And what about Signet of Undeaths passive, which gives LF and with Signet of Locust active, which does aoe live steal?
The passive on signet of undeath is not powerful enough to be meaningful and I do not think that it works while in DS. The active of a signet like this would probably heal for around what healing signet or signet of restoration heals for (3,275 (0.5)).
From the viewpoint of a power necro:
Which weapons do you really like
None. I am not being negative but do think all weapons I use regularly could all benefit from some tweaks
What weapons do you almost like, or like conceptually, but feel they have issues performing as well as they should?
(1) Main hand dagger: I really like this weapon. It hits hard but is high risk. The auto attack is great. Skill 2 is okay but I just don’t find myself using it that much. There is kind of an identity crisis with the dagger. When I swap to dagger, I want to do as much damage as possible in a short period of time because if I do not down my opponent, odds are he will kill me in melee. Although it is nice to get some life siphon, the cast time is long and it does less damage than the auto attack. Again, it looks good on paper but in reality I rarely use it. I would love to have some kind of a gap closer on the dagger 2 but know that Anet is reluctant to do so. I like dagger 3 as well for keeping players in my wells but can see that it may have less utility in PvE. Now, if bosses had mechanics where immobilize was needed, that would completely fix this.
(2) Warhorn: I like the warhorn but think that it could be given a little more group utility, especially with the long cooldowns. In the past, I have suggested it would be nice if deathly swarm gave AOE swiftness as a little boost but the forums quickly rejected that idea. The daze on wail of doom is nice but situational. Maybe WH4 could be modified to also provide some boon/buff to allies who are within the cone
(3) Axe: I use this a lot in WvW and I do not think that it is completely terrible but I also think that it is generally a suboptimal weapon. I think Anet needs to go one of two ways with it. (a) increase the range to > 600 (like 750 or 900) or (b) increase the damage. Increasing the range would allow an increased ability to kite as many gap closers are 600 range and when you get into 600 range, you can basically be in melee at any second. Increasing the damage would allow for the auto attack to actually matter.
(4) Focus: even though I really like focus, I can see how regen on reaper’s touch does not make a ton of sense. Perhaps rather than regen it can give us might with each bounce. This would fit into the idea of working well with power main hands and could also help with group utility. I love spinal shivers but I play primarily WvW. I can see that in PvE it is somewhat lacking. I selfishly really do not want the functionality changed but maybe it could strip x stacks of defiant in PvE in order to make it more viable in that setting.
I also think that new weapons need to be introduced but that is a different topic and it sounds like at some point it will happen. For now, small tweaks to the weapons we already have could make a big difference.
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Just thinking about unusual stuff for a second but what about something like:
Signet of (I can’t think of a good name):
Passive: generate x life force per second. (would have to be a decent amount)
Active: heal yourself (only a modest heal)
The passive would have to work while in deathshroud. If you trait properly, you could stay in DS with 100% uptime and DS would really be your primary health pool. If you lost all LF, you would be in trouble
Not sure if this type of a heal would be practical but something like it would be interesting
I have been coming up against many warriors while roaming in WvW recently and although I am not expert in fighting them, here is my approach. Please note that I am a berserker necromancer so it is from that perspective.
The problem with the current warriors is the unbelievable regen from healing signet in addition to the ability to stunlock us. At least for me, beating them includes one of two strategies:
(1) I now run sigil of doom on my offhands. This allows me to apply poison on weapon swap. I poison them which reduces the effectiveness of their healing signet and then kite them. Save dodges for earthshaker/backbreaker/any other stun. Get reapers touch on them for the vulnerability, get a quick axe 2 off then life blast their HP away, using doom when needed to create a gap.
(2) Hop into Lich as soon as possible and burst them down. The auto from lich can damage them quickly enough to take them down. Stability in lich prevents CC which generally kills us. Preventing stuns in lich prevents them from taking advantage of their increased crit chance from the Unsuspecting Foe trait.
