No, this is simply tagging a category on every skill, not a change in functionality.
I thought we already had that though? We have traits already that benefit small groups of skills.
Spectral attunement specifically benefits all “spectral” skills.
Master of corruption benefits all “corruption” skills.
I have high hopes for this, Anet has been giving necro’s a little love lately and I have some faith that they won’t kitten this up for us
I might be disappointed if they poorly change DS for the specialization because I kind of just want greatsword + old DS
Another thing. I think we will be getting shouts.
One specialization will have access to traps, while at least one profession’s elite specialization will be a full set of six shouts.
I think they meant that for warrior xD like one ranger specialization will be heavily focused on trap skills, while a warrior’s or maybe guardian’s will be heavy focused on shouts skills.
I’m sure we’ll get some that are focused on minions, then one for corruption, wells, spectral skills, etc.
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In the new news about specialization, Necro was specifically mentioned quite a few times.
Specializations were confirmed to get lots of new traits, reworked traits, and a new set of skills, this was what we all pretty much expected.
One thing to note:“For example, the necromancer’s wells will all become ground targeted and the trait allowing ground targeting will be removed”
The next big thing is that trait-lines will not give specific stats anymore, this could potentially be a huge thing for necromancer and it might solve some of our trait synergy problems.
Last thing was this: “Have you ever wanted a different way to take advantage of all that life force? How about a new way to shatter illusions? These are some of the changes you can expect to see for your favorite profession.”
Pretty much confirms that death shroud will be getting a re-work or might be replaced completely. Thoughts on this?
(edited by Sabre.8627)
Epidemic will absolutely ruin turret engineers now, I can’t wait. Necromancers will be able to counter them well like they’re supposed to.
Keep the tips coming.
Never thought about the WvW armor master – I’ll check it out. Thanks Sabre.
Noha – I haven’t looked at cultural stuff yet. How do you get it?
Be aware that your Runes cannot be salvaged out of WvW/karma armor. So while you may save value going that route for the armor, it comes at a cost on the rune side if you ever decide to get new armor.
Still not a bad option, just something to be aware of.
^He’s right but that basically only applies If you get ascended armor to replace it. Anything else you can just transmute the WvW armor to whatever else and it’s just the same. Once you get to ascended, an extra 5 gold for a rune doesn’t mean much to you anymore xD
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Hell yeahh I’d be down with this if it was done right. Something would have to be done about our range. Even though staff auto sucks the way it is, it’s still our only consistent 1,200 range damage, and a spellcaster that’s helpless at range doesn’t seem right at all.
I agree with you on the staff revision as a whole. We are supposed to be the awesome dark evil spellcasters that manipulate life force and death itself. Yet our main weapon- the staff- Is without a doubt the most BORING 2h weapon in the game. (Besides the tiny animation that turns it into a scythe ofc)
If you play a little bit of WvW/EotM, I think the cheapest way to get a set of exotic armor is the armor master in your eternal battlegrounds (WvW teleport). They sell armor for a mix of badges of honor and gold, so it ends up costing you less than 1 gold a piece for a whole set of exotic.
You can also do this with weapons, any exotic weapon for 1g each from weapons master.
(This is all assuming you have some badges of honor left over, since you said you play EotM)
After I hit 80 on my necro, I just did some basic minimum gearing up and I think the first real goal I had was to obtain the light armor set, “Armor of the Lich”, from the arah dungeons. I started doing dungeons a little bit (which I hated) but stuck through it until I got my armor.
I did get the berserker set and I did actually end up putting scholar runes on it lol.
-I played edge of the mists a lot because it’s tons of fun on a necromancer, you do ridiculous amounts of damage in zerg fights, plus you can fear people off cliffs for lolz.
Tried to unlock every useful trait and skill during this time.
-Eventually joined a guild and played real WvW.
-Started group event farming and started doing World Boss events every day (Mostly “Tequatl the Sunless”) World bosses are pretty fun and make a decent amount of gold.
