[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
Lust for Blood – Heal on apply is not really a good idea. Epidemic would be better healing skill than #6. By far. One Foot in the Grave – really meh skill, However reverse of it would be very cool. You use LF to prevent the damage most of the times, not to do sustain damage, especially in condition builds. Another thing – LF counts sth like that – 0.6-8*HP, so you’d only loose bunch of hp
Check out Nemesis builds. He explains them pretty well, and most of them are really viable. I don’t know if it was the best option, but when I’ve been leveling my Necro, I had pure condition build and it seemed very ok. As for Scepter/Dagger in PvE : #2>#5. Grasping Dead is your best ability, follow it with Enfeebling(cast of #5 is soo long and you have greater chance to land it on crippled target). If you go for 15 point minor trait in curses, switch to DS and switch it off instantly after to keep fury boon up(it helps stacking bleeds via 5 point curses minor trait). Use BiP for longer fights, followed by Dagger #4. And scepter autoattack. Always cast full 3 attack chain, don’t break it. If you want to cast anything, wait for full chain with poison, and do it after. You cast Epidemic in situations whenever you want, generally with most conditions up. Scepter #3 has best use with as many different conditions on target as you can, since it will deal most damage and give you extra Life Force, however use it as much as you can. Don’t keep it if you encounter situatuons when you simply need to soak damage/use DS. Ah, as a secondary, I’ve been using staff with Geomancy sigil. Keep in mind that it’s support weapon, which can give you some short minimal burst, but it’s totally terrible in sustain, use it to mark field before the fight in leveling/PvE if you wish, but main Scepter/Dagger. Tbh, experience comes with time, read descreptions, and you should know how-to untill you hit 80
ANet dev about playing an Engineer: “Did I ever tell you the definition of…..insanity?” – Vaas, Far Cry 3
Guild Wars 2: The Dredge Cold War
Necromancer’s condition duration increase works on it.
If you play small E.T. rat race, no wonder you don’t feel like necromancer. Try Charr instead. Gritty voice, scary apperance, kitten Death Shroud look.
Or make Soul Eater damage a life siphon, affected by Bloodthirst trait. In my opinion, typical heal without Bloodthirst trait from one target should be 2,5k. This would give that trait a new life. Soul Eater heal could also affect your minions, healing them for same amount
Hello,
I’ve been looking at recent discussions about new type of “dark” condition and DS #5 skill. I liked Nemesis suggestion, as it is very balanced and have similar ideas to mine.
So, what would it be? For those who don’t remember Disease from GW1: It was AoE self-spreadable condition, doing small, but sustain chunk of damage. It was spreading over targets standing next to each other, being a very irritating debuff. And Necromancer excelled in this condition. However, in GW2 it’d be something a little bit different, avalible to couple classes (Necromancer, Ranger, Warrior (yes! Via some belly cut(lol) or something, it has to be avalible for worst pvp class too!), Engineer), but only Necromancer would be best at it. So, let’s begin:
Disease
While suffering from this condition, your critical strike chance is lowered by 20% and your critical strike damage by 30%. Disease is contagious between targets who stand next to each other for more than 2 seconds (300 range) (Player preferation, maximum 5 targets afflicted at the same time)
That’s normal version of condition. Now Necromancer Death Shroud #5 skill:
Dhuum’s Kiss
Harvest half of your current Life Force( usable with over 25% of total LF) and 5% of current health as an offering. Cause the target’s disease (15 seconds). For next 5(with more than 25% LF)/10(more than 50% LF) seconds every target affected by your Disease gets Suffering, which leeches health for every second of Disease. This leech is dealt slowly at first, and builds up as the Suffering reaches its full duration (scales with Condition Damage or Power – depends on which stat is higher. My leech suggestion for typical conditionmancer or powermancer: 110-120 damage in first second….about 220-270 damage at the 10th tick. Affected by Bloodthirst trait). If affected foe removes any of your conditions, Suffering ends duration, fearing foe (1 second), giving you 10% Life Force and healing you for 3% of total health for each unique condition removed. If Suffering reaches it’s full duration and fades, you lose 10% of your total health and foe is healed for 150% of that amount.