Another general piece of advice: save spinal shivers for when they use their elite signet (which they are probably running). It will completely negate the elite
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Hehe Bhawb is in a fiery mood this morning
But agreed
It wouldnt need in icd. Forceful gs doesnt have an icd. The same goes for all vuln on crit traits on other classes. None of them have an icd, they are just short duration might/vuln stacks.
Point taken, but gs has a relatively slow auto attack compared to dagger. Can you imagine a high crit chance necro using dagger auto?
Not that I wouldnt like it, but I would worry about how powerful it would be
I still think the best fix for siphoned power would be to make it might or vuln on crit.
That would work too but it would need a decent ICD.
Another problem is that it takes away from the feel of the trait. As it stands, the trait is supposed to make you more powerful as you get closer to death. On crit would take away from that feel. I dont feel strongly about this point but Anet might.
I touched with stability up. I win
Good thing to replace 25 Spite trait, which completely dumb and useless
According to Jon Peters, Siphoned Power is a good trait lol. The Devs scare me sometimes.
I think it’s a good idea for a trait, it just suffers the problem of being “too little, too late”. It needs tweaks, but the basic functionality of the trait I think is good. The current implementation is not.
Make it 5 stacks of might when hit under 50% health with a 7 second (or something like that) cooldown. Easy fix and I think the problem would be solved.
I do not like the idea of Masochism as the 25 point trait in the Spite line. Granted, this is coming from the perspective of a power necromancer, but that is our main trait line. Playing a pure power build, there is less room to manipulate conditions than in a condition build (dagger OH less used, staff less used, etc). You can, but you make sacrifices to do so. If a trait like this came into play, I would rather it be the curses 25 and the current curses 25 be the spite 25.
But again, I think that all this could be fixed by slightly reworkng the current spite 25.
I think that there are two potential small changes that could be made to the axe without completely reworking it. My guess is that it would have to be one or the other because both at the same time would make it too powerful
(1) Increase the range of axe 1 and 2 to 900 (or 750 or something). This would provide an increased ability to kite. The problem with a 600 range weapon is that most other classes have gap closers and can easily close that gap. When we get into 600 range, at any moment we will be in melee and the benefit of having a “ranged” weapon will be gone.
(2) Increase the damage of axe 1 and axe 2
Personally, I would like (1) but I think both are viable options that do not require too much reworking
I am pretty sure CD and stats changing is not what defines a transformation given that using a tonic to turn into a dolyak is also a transformation, but even ignoring that…
Again, DS is not considered a transform like Lich, Plague, etc. It is similar in that you are locked out of utility skills but the game does not consider it a transform.
Another example:
You lose your minions on transforms. You don’t in death shroud
Stat changing is very relevant to what makes a transformation a transformation. Transformations boost stats. This is huge. DS does not. Tonics are a null point – they are not a real part of gameplay.
Weapon swap = healing and utility skills still usable. ex. kits, bundles, attunement
Transformation = no access to healing and utility skills. ex. Rampage, Tornado, Elixir X & S, Mist Form, Lich and Plague forms, DSAre you asking why on-weapon-swap sigils does not work with Transformation?
I understand the arguement but it is not entirely true. DS is not identified as a true transformation. The wiki refers to it as similar to a transformation, but it is not a transformation. All transformations change base stats. DS does not. All transformations are on long cooldown (with the exception of elixir x), DS is on the same cooldown as a weapon swap.
Im glad its not considered a weapon swap because i dont think we would recieve the benefits of the trait “Axe Training” while in deathshroud if it was considered so.
I dont know if it would or wouldnt if it were considered a weapon swap. I play a power necro so I had the same though but you have to consider other builds. There is basically one build that really utilizes this. All builds would be able to benefit from “on weapon swap” sigils proc while going into death shroud. Run superior sigil of battle and theres 3 might right there for power builds.
No. It’s clearly not a swap as we still run weapon trait buffs while in DS.
