Showing Posts For Sheobix.8796:

So, about effects and conditions

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

Rejoice!
Anet recognized our lack of block/vigor as a bug/issue.

I think they were trying to console you >.> vigor wouldn’t be all that great on a necro anyway.. just dodge more into more bad things..

block would be cool.

How do you use Death Shroud effectively?

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

As lettucemode suggested, it’s nice to have a trait or two that activates with DS. Personally I have Weakening Shroud and Deathly Invigoration. Blinking in and out of DS gives me the weakening shroud effect and a nice little heal In dungeons and PvP, Transfusion (healing allies with DS4) can give a nice AoE heal. You can even heal yourself if you run out of life force mid-channel.

this sums it up nicely. early on in levels though, DS is a second HP buffer and cool bag of tricks to play with when you want a grab-tele.

Juggermancer[Final][Blog Link]

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

For the jug, i dont use sigils. Its all stacked crests. (although bloodlust would be nice)

Versatile-o-mancer. (POW/tou/vit)

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

I love the build

I’d swap the minion cd trait in death10 for greater marks. That will let you hit regen from mark2 on more of your minions at once. The cooldowns on minions are so long in the first place, traiting for the cooldowns is a little unsubstantial imo.

in blood, i’d drop the minions draw conditions because they are already squishy as it is, you could do more things if you had the conditions honestly.. (transfer them, consume them for more hp, etc.) if you’re down and worried about conditions eating you, then maybe drawing conditions works well in those situations.. but only if you REALLY hope to rally.

I like where it’s going! but the title.. really >.>

Feral Shadowmancer [v2.0]

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

What do you swap in for bosses?

for brute-like bosses I swap in scepter/focus + staff. I auto with the scepter, and when i want to unload Power based damage, I pop BiP, swap to staff, and go into either lich or DS. The crits and higher power base than the jugg makes DS/lich more potent damage dealers.

For easier bosses that just require more teamwork, or boulder throwing.. moving around to avoid things, etc… I stick to the dag/foc+staff and connect as many hits as i can then evade/condition manipulate and heal when im far back, still allowing me to stack damage in forms of bleeding to make sure im still contributing.

Feral Shadowmancer [v2.0]

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

hmm so i assume this one is pretty much strickly PvP if you’re not even talking about ascended rings/backpiece. looks interesting, might give it a try sometime. I actually decided to give up my quest for a legendary weapon(none “fit” the necro enough for me to care) so im taking my karma and getting the PVT gear from those vendors since im too lazy to grind the dungeons

Not so, I just haven’t had the time to prospect on the optimal ascended pieces for this build yet. in the days to come, I might go ahead and update the post with the new info.

Feral Shadowmancer [v2.0]

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

Just thought I’d let you know how this build went for me.

After a few dungeon runs, I’d hesitate to call this a tank build at all. It can certainly take hits better than the average necro, and fear/chill spam is helpful, but I found the most success standing as far away as possible all the time which becomes a problem for the more DPS-oriented warriors and guardians in the group. It worked much better when someone else took the front line entirely, but at that point, I was upset that I couldn’t put out better numbers. (Side note: The new Terror is AWESOME. Thanks for bringing it to my attention!)

I’d love to see where this build goes, but for right now, I have difficulty seeing which niche it’s supposed to fill.

It’s definitely not intended to tank at all : )

But the damage is more consistent. If you’re not in melee range, you can pop BiP and close in with EB from Death shroud. That will give you 7-8k bleeding from those two skills alone. if you have staff active, you can also drop mark2 for the extra 1.6k bleed.

As the bleed is running its natural course, you can start working with your power. Connect your hits, etc. When you find yourself spaced from your target, you can re-apply the BiP and EB cast from DS and mark2. I tested the cooldowns from the traits and BiP is up REALLY often. This ensures your DPS is constant, so you’re doing damage while you’re in melee range or when you’re not in melee range.

Feral Shadowmancer [v2.0]

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

for burst, you’re going to want to stick to the juggermancer.

By nature, bleeds take a longer amount of time to actually finish doing damage (duh, its a DoT)

but the reason why it works is because when you’re not connecting hits on your foe, or if you’re chasing, or they’re stealthing/blocking/etc. you can still put bleeds that can compete with any other joe-schmoe conditionmancer next to you that runs a 0/30/x/x/x build.

being able to deal both types of damage effectively squeezes out the DPS potential in the class. This build actually only loses a hair of power compared to the juggermancer, and sacrifices mainly about 300-500 armor and vitality.

you gain crit chance, which means you’ll be doing more damage than the juggermancer by far. On top of that, you can fear for damage and bleeds will proc off your crits with barbed precision and DS4/Dag2. a second option is to play scepter/focus + staff.