-Started doing PvP to get titles and have fun, then PvP quickly became my favorite mode of the game by far.
-Became obsessed with getting lots of expensive armor and weapon skins, also dyes.
-Now i’m currently set on crafting and getting ascended weapons and armor from playing PvP/world bossing. Also trying to make as much gold as possible.
TLDR; Get gear, do dungeons, play EoTM/WvW, Kill world bosses, play PvP, join a guild, get better gear, git money.
I personally don’t see why objects cannot be effected by all DoT’s. Undead bleed and get poisoned, so they must rationalise it some how.
The way I see it, bleeding doesn’t necessarily mean losing blood, it could just mean losing something vital, such as oil in machines, or buildings could lose structural capacity. Poison could be different against different targets, it could be simple poison vs fleshies, but acid against objects. And I see no reason why burning cannot effect objects.
So really, I personally think all DoT’s should effect objects.
Exactly what I was thinking.
I compare them to make the point that turrets are levels above any other classes AI skills. So yes, buffing minions along with ranger’s spirits to the level of engi turrets would “solve” this (creating a whole mindless AI metagame), or just nerf turrets to the same level as those. Which do you think would be more publicly accepted?
Who cares about public acceptance? The “public” doesn’t decide game balance, and they certainly don’t get to decide that an entire sub-set of builds shouldn’t be good just because they don’t like them.
The 2 most damaging turrets have 1,500 effective range. If they are strategically set, there’s no aoe skill in the game that can hit them and pressure the point reliably at the same time.
You can’t place the turrets that far off the point unless you want to spend 30s to setup every time you swap points, and accept the fact that a large percentage of the time your turrets will be out of range. They are immobile, so you need their max range to include anywhere the enemy could be hitting you from, or you don’t have a very good coverage.
Also i’m not saying turrets should only be affected by burning, i’m saying that ALL conditions should have some sort of hindering effect on them or just straight up damage them. Then, condition builds would have a better chance to counter the engi like they are supposed to.
Conditions are a really strong counter to turret engi, they can only remove 2 conditions every 15s, and then whatever they get from runes and sigils, which is garbage removal.
I think the developers do care about public’s opinions? After all, those are their customers. I’d also bet that a good amount of balance changes have been made because of players’ opinions and feedback.
I’m not saying the engi should place turrets 1,500 away from the point, but having that much effective range gives them a lot of options. Most good AOE’s have what? 300 radius or less? If a turret is chilling even 500 range away from the point, most aoe damage won’t pressure the engi and turret at the same time.
And condition damage is good against a turret engi yeah, but it still takes ages to kill them and the turrets are basically invulnerable to you. You take heavy damage and cc from the turrets while you hope that your condi damage is enough to cut through nearly 30k HP fast enough. That’s if the engi doesn’t decide to kite or LOS you.
Yes, you don’t nerf turrets to spite them for ANet making Minions awful. You can spread turrets out all you want, the professions that currently have access to burning have it on very large AoE abilities that are going to hit turrets that are placed within range of fighting, all that spreading them out does is increase how much mindless spam it takes to finish them off.
And no, turret’s base HP is similar to minion HP, however minions get 50% HP which throws all non-bone minion HP values above the highest turret HP. Also any minion build includes at least high regen uptimes and Transfusion, you can also mix in Renewal sigils for a fair bit of healing. That is all besides the real point though: why use MM as a point of balance when MM is absolutely awful right now? MM and Turret engi strength should meet in a middle point, along with nerfs to their passive uses and buffs to actives. Burning accomplishes none of this, it just makes turrets worse in teamfights, makes the builds that are already really strong stronger, and doesn’t address any real issues.
I compare them to make the point that turrets are levels above any other classes AI skills. So yes, buffing minions along with ranger’s spirits to the level of engi turrets would “solve” this (creating a whole mindless AI metagame), or just nerf turrets to the same level as those. Which do you think would be more publicly accepted?