I’m not sure that makes a difference. You’re still swapping a whole set of weapon skills
Even if it does make a difference, it’s only partially true. Yes, axe training increases DS damage but it doesn’t reduce the cooldown of DS skills. Nor does dagger mastery
Hold on… since everyone here listed Mesmer, I take it that nobody of you plays a condition necro… right?
Power necro here
Do you guys think that DS should proc “on weapon swap” sigils?
Elementalists class mechanic is attunement swapping. When you swap attunements, you proc the “on swap” sigils. Granted, they only have one weapon set but it allows for 4 swaps.
Our class mechanic is DS. When we jump into DS, we have a whole new set of skills. DS uses some of the characteristics of the weapon we have equipped while we are in DS (eg modifier sigils). I don’t see any reason why DS should not count as a weapon swap. The “near to death” every 6 second crap argument we have seen for so many things recently is a null point due to ICD on many weapon swap sigils.
1. Warriors are a hard counter to us right now
2. Endless clone mesmers can engage and disengage at will
3. As a power necro, the fact that a full dire condi necro with dhuumfire can burst me more quickly than a gc necro is over the top
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Berserker necro is powerful and fun to play. It has decent survivability for being a glass cannon. When certain overpowered builds are toned down (healing signet warrior, dire necro, etc) it will be very viable
9,056 is impressive. I have never hit that hard with my full zerker build.
I dont use food/oil though. My guess is that your enemy was using scholar runes and was above 90% HP, you were below 50% HP and they had close to death, they were running butternut squash soup and sup sharpening stone, they had full stacks of bloodlust, they might have used blood is power for might and probably got some vulnerability on you.
I tend to max at around 6.5k on squishies when they are below 50% HP and I am above 90%. Again, no food/oil but 9K consistent seems a little odd – I would think the stars have to align for this.
I’m not a fan of mesmer combat…
I think that is what it comes down to. I understand the mesmer defense through clones but there are certain game mechanics that simply arent fun to fight against. Stealth/invisibility is one. Mesmer clones are another. I can imagine mechanics like these are fun for those playing the class but for every enemy, theyre just annoying. I’ve played for long enough that I can find the real mesmer and kill him/her but it doesnt change the fact that they are not fun to fight.
Went out and did some quick fights, heres a demonstration of my build
http://www.youtube.com/watch?v=3jXcX6qdkNA&feature=youtu.be
Nice video man – like the build but especially like the gameplay
I like your video!
You run a pretty much identical set up to my Zerker Necro.
Nothing more enjoyable than cutting a thief in half with Lifeblast as he tries to run away.
Thanks man – appreciate it
It is very fun to play – isn’kitten Can be extremely frustrating when focused but I like the fact that it is a somewhat faster play style for a necro
No offense intended, I have been trying to make this work for quite some time, and without a thief to house over me everytime I get focused, a 2vX seems nearly impossible.
No offense taken at all
I try to stay away from the zerg when running this build and my guild is very forgiving of me in small teams. I mostly try the solo roam to prevent the whole liability thing. I will usually make a quick armor swap when I am zerging, throwing on knights armor with melandru runes and exchanging some of my trinkets for knights and caviler. Also, swapping out deathly perception for foot in the grave
What build do you use?
Standard 30/10/0/0/30
Spiteful talisman, chill of death, close to death
Weakening shroud
Vital persistence (in anticipation for dec 10), spectral mastery, deathly prescriptionThose are some harsh pills
Hahahah thanks for catching that. kitten cellphone auto correct. Fixed
30/10/0/0/30 will work just fine with dagger/wh.
30/25/0/0/15, dagger warhorn
Ahhhh the eternal necro forum debate
Nice video, saw a few times you were going for the cap and were being thrown around the place, dont forget you can cast plague form mid cap for stability cap, Well of Darkness could also be a big help ( though you probably know this).
Thanks man
and thanks for the tips. Every so often I’ll swap out WoC to take WoD or signet of spite for access to blind for the stomp (spite only works if the enemy spams 2 when downed). Depending how the change to weakening shroud goes, I may take chilling darkness and run with WoD.