Oh, and BiP makes a nice home for itself in this build, which means you’ll actually have more power than the juggermancer. You can choose to use two wells+ BiP to well bomb just like the jugg, but the only trade-down was less toughness and HP.

edit: I do use wells. This build, though, does not need them. (it still can use them though, it does very well with them in fact) but to retain the foot-in-each-world playstyle, BiP+X+X is the way to go.

Thanks for the reply! So I’m curious, what build do you normally run? Is it this, or is it something different, and if it’s different, I’m curious what you run with wells, and how.

I currently run the juggermancer with WoS, WoC, and Spectral Walk. I don’t traditionally “Well-Bomb” at all. Im a close quarters combat necro that strafes and breaks line of sight frequently to keep the edge on my opponent. I find that if i can lock someone in a double-well with Dag3 and horn4, great. But most of the time, players are a lot better at moving than that (if they’re not a noob) and i’ll use the wells as tools for moving them how i need them if I sense that is their level of skill.

Placing a well at the edge of my opponent (instead of sitting on him and activating it) makes them feel like i’ve missed, and that they don’t need to dodge to get out of it. That allows me to strafe around them, and fear them when their back is to the well. This applies Terror (2-3k damage) as they walk over the well, getting about 3ticks of the well before they evade out of it. That tends to be the more reliable tactic to using them. (of course, if you want to well bomb, go use flesh golem and hope he connects)

Feral Shadowmancer [v2.0]

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

This whole build just seems very confused to me

How so? Each trait was explained and the whole thing was laid out for you. I wasn’t really scratching my head as I ran all the numbers, you know.

Feral Shadowmancer [v2.0]

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

Is this build just for PvP or is it also usable in Dungeons?

I’m sure you could use it for dungeons but it’s not the most effective I’d say, it’s build towards pvp ya know.

I did in fact tailor this to not be a dungeon-star in favor of crafting a more WvW/PVP build. The juggermancer will make dungeons a more enjoyable experience if that’s what you’re wondering.

Feral Shadowmancer [v2.0]

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

Hey Guys,
Just wondering weather this build would be more suited to wvw conditions or the post 14/12 juggermancer build on the last pages of the thread

regards roeore

this would be better for conditions than the mockup discussed in the juggermancer thread.

For those who feel more comfortable being at a range, scepter/focus works better.

I tuned this for more of a fast-dropper type build which can operate strongly in a duo running in WvW or a PvP build that combats DPS builds. In PvE, it will work well in the hands of someone who is more watchful of their HP, but it survives better than the necro only sitting with rabid+carrion setup (less optimal vitality and toughness sources than this build)

I play with wells in my juggermancer, but most of the time when the player is good enough to get out of them, I have to dance to connect the hits from dagger a little more often.

This build was modified from the juggermancer to gain the options of rocking BiP and epidemic, as well as use the new terror and bleeds that can proc from crits, EB cast from DS, and mark2. My personal taste to play this build would be to drop the points in death and put them in blood, to gain mark of evasion.

This build does not fit a “niche” as in support/DPS/tank/condtionstacker etc. This build is good for doing a little bit of each, on top of maintaining the same power output as the jugg (if not more from crits and the slight upbump from BiP) with more bleeding sources.

The main crux I’ve noticed is that with the juggermancer, if you were fighting a mobile enemy like a bleed/stealth thief, when he went into stealth, you had to mentally bottleneck him with marks and AoE. You would then have to wait for him to pop our of stealth, use a gap closing maneuver to connect your hits with him, while manipulating the conditions he put on you defensively. As in, you had to get rid of the conditions by throwing them on him.

I wanted to be able to dish the damage (power) as well as be able to tag him with BiP and EB from DS. Terror is gravy when he pops out of stealth. (BiP> DS-EB> Fear(Terror)> DS2 closer> Un-DS and unload dagger auto)

As always, to gain more offensive capabilities one must trade defensive capability. The build loses a total potential of 500 armor and 8k HP, but a strong player that stays on their toes can utilize the gain in offensive capability to take down their opponent.

Don’t be mistaken, I don’t like making builds that absolutely gimp their potential in an area of the game (pve, wvw.. etc) And I try to maintain some trait-swapping ability.