For that 50% hp buff on minions, the turrets get a 30% damage reduction, damage buff and self-healing, along with immunity from crit and condi. Which would you say is worth more?
The 2 most damaging turrets have 1,500 effective range. If they are strategically set, there’s no aoe skill in the game that can hit them and pressure the point reliably at the same time.
Also i’m not saying turrets should only be affected by burning, i’m saying that ALL conditions should have some sort of hindering effect on them or just straight up damage them. Then, condition builds would have a better chance to counter the engi like they are supposed to.
If the greatsword gives us a form of taunt, wells would wreck even more than before.
Why would we buff burning? Did we not learn our lesson already on how strong burning already is?
Also, turret’s base defense is fine. Making them susceptible to conditions would require a massive HP buff, otherwise a warrior could walk up, drop a fire field, and turrets are gone with 0 counterplay or skill involved. Turret builds might be a problem right now, but making turrets useless isn’t the solution either.
You mean like an elementalist’s dragon’s tooth can nearly wipe out a necro’s minions?
Here’s the counterplay: spread your turrets out and put some thought into the placement so one AOE doesn’t clear them.
Also, an engineers turrets’ HP is pretty similar to a necro’s minions ( 3 of the minions actually have less HP than every turret) while the minions DO NOT get immunity to CC, conditions, critical hits, or get to regenerate health.
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Turrets are immune to CC while producing stupid amounts of it, immune to critical hits, immune to conditions, do way more damage and have more health than any other player AI, on top of that they even regenerate health. How is that balanced?
Conditions are supposed to be the biggest counter to engineers, it’s cool to be “realistic” and all (not really) but they should still have a counter.
Talking about realism, I don’t think a good amount of the engineer’s skills (rocket boots, AUTOMATIC TURRETS, air supply drops, etc.) belong in any type of medieval/fantasy game to begin with.
I’d have no problem with them being affected by all conditions, maybe it doesn’t have to damage them directly, but have some kind of effect on them.
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shhhhh nobody tell him that 4,500 is actually really low for deathly claws
Dhuumfire is better now mind you it shouldn’t be a Grandmaster trait. You can control your burst which I would consider better and requires more skill to use. Before, it applied on crit with a short ICD which people apparently considered “too OP” meanwhile now we have Engineer’s that can apply literally every single condition besides fear in like 3 seconds.
I’m not upset that Dhuumfire was changed as personally I like the change. I just think that since it’s essentially the same trait as an Engineer’s it should also be a Master trait.
That’s another thing.. I saw the patch notes and their reason for the dhuumfire change was because “it doesn’t promote skillful gameplay” since it’s on crit and random proc I guess? But I guess somehow it’s more skillful when an engineer does the exact same thing, dat logic..
I joined after the “dhuumfire days” and I just had a couple questions to ask people who played during it.
Which traits/skills were nerfed to compensate for the power of dhuumfire builds? and how were they nerfed? Also, is there any good reason why they are not reverted by now? ._.
I’ve also been wondering, if the dhuumfire trait was such a huge problem and horribly OP, why are engineers allowed to have a trait that literally does the same exact thing and isn’t even in a grandmaster slot??
The only thing we should be comparing is our current frustrations that hold our two classes back ^^, I feel Necro and Mesmer share a special similarity atm.
Sincerely, Mesmer main.
Yes this.
Sure, necromancer would kill to have the mobility, stealth, escapes, evades, lockdown, and group utility of a mesmer.
As I’m sure mesmers would kill to have our sustained dps, our wells and completely amazing AOE dps that can end an entire team fight, and our 5k life blast auto attacks, +other things I’m sure.
I’m the end, both classes are sort of In the same spot in the meta, and both need some buffs or work done.