Same like with Nemesis skill, it’s blockable, but unavoidable (evade, mesmer invu count as avoid). 1,5 sec cast, 40 second recharge. It’s fast projectile with 1200 range, and animation of some floating skull maybe(?) with a raven screech sound or something like it. Suffering isn’t a condition, it’s just a debuff, same like Guardian’s Binding Blade. It only improves Disease.
Why this? Necromancer in GW2 seriously lack of any “sacrafice” skills, which were very cool in GW1 in my opinion. Post your suggestions, it’s still very early “beta” of my idea, and even I consider it as a bit unbalanced, but I’m looking foward to others’ suggestions
Plague signet doesn’t “brake” the immobilize. It just sends it out to your target. Also, we have nice Flesh Wurm stunbreaker. My favourite one, not only it has huge range, does damage, but also it’s a combo and gives you Life Force on reasonable cd. I can’t count how many times teleporting saved my kitten in tPvP.
You dare not to forget Kick buff. With that and cleaving (finally)#1 on banner, I’m able to take down Necro’s jagged horror If I kite long enough
Hit min. 2 targets with your AoE condition based atacks (Graspings, Enfeebling, Marks if you wish), switch out from your main target, target other AoE affected mob, cast epidemic. Gz, now your main target has his own condis+extra stacks and duration from epidemic. Other way is using condi duration + food (rare veggie pizza e.g.), take some +bleed duration runes( my favourite combo for PvE and W3 is 3 afflicted, 3 krait), don’t take sigil of agony or put points in Spite. Not worth anything
As a respond, I can say that while with good BM it takes some time and luck to kill them with condi/terror build (all about keeping thier freaking pets slowed), I have almost no problems in 1v1 with S/D, D/D elementalists if I am ready with hp. It takes some practice, but the time they switch out of water, hope to do some damage and see their HP going down in secondsfrom CB they start to freak out and run completly mindless. Good ones won’t let you corrupt boon their stability out of water easily, but yes, with proper DS, kiting and healing you’re able to bore them, survive long enough to kill or even outlast them. Just keep the pressure and save your burst
DoTs can be bursty. If you manage to apply more than 17-19 stacks of bleeding on a player he’ll go down quicker than vs. usual burst classes in tpvp. Fear is great facto and Terror imo is totally mandatory in tPvP as a conditionmancer. You’re not forced to use it everytime it goes out of cooldown, really. Save it, even for interrupting if you wish so, but sometimes bursting with Terror is a way to flawless victory (Guardian, Elementalist, Thief, Mesmer, Engineer. All these are very vunerable to terror if you catch them at right moment). As a necro, remember that you transfer conditions a lot, applying burning, confusion, whatever we lack and melt opponent. Other thing is that Terror damage lets you force the foe to panic and waste heal or stunbreak.
0/30/10/10/20. Take terror, extend fear duration by traits/runes of necro/food. Laugh at them trying to survive long enough. Just wait for nice corrupt boons with D/D elems ( time they switch out of water with 9999 boons up+stability→corrupt boon→stomp), use epidemic vs. any class spawning minions/clones/pets( wave at rangers, transfering all bleedings to their pet and epidemic them all to owner). Only class which can give you problems are HGH engineers, but just try to avoid elite supply and you should be ok. Confirmed
Hello, I have a suggestion. I’ve been playing both GW1 for couple years and GW2 since release and I find one thing little dissapoining. I miss all “adult” soundtracks in this game, Guild Wars 2 lacks of them. When I step into Orr, I can’t find any thrilling sounds, there’s no scary music. Also, so many soundtracks in the game are “too-heroish” and “too-happy”. In the end, I have to turn off music in this game and switch to saved soundtracks of The Witcher series, Neverwinter, Gothic. I suggest you to consider getting other artists than Jeremy Soule. This guy makes good piece of music, indeed, but really… Same like with Two Steps From Hell, 90% of music is very similar or even same. I think that if player plays music from other games over original soundtrack, it’s nothing good for the game. We need more adult music! http://www.youtube.com/watch?v=-TqkRRJlhmk
http://www.youtube.com/watch?v=XIo5yA50HxY
http://www.youtube.com/watch?v=dQ2noxeZsCk
Examples
(edited by Rym.1469)