Dagger3 Gripes

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

hey. i just rolled an ele. dag3 on earth ele is EXACTLY the same as our dag3, except it pulls the character to the mob.

wtf!

Feral Shadowmancer [v2.0]

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

I was able to grab the cheap knights/ramp stuff off the TP yesterday and i made some quick tests (except pvp, didn’t find the time for that yet) to see how well it does.

BiP+ anything + fears inbetween = greatness.

if you actually think about how often we use fear when we’re in bad situations… the damage makes it nice. The bleeds underlying our power-based damage is really nice as well.

Poll: Necro's best trait build!!

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

if this is a hidden “whats the best build?” thread, it really comes down to skill.

Terror damage

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

traiting for fear isn’t actually out of the way for people. grabbing terror in any curses30 build is easy and the runes needed to make it pop are runes you’d find in condition builds anyway. and it’s not like people are only doing damage with fear, having terror is a nice addition to a build.

we have two fears that are easy to execute.. to get that extra 2-3k out of staff5 and ds3… YUM.

especially when you have 10 points in SR, you can drop DS3 cooldown to 17 seconds, making it a faster and better damage dealer than putrid mark. (not to mention.. its still a fear! :P)

terror also gives us the hardest-hitting fastest DoT there is. bleeds take forever to finish and two ticks of Terror (like, 2s) for 2-3k dmg is nice.

Feral Shadowmancer [v2.0]

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

for burst, you’re going to want to stick to the juggermancer.

By nature, bleeds take a longer amount of time to actually finish doing damage (duh, its a DoT)

but the reason why it works is because when you’re not connecting hits on your foe, or if you’re chasing, or they’re stealthing/blocking/etc. you can still put bleeds that can compete with any other joe-schmoe conditionmancer next to you that runs a 0/30/x/x/x build.

being able to deal both types of damage effectively squeezes out the DPS potential in the class. This build actually only loses a hair of power compared to the juggermancer, and sacrifices mainly about 300-500 armor and vitality.

you gain crit chance, which means you’ll be doing more damage than the juggermancer by far. On top of that, you can fear for damage and bleeds will proc off your crits with barbed precision and DS4/Dag2. a second option is to play scepter/focus + staff.

Oh, and BiP makes a nice home for itself in this build, which means you’ll actually have more power than the juggermancer. You can choose to use two wells+ BiP to well bomb just like the jugg, but the only trade-down was less toughness and HP.

edit: I do use wells. This build, though, does not need them. (it still can use them though, it does very well with them in fact) but to retain the foot-in-each-world playstyle, BiP+X+X is the way to go.

(edited by Sheobix.8796)

(PvE) Defiant Change Ruins Necro vs. Bosses

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

the class is still alright, i just can’t interrupt worth a damn anymore.

Interrupt, mind you. not play. I can play just fine. But taking away our only way to interrupt bosses is really stupid.

(PvE) Defiant Change Ruins Necro vs. Bosses

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

well, savan still thinks this is a “necros are broken” thread when it really is just a “we’re kitten that fear is kind of pointless in dungeons” thread.

pick your own battles, man. You’re sticking your sausage in people’s ears and its only kitten people off. you’re no better than those who whine because you’re going ahead to personally insult every single user on this forum who argues against your logic.

imo, you’re doing more damage than any of these whine threads.

Proposal: Necro Specific Condition

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

Here’s the thing people need to think about.

When you build a power necro, you can dish out consistent dps, and condition removal isn’t a game changer for you. But your target moves, and a lot of the time you need to close gaps and position to connect your hits to do yourself the good.

on the flip side with conditions, you can connect your damage from a range as long as they’re in your LoS, but your damage gets interrupted by sources of cleansing. Both types of damage have things you need to work around (for condition builds, its about anticipating the cleanse on your foe and connecting your BiP/bursts afterwards)

not to be a L2P post, but i think a lot of conditionmancers need to figure out how to actually look at their opponent and not at the bar when they’re casting.

Proposal: Necro Specific Condition

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

well, tbh i don’t think condition removal is too easy for other classes. Once they blow their condition removal, a lot of the time those builds are easy to stack conds on.

mesmers and eles have a hard time cleansing, for one. especially the ele.

shout warriors are meh (good tanks, but don’t pvp with one, you’ll cry) and they are built for condition cleansing to extremes. In that case, you should hope to god you didn’t min/max your necro to pewpew with a scepter.