I have said a couple of times in the PvP forum that conditions are a very good way to counter the engineer. Engis have bad condition clear. Therefor most Turret Engis run Melandru Rune and Sigil of Purity. But even with that they are vulnerable to conditions. Of course you have to position correct. If you stand on the point and let all the turrets hit you while you bomb the engi with conditions you may die faster than the engi.
I understand this, and a necromancer can stack conditions and burst them at 900-1200 range pretty consistently, something other conditions builds can’t do as well. This is why i’m confused as to why they’re never specifically mentioned.
Because it’s still a better strategy to just avoid them! Even if you do win (and you should). It takes time, and the point stays in the engi’s favor. It’s like dueling a bunker guard or even a tanky medi guard on a mesmer: you’ll win, but while doing it the points tick in for the opposing team, and you’d be more useful elsewhere.
I’m more referring to the threads complaining about mutliple turret engi’s on a single team, where avoiding them isn’t an option.
I’ve been playing turret engineer for the first time ever last night, and I’ve beaten my fair share of Legendary Champion terrormancers. It sure is a counter to turret engi, but the match-up is nowhere as hard as against my celestial engineer, even with EG.
I’m confused, are you saying it’s easier to deal with a terrormancer on your turret build, versus your meta build?
I have said a couple of times in the PvP forum that conditions are a very good way to counter the engineer. Engis have bad condition clear. Therefor most Turret Engis run Melandru Rune and Sigil of Purity. But even with that they are vulnerable to conditions. Of course you have to position correct. If you stand on the point and let all the turrets hit you while you bomb the engi with conditions you may die faster than the engi.
I understand this, and a necromancer can stack conditions and burst them at 900-1200 range pretty consistently, something other conditions builds can’t do as well. This is why i’m confused as to why they’re never specifically mentioned.
Over the past weeks, this whole PvP forums has been filled with hate and complaints against the turret engineer build. Everytime somebody asks for a counter or a way to deal with them, the usual answer is just “avoid them ,rotate around them” or “if you can’t beat them, join them” i’ve even heard of people suggesting switching to staff ele to deal with multiple turret engineers.
My question is, why is one of the main counters- The condition necromancer, never mentioned? Why is the suggestion to switch over to an elementalist instead of necromancer when you run into teams of turret engi’s?
Are necro’s really THAT bad in their current state, that another build is better to handle the ONLY class they counter? Or am I just misinformed on build match-ups?
I’m wondering what the optimal utility skills are for a pvp terror build traited for foot in the grave. The meta builds seem to have wurm AND spectral walk on their utility bar, but I would imagine that the ability to stun break every 10 seconds without using a skill would change the need for those.
Spectral wall? Epidemic? Plague/locust/spite signet?
Is the teleport from wurm too valuable to lose? the swiftness from Swalk?
Idk just wanted some opinions what the “optimal” utility bar on a build like this would be now since the change.
Basically if you go off of this thread-
Every build in the game is an easy facerolling build that anyone can play and pushing buttons takes no skill
but all the builds also take a ton of skill, very hard to play, and are very unforgiving.
I can agree with the chill of death thing. Atm its a bit hectic, also not sure why a class with 2 hp bars really needs to hit for high damage.
Please go try to run a power necro in pvp without traiting for damage and tell me how it goes.
Ummm…I have? Well leeching + Death shroud. Went pretty well actually.
Well leeching? So you specced fully into Blood Magic and took a grandmaster trait in it on a power build? That doesn’t sound like a power build at all.
I can agree with the chill of death thing. Atm its a bit hectic, also not sure why a class with 2 hp bars really needs to hit for high damage.
Please go try to run a power necro in pvp without traiting for damage and tell me how it goes.
Guardian? I think the worse ones are Ranger and Thief. Rangers are just a pain on their own, then add all people running pew pew longbow rangers not knowing what they’re doing at all is not fun.. Then you have thief which is bad for the same reason you state guardians are. A glass thief that doesn’t know what they’re doing (which seems to be most of the dailies people) die in like 3 seconds and contribute nothing to the team.