When you say you die 10 times for one kill I don’t think it’s a viable build.
Hehe- I have to stress that my number of deaths isn’t just the build. It’s a combination of me playing like an idiot (frontlining as a berserker), testing what I actually can and can’t do (running headfirst into groups when solo) and until recently, not paying enough attention to my positioning. Obviously necros lack of disengage frustrates me to no end but you would be surprised how long it can stay up when you dodge and use DS (when you are not being focused by a group. As a necro, every build I have played is basically screwed when focused. Just happens a little more quickly in full berserker)
What build do you use?
Standard 30/10/0/0/30
Spiteful talisman, chill of death, close to death
Weakening shroud
Vital persistence (in anticipation for dec 10), spectral mastery, deathly perception
(edited by Sepreh.5924)
Hey all!
Just wanted to share my first berserker necro compilation with the necromancer community. It is my first attempt with real video editing, so try to be kind if it is not 100% polished
The video contains some random roaming fights I have had recently as well as a little display of how my guildies kick kitten and carry me (the clip of me stomping like 4 people in a row). I know I make a lot of mistakes when I play but I hope that these videos will (1) get people more interested in berserker necromancers in WvW, (2) give people some ideas about strategies for playing berserker necromancer [by both looking at what I do well and what I do less well] and (3) give me some feedback so I can become a better player.
A few notes:
1. I know that I do not run food or oil while roaming. It is a conscious decision. I do it so that I hopefully have to play a little better to win and grow over time. I know this is somewhat hypocritical because I have ascended trinkets and a legendary axe but what can I say?
2. I tried to not use too many clips where I pop into lich form (because who wants to see 1,1,1,1,1,1,1) but I did include a couple just to show how freaking cool and powerful it is
3. I know I could have some versatility if I ran staff but I do not like the weapon and probably will run axe/focus and dagger/warhorn for the foreseeable future
4. For every kill I show in this video, I have about 10 deaths. Seriously. I have a good 3x the number of deaths of my guild leader on her main toon. I die a lot. Partially stupidity, partially testing what I can/cannot handle. One day I will post an outtakes compilation with a ton of embarrassing deaths
5. Ignore the fact that I did not hide my chat window
6. Thanks to everyone in this community for caring about this class and to all the power necros who have already posted videos. It is a fun playstyle which is refreshing
Let me know what you guys think and thanks ahead of time for the feedback! I hope to make some more of these as I get more footage.
If people are too lazy to go earn ranks, that’s their problem. There’s nothing wrong with these buffs.
Nothing to do with being lazy.
Yes there is something wrong with these buffs.
Power creep is bad for the game. Individual stat buffs are bad for the game.
I agree with this in principal but given the classes I mostly play in WvW are the 2 lowest base health classes I just like to look on it as a way of overcoming these balancing problems which it seems are not going to be addressed in the rest of the game.
The low base health is included in the balance. It is the applied fortitude and guard leech that are disrupting that balance
You like having a unfair advantage. Quit trying to justify it, its disgusting.
^this
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Here’s a thought, go get Guard leech and applied fortitude.
they put the time in to get those buffs why shouldn’t you?
But that is the problem. There is a difference between putting time into developing your skills so that you win fights and putting time into blobbing for WXP so you can get guard leech and applied fortitude to win fights.
My view is that time should be put into getting better and that getting better should be what wins you fights. Not stat bonuses where the “time” put in could realistically be a bot following a blob.
From what I see, the people defending these stupid mechanics are the same people roaming with cheap builds, trying to gank people and then running to avoid losing their valuable stacks whenever the fight begins to swing in the other direction. Honorable. Esports
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I think it is a kittenty and cheap way to play
That being said, when I come up against someone 1v1 who has 5 stacks of each and I lose, I have an excuse but when I win, it is so fulfilling to have them lose those stacks
Oh, yes. The big doofus standing there all by his lonesome.