If I were you, I’d take Embrace The Pain trait instead of T. Def. With it, you’ll get waay more adrenaline, like full bar for every Earthshaker or even more often. Personally, I run 0/20/30/0/20. I took Culling The Weak, Forceful, EtP, Merciless hammer, Defy Pain. In discipline, it’s nothing unusual – Signet Mastery and Mobiles. As utilities, SoR, SoS, Balanced, Bulls, H. Surge. I feel like Empowered is a lolz trait, not even worth looking at it, maybe only If you prepare some kind of OMG CRITZ rifle warrior video. I prefer more sustain. You can also switch 10 points from arms to Leg Specialist, IMO way best designed trait for warriors atm. If we could only have some short cripples with short CDs, ah
To add – build I use works well in both tPvP and WvWvW
I don’t want to judge, but I agree with OP. Certain bunker/grenades engi builds have to be nerfed. Some of them are just untouchable by melee characters. In fact, when I see proper Engineer both in tPvP and W3, I avoid him like fire. No other class gives me that much trouble, on warrior and necromancer. Even godmode eles are fairly easier, just time everything right. With engineer however… Shrink, shrink, shrink, 9999 buffs with high uptime, access to every single damage dealing condition and not only in game, ready to reapply every couple seconds. How are you supposed to kill it? Why Anet can’t make engineers to actually use some power builds(100 nades wasn’t that bad, very hard to land) with turrets? You’ve fixed warrior banners just a lil’ bit, but you have. Why don’t you improve turrets too?
In fact, OP has touched a very sensitive part of GW2 pvp – % critical damage. It forces every non-condition spec to rush for precision and crit damage, since it has faaar to great impact on damage. Seriously, double, triple damage by one stat? Crits are the way to go, heck, they can’t be even considered as “crits”, since most of attacks are crits. With 80-100% crit chance it’s not even funny, seriously, we have almost NO way to prevent players from critting all the way or even reducing their crit chance/damage. In my honest opinion, critical damage should be reworked or deleted, to bring only little boosts (up to 30%, say so), mostly from traits. Instead, it should be reworked into something more balanced, like Armor/Boon(?) Penetration.
Purely amazing timing. You sir, deserve congratulations.
It does stack from my experiences. It’s not deadly, however, mace is most defensive weapon of all for warrior, it goes better with Hammer damage.
Try GS/Hammer. Take 0/20/30/0/20, traits like unsuspecting foe, last stand/merciless hammer, gain adren on hit, signet mastery, runes of lyssa, fire sigils on both weapons + PVT/Knight’s+Berserker gear. As utility, Bulls, Bolas/Balanced/Fear Me, SoS, SoR. Works pretty well, you have nice damage from hammer outside of GS skills, and CC + double cripple. Keep in mind, you’re vunerable to CC builds if you don’t take any form of Balanced Stance.
Necromancer is best class for “soaking up damage” of all classes. Maybe not in sustain, because it’s rocked by Guardians and Elems, but for raw “take most hits” they’re incredible and no warrior can reach their point. Tanky specced, they have over 30k base hp, another 30k in Death Shroud, and Plague Form for extreme situations, basiclly untouchable in melee without conditions. So yeah, warriors atm excell at one thing. It’s called “LFM CoF P1 speedrun farming, 4 zerk warriors 1 mesmer, link your gear!”
1. On Borderlands puzzle I’ve Stomped 4 players down the rocks. 2. Try this.You get near the edge of some cliff near enemy respawn base. You show yourself alone and couple people start chasing you. You run to the cliffs’ edge and your fellow friend necromancer uses his Reaper’s Mark right behind the group chasing you. They trigger it, they rush helplessly down the cliff feared. Never gets old
https://forum-en.gw2archive.eu/forum/professions/warrior/Major-rework/first#post1717773 Another idea. You sir, have very similar thread to mine. Still working on traits, tho
The best thing about titles is when you fight a mesmer. Clones don’t have title above them, so it’s a nice tool to spot real mesmer. Liked it, don’t turn it off
It’s not really bleeding tick damage, it’s more that Engis, Mesmers and Rangers have insane amount of different condtitions. Necromancer, even with insane amount of 20 stacks of bleeding (almost impossible to stack in sPvP without Epidemic) do waay less damage than any of mentioned classes can apply with no effort really.