I agree “daily __ winner” gone pls
Everyone argues about passive things yet half the game is instant cast/passive
Basically this.
It’s either instant or really slow casting,few in the middle.
Yep, lets just delete all fire, air, even strength sigils. Delete all of the runes with “chance when struck” bonuses (including pack and strength runes). Delete all of the traits with threshold and critical hit proc reqs. Oh kitten this means even the Fresh Air trait itself is gone too since it’s on-crit and passive with no button pressing.
Crit is passive stat that is not getting removed so… There just needs to be more in the middle rather than extremities.
I was agreeing with you and being sarcastic lol
Everyone argues about passive things yet half the game is instant cast/passive
Basically this.
It’s either instant or really slow casting,few in the middle.
Yep, lets just delete all fire, air, even strength sigils. Delete all of the runes with “chance when struck” bonuses (including pack and strength runes). Delete all of the traits with threshold and critical hit proc reqs. Oh kitten this means even the Fresh Air trait itself is gone too since it’s on-crit and passive with no button pressing.
Condi necros will wreck Mallyx Revenants. Basically the only condi build that has a shot against them, though.
^This
A Carrion necromancer is probably the only condi build that could withstand all the ridiculous torment and confusion stacks. Plus they can either just eat them up or throw them right back at the revenant.
Their healing skill also looks very similar to a Necromancer, except it doesn’t seem like it actually CLEARS their conditions, while a necro’s does.
The only thing that worries me is invoking legends in combat and how that works and what limitations it has.
Imagine the potential of epidemic now…
Lol traited necro is supposed to counter cele’s but it’s not the case in team fights, revenant will just add 1 boon to the already massive and fast generating pool and 2 cc’s laughing at our break stuns and slow cast time. With no change necro will just stay by his grave looking over the ranger’s pet, I will still play him tough…
We have plenty of fears and we may very well get some form of Taunt as another CC in the expansion. Revenant cast times also don’t look too different from a Necro’s.
There is some crazy hyperbole being thrown around here. Remove necros from the game? That’s insane. No one will take that seriously. The better idea would be to remove all the other classes from the game. “Necro Wars 2” Boom. Everyone is happy.
Necromancers have without doubt received the least attention of all classes since release and are in my opinion currently in the worst spot. The bandaid that was Dumbfire backfired and led to them essentially being left behind, while all other classes developed in some meaningful way. This might not be that noticable if you have not followed the course of the game from release, but is painfully clear if you did.
The issue for me is: I think this is highly unlikely to change in the foreseeable future. The argument will be that with the introduction of the revenant, there are more than enough balancing issues to deal with as is. Seeing as this is unfair to new players that might be rolling and leveling a necro, you might as well say: ‘The arrival of the revenant has made necromancers obsolete and we will be phasing out this class, compensating every necromancer player with a revenant of the same level.’ I mean I understand that this will never happen, but hopefully such lines of thought might bring more attention to the state the class is currently in.
There HAS to be a game changer for necromancers when HoT hits, everyone will just be running revenant and arena net is probably aware that having everyone roll one class will be stupid and unfun. I think they will bring more to the table for other classes. But who knowsbiy is arena net after all……..
Tl;Dr may be we are in for another “ele-pocalypse” (as quoted by one of the devs)
(here’s my wishful thinking)
There is a chance for this to be a good thing. I think there’s a chance that the Necro could possibly be a Counter to Revenant. They are both very similar in the way their condition game is played. (healing skills are similar, plague form is similar to demon stance elite, both get stronger in a way with more condi’s on them, etc.)
Revenant seems to be amazing at applying conditions and boons, but the necromancer has the ability to throw conditions right back onto you AND corrupt your boons(hopefully including resistance). Those are things other classes cannot do. Not only that, but we can also Epidemic a Revenant which will probably kitten over his team and himself, since they seem so reliant on gathering up as many condi’s as possible.