Hahaha for some reason this line brought a huge smile to my face
It is:
Head: winged
Shoulders: any (hide them)
Chest: trickster (buy on gem store)
Gloves: any (hide them)
Legs: t3 human (if toon isn’t a human, go for named pants)
Boots: trickster
I’m using abyss dye and silver dye for highlights
I am partial to the thiefromancer look
What if the fiend had a better active but that active could be interrupted like:
“Leech life: your blood fiend attaches to your enemy for x seconds during which time it does not heal you. At the end of x seconds, blood fiend siphons x hp”
This would allow your enemy to dodge the initial attach, kill the blood fiend within the x seconds, interrupt the fiend during the x seconds, etc
Just throwing out ideas
Remove almost any remote sense of skill in using the minion? No thanks. The MM build has enough “if I just sit here pressing 1 I’ll probably win” already. They need to promote more active play in it, and this wouldn’t help at all. ..
Thanks for the feedback – don’t play minion master so I don’t have a lot of input on that perspective.
It seems like it is relative consensus that blood fiend needs to be buffed in some way to be a viable heal.
What do you think is the best way to do this and make it useful for both mm and non-mm builds but also prevent it from becoming overpowered? Would it be to increase the total HP generation per second? To increase the sacrifice heal? To transfer conditions on sacrifice? To make its active a skill that does not sacrifice him but provides an increased life siphon with some risk?
I am of the mind that they should just pick what they want weakening shroud to be – all damage or all defense.
I would opt for all defense because I think the consensus is that we are not lacking in damage but need sustain raised up a bit.
Ideally, I would like to see weakening shroud apply weakness for 3 seconds and a short duration blind on a 10 second cooldown. The weakness would be primarily for PvP and WvW. I may be wrong, but it is rarely one shot mechanics that kill us in those settings and I dont think one blind would be powerful enough. The blind would be primarily for PvE. This should be a guaranteed blind so that bosses are guaranteed to get it. It would be our form of block/aegis/evade/dodge.
I still think an improvement could be:
“If blood fiend is killed (read: not sacrificed), heal for 1.5x the sacrifice heal”
Play/counterplay. Does your enemy target the hps (health per second) minion and try to get him down to prevent your hps but give you a heal or does the enemy just let him stay up?
I’d be wary of using Blood is Power and Scholar runes at the same time. Your build is extremely squishy so self-inflicting damage seems to me a bad idea and will put you close to that 90% threshhold. If you want might, eat Truffle Sautee or replace Spiteful Talisman with Reaper’s Might.
This can be true but there is kind of a way around it. Cast blood is power before you have a target. You lose out on the bleeding on the target but also do not get a self bleed which helps when you are using Scholar Runes
If you are thinking of going dual damaging wells (which I do, WoC and WoS) – awesome! It is fun. Just a couple random tips you probably already know:
(1) If you are using them to help down an opponent (rather than putting pressure on a downed opponent), it helps to use DS5 and/or dagger 3 before throwing down your wells. Even though people can condi cleanse/blink/etc, it increases the chance you will keep them in the well and do decent damage.
(2) Damage dealing wells can be used both offensively and defensively. A lot of times people know just how hard our wells can hit and will avoid them. If you are trying to create some distance between yourself and an enemy, throwing down a well can sometimes help create that distance. Also, if it is well of corruption and they decide to run through it, depending on the boons they have prior to going through you can convert those to multiple defensive conditions.
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11/10/13 – This week Bhawb and Tenderly go over the couple of developer posts having to do with the Necromancer profession. We talk about their ideas for traits and Death magic. We also finish up talking about Soul Reaping, leaving the Blood Magic trait discussion for next week, to give it the full time it deserves!
http://sittingonacouch.com/guild-wars-2-necromancer-podcast-corpse-episode-35/
Tonight’s walk home from work just got 10x better!
Thanks for putting the work into these every week guys
There are typically two types of players you run across solo in WvW. The ones running to their zerg which are free kills and the ones that intentionally run solo, 90% of which will be running some kind of cheesy build.