Solving Fear BS for both PvE and PvP

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

um, fear IS affected by condition duration.

this guy is smart. listen to this guy!

New Necromancer Mechanic: Rot

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

whats with people making new mechanics for necromancers these days?

idk. i honestly just want DS tweaked and the horrid UI to change.

Feral Shadowmancer [v2.0]

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

my ideas came from ascii’s old Mr.Freeze and the new performance under Terror.
Combining the PTV base with high crit gear and mixing in a little condition damage with the stacked curses/spite makes this a do-it-all necro with nice armor.

Feral Shadowmancer [v2.0]

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

sigil of bloodlust or sigil of chilling were also ringing bells in my head. I know better than to put two crit-proc sigils on one weapon >.<’

edit: updated the links and sigils. chilling is now in the focus.

(edited by Sheobix.8796)

New Necromancer Mechanic: Rot

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

given that minion damage also is level-locked, you’d really only need to build a total regeneration and toughness build and play hide-and-go-seek behind your pets until rot is screaming at you to just hug them to death.

OP much?

edit: or sorry, not condition.. this would be considered a boon.

New Necromancer Mechanic: Rot

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

So basically what you’re suggesting is a new condition that is not wipable, and will guarantee the kill only because of a passed amount of time.

Not to be a killjoy (this was well thought out) but it’s not in anyone’s favor to give us a condition that simply exponentially buffs our damage output over time. Because then we’d just have Power base builders building total bunker builds that wait for “Rot” to build up until they can just finish a whole HP bar with one auto attack.

Feral Shadowmancer [v2.0]

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

I think i’ll swap it for 2MK/2Lyssa/2Ice in runes.

As for swiftness, you can easily throw on the old gimp warhorn and swap the trait in SR10.

I’ll just use the new locust sig to run from point to point and swap prior.

Feral Shadowmancer [v2.0]

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

Seems like an interesting build, although a tad slow for my tastes. Two things to note however.

You’re using a sigil of rage and a sigil of earth on the same weapon set, they share a CD so sigil of rage is very unlikely to proc because sigil of earth has a much higher chance, and when it does proc, that sigil of earth is sitting there doing nothing for 45 seconds.

Also you can use runes of the mad king for 10% condition duration (2nd bonus) freeing up 2 rune slots if you need them.

good catch. I’m a little tired right now (its late here) and its going to take a few days of daydreaming and thinking to iron out the wrinkles on this guy.

may i ask what you mean by slow?

Juggermancer[Final][Blog Link]

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

On that note, all those who are following this thread closely (thank you very much by the way, i appreciate the help and discussion to improve the juggermancer)

The new higher damage hybrid-y less tanky version of the jugg is found here: https://forum-en.gw2archive.eu/forum/professions/necromancer/Feral-Shadowmancer-v1-1/first#post1029272

I named it the Feral Shadowmancer, in likeness to the recently buffed Terror trait.

Juggermancer[Final][Blog Link]

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

IronWolf, to answer your question…

The “new” build i posted in this thread was up for discussion and only contained the first mental pass for calculations and utilities/traits. I just spent the last 3 hours running numbers and testing things, and i finally got the new permutation of this build for conditions. the link is here:
https://forum-en.gw2archive.eu/forum/professions/necromancer/Feral-Shadowmancer-v1-1/first#post1029272

The reason why you’re feeling less tanky and less powerful is because you’re using wells when you should be using BiP and epidemic. you need runes of earth and rage to quickly crit and proc bleeding from your dagger.

the new build shines better when fighting in and out of 300-1200 range. it’s nota face-tank like the original juggermancer.

Feral Shadowmancer [v2.0]

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

This is a condition/crit permutation of my popular Juggermancer build that is easier to obtain gear for, maintains a high armor rating, has near 100% regeneration uptime, implements the popular terror mechanic for damage on fears(thank you Knote, for the tip on 4night/2lys or 4lich/2lys and 20 spite to get the 2nd tick out), and mixes power and condition play.

http://bit.ly/Wx7Em8 << Build link

Updates
12/20 v1.5 Included Ascended items for those who wish to build this to the end. Circle rings were used to gain critdmg mods, vitality, and healing power as well as a balance of T/P/Pr (knight bonuses)

Gear:

Full P/T/V armor (HotW/SE/AC/Invader(WvW))
Emerald Accessories(Knights) – Rampager Jewels slotted x6 (including back)

Back Item

Rampager Weapons

  • Dagger/Focus + Staff OR Scepter/Focus + Staff for more reliable condition application