Not to mention Necro is tied with warrior for highest health pool in the game, which by itself is a big reason we do well against condition builds. (i’m assuming Rev will get the lower end of the health pool)Basically, if Revenant is as OP as we all think it will be, it will be all over the metagame. If Necromancer is a perfect counter to it, we might inadvertently become wanted/needed and finally become a big part of the meta ???
I am way ok with that!
Yeah I am sure a ton of people, if not almost everyone will be running revenant for quite awhile before moving back to their regular class. That almost makes me want to hold off on revenant for awhile, and start melting faces while everyone is learning to play it
But yeah, necro could very well be a hard counter to rev, which would be nice. But also I think the specializations will help necro alot. Which just the specializations might bring necro to the meta themselves. But I am excited to see whats coming.
Yeah i’m with you, I hope the specialization adds a lot for us. I’d much rather see the necro get its own role in the meta, rather than being there only to keep another class from doing so.
There is some crazy hyperbole being thrown around here. Remove necros from the game? That’s insane. No one will take that seriously. The better idea would be to remove all the other classes from the game. “Necro Wars 2” Boom. Everyone is happy.
Necromancers have without doubt received the least attention of all classes since release and are in my opinion currently in the worst spot. The bandaid that was Dumbfire backfired and led to them essentially being left behind, while all other classes developed in some meaningful way. This might not be that noticable if you have not followed the course of the game from release, but is painfully clear if you did.
The issue for me is: I think this is highly unlikely to change in the foreseeable future. The argument will be that with the introduction of the revenant, there are more than enough balancing issues to deal with as is. Seeing as this is unfair to new players that might be rolling and leveling a necro, you might as well say: ‘The arrival of the revenant has made necromancers obsolete and we will be phasing out this class, compensating every necromancer player with a revenant of the same level.’ I mean I understand that this will never happen, but hopefully such lines of thought might bring more attention to the state the class is currently in.
There HAS to be a game changer for necromancers when HoT hits, everyone will just be running revenant and arena net is probably aware that having everyone roll one class will be stupid and unfun. I think they will bring more to the table for other classes. But who knowsbiy is arena net after all……..
Tl;Dr may be we are in for another “ele-pocalypse” (as quoted by one of the devs)
(here’s my wishful thinking)
There is a chance for this to be a good thing. I think there’s a chance that the Necro could possibly be a Counter to Revenant. They are both very similar in the way their condition game is played. (healing skills are similar, plague form is similar to demon stance elite, both get stronger in a way with more condi’s on them, etc.)
Revenant seems to be amazing at applying conditions and boons, but the necromancer has the ability to throw conditions right back onto you AND corrupt your boons(hopefully including resistance). Those are things other classes cannot do. Not only that, but we can also Epidemic a Revenant which will probably kitten over his team and himself, since they seem so reliant on gathering up as many condi’s as possible.
Not to mention Necro is tied with warrior for highest health pool in the game, which by itself is a big reason we do well against condition builds. (i’m assuming Rev will get the lower end of the health pool)
Basically, if Revenant is as OP as we all think it will be, it will be all over the metagame. If Necromancer is a perfect counter to it, we might inadvertently become wanted/needed and finally become a big part of the meta ???
Then please shed light on what your doing differently. A thief has many ways to reset the fight and remove conditions while stealthing. I usually find them running circles around me as im trying to catch them and if I miss that small window of opportunity of downing them before they restleath, im dead.
I’m prooobably gonna regret posting , but oh well.
As a thief, I don’t like fighting necros. For a light armor class, they have good sustain, and can drop plenty conditions.
Thieves reset the fight because they are getting pressured. That usually means they have spent all their escapes and need to pull away for a cooldown to finish. The main form of stuns and interrupts come from basilisk venom – keep an eye on the little green icon and if you dodge the attack, BV is spent and they can’t use it again right away.