Satisfaction. All people in the whole world always want to be at the edge of leaderboard, even if it’s a fart contest.
If you take a look at discipline trait tree, you’ll see that compared to othrr classes, there’s no synergy. There are maybe 2 good traits which you actually use. However, Discipline tree doesn’t give you any kind of sustain, and many good traits are not worth taking considering broken Adrenaline mechanic.
Besides this discussion, any opinion on my work here ? Looking foward to some feedback
(edited by Rym.1469)
Wouldn’t say Warrior class in current meta is even any good. Class mechanic is braindead and lowest skillcap of all class mechanics. Warrior is plain to simple, yet it’s nearly impossible to reach skillcap/utility level of Elementalist, Ranger or Mesmer. You charge in and do as much damage as you can before someone sniffs at you. It’s not a way of mostly melee class. Warrior shouldn’t be a booner like Guardian is, but while Guardian Survivability comes from more passive sources (keeping boons up and even not moving out of symbols), Warrior surv should come from active gameplay, focused on staying in the fight and sticking to the target.
It is. Furthermore, It’s a suggestion on suggestions subfoum
[Space for future updates]
Hey, I’d like to show you couple of my suggestions about Warrior class mechanics, their traits, utilities and try to solve some problems we all know. Please read all topic before you response. Keep in mind that I’m not a 100% author of these suggestions, most of them were pointed earlier on these forums, I’ve just taken them together and modified a bit. Enjoy!
UPDATE LIST:
-27 March 2013 – Improved stances
Class Mechanics
As for now, our class mechanic, Adrenaline is a little bit confusing. Sometimes you want to use that, sometimes not, but some of good traits force you to stay on 3 bars without really using them at all. Also, we have one class skill per weapon, which is pretty poor considering number of our abilities and number of elementalist abilities. What I think is that most of, if not all classes should have access to more variety of class mechanics, since it improves the gameplay and helps balancing the meta IMO in a long term(!). So, what have I done here? Well, as there were many suggestions about stance dancing as a warrior, I’ve done exactly this. Separated them in Berskerker’s Stance, Balanced Stance and Doylak/Defensive Stance( names don’t really matter). Furthermore, in trait lines I’ve spreaded some very beneficial traits which may improve particular stances and benefits from using adrenaline. Finally, to explain. After you use your burst ability, you have a choice of choosing 3 stances for 3/6/10 seconds. These stances give you passive buffs, have advantages and disadvantages, they also give you normal boons, based on stance. During each stance you have a choice to activate stance special ability, which removes passive stance effect (but not boons from stance). Each stance has internal cooldown of 10 seconds, and switching to same stance again reduces it’s duration by half every time you do it. You’re able to use Stance Active skills if you use Stage 3 adrenaline level burst skill. Built-in stance boons once removed, cannot trigger anymore. Active skills : Melee – melee weapons, Ranged – Ranged Weapons (rifle, longbow etc.) Here we go!
Berserker’s Stance
Increases damage done by 15%, critical strikes grant you Fury (2 seconds) (cooldown: 1 second), increases Weapon Burst ability damage by 5%, you move 10% faster with melee weapon and 25% faster with ranged weapon during stance. Increases damage taken by 10%.
Active Ability: Magehunter’s Strike/Shoot
Melee: Rip off up to 3 boons from the current target. If you strike foe with more than 5 boons up, you also knockdown him for 2 seconds
Ranged: Shoot your current target and remove up to 3 boons. Immobilize the foe for 1 second.
Balanced Stance
Gain stability for duration of stance. Movement speed limiting effect fade 33% faster. Gain Retaliation for 3s after critically hit (cooldown: 10 seconds). Take 15% more damage from conditions.