Exactly!
I may be in the minority thinking this, but does anyone else think that it would be better for the community if this were not the case? If there were not cheesy builds and every fight lasted a little while?
Maybe it is just a pipe dream but again, I posted this video not to showcase a well played fight but to instead showcase a fight that had some give and take, some back and forth and an outcome (I consider this a loss even though the thief jumped in to take my opponent down) that was more determined by mistakes that I made (using my spectral recall a half second too late, not getting a spinal shivers off after he popped his elite, not immobilizing him before throwing down my wells) rather than a particular fight dictating mechanic
Overally, power necro can put out far more single target burst than a condition necro can. The burst that is over the top from condition necro is from a dhuumfire build opening up with signet and then chain fearing which is very effective against something like a power necro since there is no stability to counter it.
Hey Oozo, thanks for weighing in. I always enjoy your videos and respect your opinion on the subject.
“The burst that is over the top from condition necro is from a dhuumfire build opening up with signet and then chain fearing which is very effective against something like a power necro since there is no stability to counter it”
This was exactly what I am talking about when I was talking about the over the top burst from condition necros. Especially since it can be done in full dire gear. I might be playing my build wrong but the videos I have seen of this can burst just as quickly as a full berserker build with more survivability due to the ability to take more toughness and/or vitality.
Now, I don’t want anything to think that I do not like condition necros or that they are “cheap” in any way. Watch Oozo’s videos and you will see just what a condition necro can do in good hands without using spammy/cheap mechanics.
Again, the whole point of posting this is to show that there can be fights with a good back and forth that are determined by making fewer mistakes than the opponent and are actually fun, regardless of the outcome.
Sorry for the delay in response everyone.
@Kryank – I am not saying that one build or one class is overpowered. What I am saying is that certain playstyles simply aren’t fun to play against and that it was refreshing to have a regular, back and forth fight. With regards to fear, people call it OP when it lasts longer than 1.5 seconds, is chained, deals damage and occurs while the enemy has buring, bleeding and torment on them at some ungodly condition damage in a build that is able to run full dire gear. Not when it is used as a gap-creator while kiting and maybe allows for one life blast just as the fear is ending.
@Monkey – Agreed with the comment about some people feeling that WvW is an excuse to behave like a prick. I always wonder if people would behave the same way if their enemy was sitting in the same room as them. With regards to my comment about “condi spam”, it was not meant to be offensive. I made the statement “I wasn’t a necro who spammed condition after condition” simply to say that it is one of the playstyles that simply isnt fun to play against. There is a problem when a necromancer who runs full dire gear can burst enemies down more quickly with conditions than a necromancer who goes full berserker
As a side note, I apologize if my comments are coming off as putting down certain playstyles or classes. They are not meant to. I wanted to provide an example of a fun fight with some back and forth in WvW and illustrate it as something that would be great to achieve with most encounters. I consider this fight a loss (if the thief didnt jump in, I would have lost, as I have said) but in fights like this, even a loss is fun.
(edited by Sepreh.5924)
@ Sepreh - I run the same build on my Necro!
Nice to see a fellow Zerkmancer (patent pending)…
Sorry to somewhat derail the thread everyone but I want to respond to Avirgus
That’s awesome to hear man. Like you, I have played with multiple builds (except minion master for some reason) and keep coming back to power/zerker necro. It is just fun to play.
The numbers you posted seem much more realistic. Life blast tends to top somewhere around 7K on average, unless you are rolling in might and your enemy rolling in vulnerability.
I have been working on making power necro videos (see link in my signature) and any input as a fellow zerker necro would be much appreciated.