Condi cleansing doesn’t only come from stealth – and it only applies if the thief is running point lines in SA. Shadowstep can also remove conditions. Their steal skill against necros is the fear skull, but you can watch the animation of when they rise it in the air, and you can dodge it.
CCing a thief in a well is pretty effective. Personally as a thief, if you go lich form, I’ll throw caution to the wind and make you focus on me instead of my team’s DPSer. Don’t get tricked into doing that. A thief can evade the attacks pretty effectively. I can easily disengage mid-fight to throw a quick spike or CC on someone else, then go back to focusing the biggest threat.
All you have to do to kill a necro is daze shot then cleave or blind then cleave, as necros has very long cast times so it is difficult to get rid of the blind without landing a good skill with the hopes of not missing. And if your s/d thief all you do is evade the necros major attacks with all your evades. Thief pretty much hard counters necros if you play it right. Terrormancer is a little harder to fight as a thief but its still do-able.
^ This. I imagine thats why necros have a lot of access to weakness. Maybe we should be taking that condition more seriously.
I’ve started to build my power necro for more defence against good thieves. Even though the daze shot basically renders us useless since everything gets interrupted lol, I take one well, as well as spectral wall and I use weakening shroud instead of focused rituals. I make up for the damage loss by taking focus, because if you can hopefully get the cast off and go into your death shroud all 3 procs crit and can track stealth. Warhorn is still good but I use focus mainly with traveller runes. Sometimes I switch out dagger for axe but its interchangeable.. ….I also take the retaliation upon entering death shroud over gain might with each life blast.
Basically I’ve built more defence but take less damage in terms of aoe cleave. Spectral wall isn’t too shabby with the recent stab changes……a good thief will still kitten a necro up.
Spectral wall on a power build? :0 that sounds interesting, how useful would you say it is compared to another stunbreak or 2 wells? If anything, i’d consider running corrupt boon on power. I think i’m also gonna run traveler runes from now on, how noticeable is the damage drop?
Typical arah armor but I think the dyes and skins make it look really nice
(shadow abyss dye blacks out the arah hood for a really nice grim reaper look)
Aw yissss this is huge for terrormancer builds, ty anet
Mainhand dagger is better designed than most weapons. You don’t want to use skills 2 and 3 on cooldown, which is better design than a number of other weapons in the game. Each skill has a use, and they’re pretty good for said use. But the uses for 2 and 3 aren’t ones you necessarily want to spam whenever.
Dark Pact could probably use either a cast time or cooldown reduction, though.
I seriously never use the #2 skill in pvp. Whenever I actually do end up pressing it, is when my life force is empty, all other skills and weapon-swap is on CD and the enemy is running away and just out of reach of my autoattack. Which barely ever happens- Am I doing something wrong? Lol
Nope that’s pretty much when you use it.
Alright good to hear xD
Mainhand dagger is better designed than most weapons. You don’t want to use skills 2 and 3 on cooldown, which is better design than a number of other weapons in the game. Each skill has a use, and they’re pretty good for said use. But the uses for 2 and 3 aren’t ones you necessarily want to spam whenever.
Dark Pact could probably use either a cast time or cooldown reduction, though.
I seriously never use the #2 skill in pvp. Whenever I actually do end up pressing it, is when my life force is empty, all other skills and weapon-swap is on CD and the enemy is running away and just out of reach of my autoattack. Which barely ever happens- Am I doing something wrong? Lol
Maybe in the top 1% of the PvP and hardcore competitions the Necro is useless, in the other 99% it work decently enough.
You even admit we’re useless in hardcore pvp. Necro is already next to hopeless in the dungeon/PvE ascpects of the game, then we’re supposed to be okay with just “decent” at non-hardcore PvP? While Guardians, thieves, elementalists, engineers, warriors are completely amazing in both.