Active Ability: Enraging Charge/Thrill of Victory
Melee: Charge towards your enemy and get 5 strikes of adrenaline. Stun target for 2 seconds if it moves. Ignores movement limiting effects. (Same speed/range/pathing as RtL)
Ranged: If you have more health than the target (%), you get 10 strikes of adrenaline and Regeneration (15s). If less, cleanse up to 2 conditions and get Protection and Vigor (4s both).
Defensive Stance/Doylak Stance
Reduces incoming damage by 10% and by 15% if wielding a shield. Get Vigor and Regeneration (3s) every 3s of stance duration. You have 10% chance to block incoming attacks (cooldown: 3s). You move 10% slower and do 15% less damage.
Active Ability: Defy Pain/“Raise Your Shields!”
Melee: For 6 seconds, you get Protection (1s) everytime you get hit by critical attack (cooldown: 1 second), Regeneration (2s) for every condition on you (cooldown: 1 second) and have 50% more health. You also move 50% slower.
Ranged: Shout. You and your nearby allies reflect all missiles back to source for 6 seconds. Movement breaks the effect.
And that’s basiclly it about stances for now. Posted on Warrior forums also.
I’ll continue to add Improved Traits etc. i nearest future (next update: 28 March)
(edited by Rym.1469)
[Extra place for updates]
Hey, I’d like to show you couple of my suggestions about Warrior class mechanics, their traits, utilities and try to solve some problems we all know. Please read all topic before you response. Keep in mind that I’m not a 100% author of these suggestions, most of them were pointed earlier on these forums, I’ve just taken them together and modified a bit. Enjoy!
UPDATE LIST:
-27 March 2013 – Improved stances
Class Mechanics
As for now, our class mechanic, Adrenaline is a little bit confusing. Sometimes you want to use that, sometimes not, but some of good traits force you to stay on 3 bars without really using them at all. Also, we have one class skill per weapon, which is pretty poor considering number of our abilities and number of elementalist abilities. What I think is that most of, if not all classes should have access to more variety of class mechanics, since it improves the gameplay and helps balancing the meta IMO in a long term(!). So, what have I done here? Well, as there were many suggestions about stance dancing as a warrior, I’ve done exactly this. Separated them in Berskerker’s Stance, Balanced Stance and Doylak/Defensive Stance( names don’t really matter). Furthermore, in trait lines I’ve spreaded some very beneficial traits which may improve particular stances and benefits from using adrenaline. Finally, to explain. After you use your burst ability, you have a choice of choosing 3 stances for 3/6/10 seconds. These stances give you passive buffs, have advantages and disadvantages, they also give you normal boons, based on stance. During each stance you have a choice to activate stance special ability, which removes passive stance effect (but not boons from stance). Each stance has internal cooldown of 10 seconds, and switching to same stance again reduces it’s duration by half every time you do it. You’re able to use Stance Active skills if you use Stage 3 adrenaline level burst skill. Built-in stance boons once removed, cannot trigger anymore. Here we go!
Berserker’s Stance
Increases damage done by 15%, critical strikes grant you Fury (2 seconds) (cooldown: 1 second), increases Weapon Burst ability damage by 5%, you move 10% faster with melee weapon and 25% faster with ranged weapon during stance. Increases damage taken by 10%.
Active Ability: Magehunter’s Strike/Shoot
Melee: Rip off up to 3 boons from the current target. If you strike foe with more than 5 boons up, you also knockdown him for 2 seconds
Ranged: Shoot your current target and remove up to 3 boons. Immobilize the foe for 1 second.
Balanced Stance
Gain stability for duration of stance. Movement speed limiting effect fade 33% faster. Gain Retaliation for 3s after critically hit (cooldown: 10 seconds). Take 15% more damage from conditions.
Active Ability: Enraging Charge/Thrill of Victory
Melee: Charge towards your enemy and get 5 strikes of adrenaline. Stun target for 2 seconds if it moves. Ignores movement limiting effects. (Same speed/range/pathing as RtL)
Ranged: If you have more health than the target (%), you get 10 strikes of adrenaline and Regeneration (15s). If less, cleanse up to 2 conditions and get Protection and Vigor (4s both).