I will say that it is sometimes frustrating to play a zerker necro in WvW for multiple reasons (read: getting rolled often [side note: I am fully able to recgonize I am not that good but not the worst player either]) but it really is a fun playstyle and my guess is if some other builds were brought down in potency or some skills were modified (e.g. a gap closer that the enemy cannot outrun), more people would be playing it
I know you probably do this already, but here is a protip
:
When a thief stealths prior to engaging with you, you can use axe 3 as a “thief detect” skill. If you use unholy feast and your movement speed slows (or you see you have retaliation but it is quicker to just see your movement speed), the thief is in 600 range of you. If not, you are probably not in immediate threat of being backstabbed
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I play a DS Critomancer. 90% of my build is spent in a spectral form. With piercing might and vulnerability i do roughly 9k dmg per life blast. My life transfer tops at 10k dmg with a 3k aoe heal. My offense is fine for pve, i pull off of zerkers. Defensively i have 2.7k armor. If DS isnt back up and im in danger i hit plague elite, doubles my current hp and grants stability. Long enough for my feast conditions heal and DS cd to come back up.
If you don’t mind, I think many power necros would appreciate you sharing your build. I would love to be able to see those numbers.
As it stands, I am playing a full berserker build with full berserker everything other than a cavalier backpiece. Traits are 30,10,0,0,30. I also run superior runes of the scholar. At 100% hp running signet of spite and blood is power (without a target so no bleed), I have never hit anything for a 10k life transfer.
Maybe I am not taking something into account, like if my enemy were < 50% health and had 25 stacks of vulnerability on them. Or, if you meant 10k total damage (2k per target x5 targets) that would make more sense
Hi there,
While I think it’s great that you found this enjoying, we are all here to have fun in our own way,!! If anything I felt sorry for the warrior, as tbh it looked like he had you beat well and truly there, if anything the thief should have not interfered, I don’t know why you find this so refreshing, I have found far better fights roaming than this (and have lost my fair share) if you are pretty new to roaming and it’s one of the first few 1v1’s you have had (I don’t mean this in an insulting way) then congrats I glad you enjoyed it and I’m sure you will find many more memorable fights.See you on the battle field
Haha, dont worry I am not insulted and definitely have also had better fights – I just captured this one on video.
I think the reason I found it so refreshing was that there was no annoying broken mechanics or spam involved. The warrior wasnt a build that stunlocked me. I wasnt a necro who spammed condition after condition. Nobody went invisible. Etc. I just wanted to post to show what I feel most roaming fights in WvW should be like – fights that last a little while and at the end you can say “I lost because I made x, y or z mistake” or “I won because I did x well”. Not “I lost because x class is a hard counter to my class”
@ devon
Thank you for answering that post for me. I thought I was pretty clear too but oh well
@ bogey
Definitely should have gotten spinal shivers off more often. Took a look at the video and realized that I was hopping back into DS and not getting off spinal shivers first which was a mistake.
Hey all.
Was working on a necromancer power build video and got some footage tonight that I wanted to share. I ran into a warrior and we had a good 1 v 1 fight. What do I mean by good? From both sides, there was no damage dealing condi spam, no stunlocks, no use of broken mechanics and no resetting the fight. Just a nice back and forth until the end when the thief jumped in. At the time, I appreciated it but to the warriors credit, I’m pretty sure he was going to beat me.
There are a lot of mistakes in gameplay from both sides in this video. The most glaring on my part is never swapping to my dagger/warhorn secondary set. Even though it would have been kind of stupid to stand in melee with him and exchange blows on the auto attack, I could have tried to get an immobilize off and keep him in my wells or use dagger for some health siphon.
I wont go through every mistake we made and this video is certainly not a “look how good we are” video because the skill is meh. I wanted to post it to illustrate what, in my opinion, is the way most fights should be in WvW. A back and forth that lasts a little while. No spamming of powerful mechanics. No instigib. Just a fight that is determined by who makes fewer mistakes.
Let me know what you all think
Side Thought - Make Terror do damage based on how ugly your character is…
Or, knowing our population, make the damage you take from Terror based on how attractive her character is….
;)
I think the hope is that after lowering our condi burst, our need for sustain will become clear and adding sustain will not make one particular build overpowered