Of course I admit it. Because its simple math. If A, B, C, D and E are 5% better than F, G and H while you only have 5 slots to fill… You’re going to choose from A-E to fill the ranks. Same reason why GWEN has ruled WvW. AoE effects are party priority and limited to 5 so that dictate party composition. Dungeons – same thing. Everything in GW2 is controlled by party size and AoE limit.
Someone has to be okay with it. With the Revenant coming, one of the “good” classes might even be pushed out. Because its going to end up either in the meta or in the trash, isnt it? If its the former, people will come here once again and go “please just remove the elementalist from the game” or wharever class has the fortune to be the chosen one.
At some point you have to accept it. Necro could use a boost in dungeons and I hope the greatsword change that, but for PvP… its still decent.
Back to my original statement, “The only thing we’re good for in this game is dropping a well in a zerg fight”. Basically anything else we want to do in the game, another class will do better than us. What you’re saying is backing that too.
If any other class in this game was in the same position, they would complain and ask for change too. Ranger was just like us for a long time and look- now they got buffs and new tools and even have their own niche in dungeons. (while the necro keeps getting nerfs)
Also ironic that you mentioned the Revenant and how it will replace classes.. It’s a heavy armor class that seems to be better at condition manipulation/control and sustain than a necromancer would ever hope to be. It seems like they are giving that class everything Necro has been asking for since the beginning and making it what a Necromancer SHOULD have been.
I’m just hoping the Greatsword functions similar to a Guardian’s greatsword.
- skill- Decent damage (not more than dagger) cleaving auto attack with a little chill on it.
- skill- Very good bursting DPS attack with some sort of finisher on a low cooldown.
- skill- some kind of leap, charge, evade, or offensive teleport
- skill- A defensive/support utility. Maybe a blocking skill, stability skill, a boon granting support well, or possibly something that gives us an actual useful combo field.
- skill- Some kind of interrupt, probably taunt, maybe AOE?
Turret Engineer, Pew pew glass longbow ranger, Minion master necromancer, Dagger dagger stealth-backstab-heartseeker spam thief. All easy to play, somewhat fun, and very strong against newer players.
I tried to snipe the shadow greatsword skin as soon as I could with the assumption that it would only rise in price. I plan to use that on my necro and I might even splurge on the shadow abyss dye eventually (that kitten looks amazing on arah armor)
Maybe in the top 1% of the PvP and hardcore competitions the Necro is useless, in the other 99% it work decently enough.
You even admit we’re useless in hardcore pvp. Necro is already next to hopeless in the dungeon/PvE ascpects of the game, then we’re supposed to be okay with just “decent” at non-hardcore PvP? While Guardians, thieves, elementalists, engineers, warriors are completely amazing in both.
Well necromancers are supposed to be the masters and manipulators of death, they just failed to mention it would be our own death xD
I’ve been doing glorious o.o I heard it’s better chance at ascended pieces. Is that true and how does it compare to these others in terms of money?
If you are looking for ascended, again, do Magumaa. I have done the Magumaa track between 30-40 times and have only 4 times not got an Ascended piece each track (Mostly rings). I haven’t done Glorious that much (maybe 15-20) and have maybe got 3 pieces of Ascended from all of it. It is definitely the track. The drop rates are better and I am guessing has something to do with the loot boxes names being higher drop rates?
Example (but a rarer occurrence). Bought a 3rd account recently (on sale) and within the first hour had 2 rings and a weapon chest from Magumaa track. Obviously it doesn’t happen that often a lot but I can guarantee it would not have happened from a different track. Also, as I said it was a new account = 1% Magic find. Not sure what it is about this track, but it is OP. If you want to venture out of the mists and use the geodes, badges and keys; it will bag you more money. I don’t do that and it is still most profitable track.
Awesome man, thanks. Yeah I barely leave pvp for any reason so I was a little worried about where the actual profit comes from lol. Just one more thing, do you boost your magic find before you open your boxes? To get all those ascended pieces. If so, how far do you boost it to?