Defensive Stance/Doylak Stance
Reduces incoming damage by 10% and by 15% if wielding a shield. Get Vigor and Regeneration (3s) every 3s of stance duration. You have 10% chance to block incoming attacks (cooldown: 3s). You move 10% slower and do 15% less damage.
Active Ability: Defy Pain/“Raise Your Shields!”
Melee: For 6 seconds, you get Protection (1s) everytime you get hit by critical attack (cooldown: 1 second), Regeneration (2s) for every condition on you (cooldown: 1 second) and have 50% more health. You also move 50% slower.
Ranged: Shout. You and your nearby allies reflect all missiles back to source for 6 seconds. Movement breaks the effect.
And that’s basiclly it about stances for now.
I’ll continue to add Improved Traits etc. i nearest future (next update: 28 March)
(edited by Rym.1469)
Stealth doesn’t give you immunity for god sake. Any decent player will try to counter that by some AoE, Crowd Controls (like base “Fear Me!” right after your CnD, goodbye spam combo) or even auto attack in zone they precidct you are. Securing stealth stomp bg AoE near downed player, random CCs andattacking over the body is normal. Deal with it. Also, to add sth to topic: Life Transfer hits all targets in range, stealthed, cloned, whatever+ I’m pretty sure epidemic also procs if cast starts when you go invisible.
“Kill it before it lays eggs!” ANet dev about 100nades
“Cause it’s First of May, First of May, engi nerfs won’t end this day” Jonathan Coulton “First of May”
The fact is, both of the classes are meant to be “high armor cough melee”, but they’re totally different. Warrior is a nice choice if you seek for something getting into the fight, killing the foe as fast as you can and getting hell out of there if anyone turns his foucs on warrior, while guardian is a class, which even in “GC” build can stay in the melee for ages, taking hit by hit, doing however moderate damage. My choice here would be a guardian, does less damage, has less health, but has great SUSTAIN, thing warror, especially GS zerker hasn’t. Be realistic, things which count in this game are condition removal and boons, alot of boons. Guardian, same like ele has both
(edited by Rym.1469)
I was always curious about it. It’s a fact, I can’t really see many necromancers using Spectrals in tPvP or sPvP either. I clearly can’t see the reason of it. Indeed, they’re big cooldowns (Spectral Armor, looking at you), but I’ve managed to save my kitten billions of times with them. Spectral Wall is just a brilliant tool for your party, spectral armor, even with long cd is a nice source of protection if it’s really needed in some situations. And my favourite one, which I always carry on my bar. Spectral Walk. Honestly, increased LF generation, kitten look, short cooldown when traited, great access to long-lasting swiftness, which necro, especially condimancer lacks, double stunbreaker and ability to escape/ fool whole zerg of morons chasing you. All in one skill. Honestly, without ability to pop SW at 10% hp, jump down the hill/building , tp back and watch these idots jumping right after you, while you get away with laugh….Not the same play, I’d literally pay to see their faces after they see no necro down there.. Epic fun
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If they add an axe what will the abilities be that are not already covered by sword or hammer?
Gotta do something here people… all this would do is make a weapon set with abilities of two other sets.
Rifle: Direct damage and minor condition damage
Longbow: Hybrid AoE direct damage and condition damageOne-hand sword: Conditions and direct damage
One-handed mace: Stuns and damage damage
One-handed axe: Heavy direct damageTwo-handed sword: Heavy direct damage, mobility
Two-handed hammer: Stuns and direct damage
Two-handed axe: Conditions and direct damageThere is a niche. Two-handed axe can have heavy AoE bleeding damage, as well as cripple, and possible weakness. Warriors are lacking a melee 2h condi weapon, so there you go.
1. Swift Chop: Inflicts X damage and cause bleeding
-> Lacerating Chop: Inflicts X damage and cause bleeding
-> Dismember: Inflicts X damage, and cause bleeding and cripple2. Cleave Inflict X damage and bleeding in a 360 cone
3. Axe Rake Inflict X damage, and cause cripple and 1s immobilize
4. Furious Axe Inflict X damage, cause bleeding, and build 10 strikes of adrenaline
5. Disrupting Chop Inflict X damage and daze the target for 2 seconds
Burst ability: Decapitate 600 range, leap at the target and cause 2-3s immobilize and heavy bleeding damage (minor direct damage)
There’s an axe concept for you.
