 know her and we don’t reaply know what happened with her and Scepter of Orr. But she doesn’t really fit. My second option…even more unbelieveable : Kormir or someone who acts by her will? We all know she’s a god of secrets now but idk… I can’t find anyone who would fit in here, be known, be interesting and be a female. I had hope that we’ll meet Mursaats maybe ;/ Stupid feminism ^^
My personal idea is that Isgarren, the wizard from Garrenhoff and owner of Wizard’s Tower could be our nemesis. As you may remember, there’s one dialog in F&F I believe with dredge mentioning a “fast-talking man”, not lady. Another thing, we know that nobody who has ever visited W. Tower come back. In my opinion, he may be gathering people of Garrenhoff and refugees from Southsun for some reason, he’s probably powerful enough to be a creator of Molten Alliance and Consortium. As a result, we could tell that it’s possible that he’s a member of White Mantle, maybe a hidden Mursaat even. Just guessing
My opinion is : If you want to play a Necro, then play it. The gameplay is rather different than other classes and surely it requires more practice, but it’s, as I said, viable. I guess that Engineers, Mesmers, Thieves and Elementalists are just much easier to play and understand, you don’t have to play that perfectly , if you get into bad spot, you can escape by pressing one button. Necromancer isn’t that worse, it just requires more prediction, experience and thinking imo.
For all your complaining, I bring you my Necromancer getting some sweet revenge against the Almighty Guardian heh.
In fact, guardians, right after warriors are probably easiest match for necromancer. They’re also christmas gift for Conditionmancers. Try taking down phantasm mesmer or D/P thief, current meta nightmares of necros. Back to the topic: If you really think necromancers are that useless, you’ve never met experienced one. Yes, we do have limited mobility but, you know… Spectral Walk is soo underrated, while it actually saves your kitten same for Flesh Wurm(this one, however, needs totally clear paths or exploit experience). Another thing : I don’t know If I should laugh or cry at these “epidemic is worthless” posts. It literally allows you to kite up to 5 melee targets via spreading cripple, chill, immobilize. One good condi Terrormancer can wipe out 5-player group in tpvp only If he knows how to position himself. My experience. I agree that Life Blast isn’t the best skill atm, and Dark Path could have targeted shadowstep instead of teleport, bht we’re not really that bad as you may guess. At least terror is nice in current meta, you have a chance against all classes If you play with mind and focused, not moving and acting by faceroll and random double dodges. My suggestion : just play necro,get use to it, accept disadvantages, it’s still viable, you can also ask somemore experienced players for tips. Otherwise, roll /15 chars and end up playing Asura Mesmer, just because other proffessions are so “weak”. Here you have a reason for lack of (good) Necromancers and total flood of mesmers. People just act like: "Oh, current meta has no place for necros, lets get and engineer! After lost game: “Erm… That necro downed us in one epidemic.. Nerf?” ^^
Heh, wonder If we are about to see C’Thun copy from Ahn’Qiraj
That one used many tenacles, and it seems like DSD could look similar
I hope that next dragon or villian will have really cool apperance, decent fight with a lot of interesting tactics instead of mindless canoon shooting or avoiding occasional red circles. + for the voice of C/Thun
Post your votes for best EU necromancers. Not only skill or rank counts, it also includes personality/adaptation skills etc. My vites go for Ventari and Sambeth
The GW2 designers steal artwork themselves.
The sailing ship with the red dots on its sails on the Frostgorge Sound loading screen was photoshopped from a picture of the sailing vessel Concordia.I made a threa about it some time ago, where also the artwork of the Hounds of Balthazar was mentioned being “stolen”.
Here a link where the ship on the loading screen and the actual picture are side by side:
It’s called matte digital painting and is HUGE in the gaming and digital art community. I doubt it was used illegally. Many of the loading screens use this technique because they are mostly photographs sketched over. The Buddhist temple in Tibet is also on the frost gorge sound screen :-)
You dare to say that one of the Kodan is Dalajlama, and Jormag is Chinese ? xD
They’re all playing as Engineers and preparing for next Living Story step ; “The Nuke”
Well, most of “Pro” players play minimal size asuras. And they’re often mesmers. It’s annoying, but comparing my Charr to asura…erm…it’s like comparing The Alien to E.T. All I want from ANet is “Ratslayer” title
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