You’ve added bleeding to every single skill. With it, you’d probably be able to sit on 25 stacks all the time no problem. While I like bleeding stuff, I don’t accept Greataxe as a condi weapon. Adding some bleeding to Greatswords, fixing swords (aa pure condition, savage leap crippling foe, redesign of 3rd ability) seem to be mire realistic and logic-based idea. I imagine Greataxe as a low-mobility, hard hitting direct damage weapon with some effects warrior lacks a ton atm. Example? Magehunter’s Strike ; small direct damage, one-second cast time, 500-600 range –
Removes up to 5 boons. For each boon removed, foe gets 5 stacks of vunerability for 10 seconds. CD : 15 seconds. Traited: If you rekove 3 or more boons, cooldown is reduced to 7 seconds and attack does more damage.
Tazzurin. Sounds necro-ish enough for me
Charr only. It’s a lie that they look bad in light armors. Their cultural ones are very unique, and let you look more like a necro than pink mesmer with fancy mask. Also, take a look on charr in Death Shroud. Now take a look at asura. Little black rat, huh? Never play an asura. I target them over any other race in pvp. No matter what, ratslaying is the most relaxing thing for my Charr conditionmancer
as long as they look like undead moa’s sure
I’d like to see Bone minions turned into risen chickens instead. And golem into big mother risen chicken.
In Guild Wars 1 you were able to buy pvp-only version of the game, not including Alliance Battles as far as I remember. Step back in sequel here
Well, that’s not because of some manga/anime bullkitten IMO. The reason why people want to dual-wield twohanders is Fury warrior last tier talent from World of Warcraft, introduced in Wrath of The Lich King expansion. This talent, called “Titan’s Grip” allows you to equip set you’ve mentioned with some smal dmg-reduce along for both weapons. People got used to it, and since large amount of players from WoW (including me, player of both GW1 and WoW) have tried to find any good MMO after Cataclysm, because they got bored/ weren’t happy with changes around game mechanics. Those players found GW2 and expect nearly the same game without monthly fee – reason.
(edited by Rym.1469)
Hey, I have a suggestion. We all know that Conditionmancer is super-fun, but it isn’t when we face some class, which cleanses most, if not all, conditions very often, nearly hilariously spammable (yes, gaze upon you, elementalist). It prevents our whole damage. I admit that condition removal should be in-game and accessable, but conditionmancers, unlike classes like S/S warriors, DB thieves or mostly Condi Rangers can’t get over 15 bleeding stacks easily, inlike 5 seconds or so, in our case it demands time, much more survivability and good AoE landing to get same effect. So, what am I asking for? Simple. Give us a trait. What trait? Well. Since game can actually “see” which condition come from who, my idea is very simple. For each cleansed Necro’s condition, the necromancer gets 5% of Life Force back, and 3% of HP. For 3 or more conditions cleansed, foe gets feared for 2 seconds. Condition transfer doesn’t count as cleanse. I think it’s fairly balanced, and coupled with Terror trait would give those non-mind cleansers a bit of hard lesson+ us more time to reapply our toys. Comment
(edited by Rym.1469)
OR, we could keep a perfectly fine system and not ruin it because you don’t like an aesthetic choice they made. Also, 20 minions = 400 toughness from a 15 point trait.
Minions look pretty good right now, they are fairly disgusting and revolting, like things created from on-hand pieces of dead flesh would be, but in a somewhat charming way. I actually prefer the way minions look in this game compared to GW1.
Hmm elementalists have a cheap trait which gives a situational 400 toughness, why can’t we?
(400 tough increase while channeling)
Um…I may be wrong, but don’t we have the same 400 toughness when channeling trait? I think it’s in Death Magic tier 1
Hey, I’m curious about setups you would run in 2vs.2 deathmatch arenas if they were implemented. After incoming ele nerf. My choice would be Conditionmancer/Support heal Guardian or Hb warrior/P/P thief. Yours?
As other people said, the secret is Omnomberry. Veery OP food for crit warriors. He wouldn’t stand a chance in proper PvP
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