Sigils:

  • Rage, Chilling in Dagger/Focus (High crit chance gives you quickness frequently which is a short version of thief haste/ time warp and extra chill duration)
  • Stamina in Staff for blast finisher kills in PvE for extra dodging when you’re tank/kiting

Runes:
2 Mad King (25 power and +10% condition duration)
2 Runes of Ice ( +20% frozen duration)
2 Lyssa (Precision bolstering + 10% condition duration)

10/30/10/0/20

Trait explanations: currently not updated in this thread due to time constraints, if you have specific questions send me a PM or in game whisper/mail

Stat calculation:
Base+Runes+Traits:
1016 Power
1241 Precision
1016 Toughness
916 Vitality

w/ Gear:
1804 Power
1826 Precision
1598 Toughness
1140 Vitality

Attribute Boil down:
1829pwr+1111stfatk= 2940 Attack Rating // 518 Condition Damage
1598tough+920Def= 2518 Armor
20,662 HP
1826prec-916base=910/21=43%+4%= 47% crit chance unbuffed

w/buffs – Master Maintenance Oil (+ 158 precision) and Bowl of Truffle Ravioli (+100 toughness +70 precision)

57% crit chance
2940 Attack Rating

  • 518 Condition Damage

2618 Armor
20,662 HP

(edited by Sheobix.8796)

Juggermancer[Final][Blog Link]

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

You are correct. power is the main stat in PTV gear.

This is why its viable to swap out PTV accessories for knight’s because knights has a major in toughness, which lets you slot in rampager’s jewels for extra offensive boost and crit chance.

Necromancer community survey - Post Patch

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

3. But I’m putting my necro in the bank until something good happens to the class. It just takes phenomenal amount of effort to make it shine nowadays (it can still shine, but seriously… they’re choking it)

Describe the Necromancer in one sentence

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

Only feels better than warriors when you’re high

Arenanet appear to be avoiding us. Hmph.

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

you can either sit with a necromancer and die, or just know you’re going to die if you sense they’re pretty good and cc them once and run. they can’t close the gap if you get out of ds2 range.

Juggermancer[Final][Blog Link]

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

You should still feel the majority of the full-fleshed success from this build even with ptv armor and emerald accessories. The major in toughness covers the vitality loss and the precision is a nice little under-the-door slip.

is axe still a joke?

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

Axe is sort of a special child in the orphanage. It’s still viable/useful because of the range<>dps trade off, and if you rely more on crit-procs to do your damage, you’ll like it better because it ties together condition and power play nicely. (not to mention, its the best LF generator ever)

but if you want that raw DPS, d/x will get you there.

(PvE) Defiant Change Ruins Necro vs. Bosses

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

Clearly every necromancer player except for Savan is a total idiot, doesn’t know how to build a character to save their lives, and can’t run a dungeon for crap.

Glad to know exactly what was wrong with this game the whole time.

To be fair, there is a lot of things still valid in the “On Necros being broken” thread.

BUT. This patch not only validated the fact that this company does not care about this class (they invested time into shaving down Mesmer clone reaction time, and avoided fixing our minions despite many months of “acknowledging” it) but that they also went ahead and got rid of whatever skill-to-reward play that actually made us somewhat useful in dungeons.

Fear was a strong niche for the necro in PvE. Now, it no longer is. Nobody ever stated in this thread that this class is broken. (We talk about how some of our traits and minions are broken, but we’re all mostly aware of that and we leave that animal to die on its own)

Our main concern is, with every passing patch that Anet is rolling out each month, we’re getting closer and closer to being an obsolete class. The styling is there, our utilities, traits, and mechanics work (except for specific you-know-whats) but each of these working things are getting kicked in the teeth by patches that seem to be implemented with almost no regard to the Necromancers.

Fear was a good way to interrupt, avoid a massive attack, protect a teammate from being smashed to bits, or just being able to slowly kill champion mobs by CC’ing them to help maintain gaps. (A good example is the Champ Risen Krait Witch in Timberline Falls map… I’ve seen warriors just 100b her to death without even trying and the only way we could solo it was to use a combination of CC, skill, positioning, and DS mitigation.

I will still play my Necro in WvW, but I probably won’t throw him in fractals or dungeons anymore. being left with no way to interrupt champs/bosses is utterly idiotic when all other classes can block.

Juggermancer[Final][Blog Link]

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

You don’t need crit dmg modifiers to obtain higher power based damage from precision.

the tiers of power-building goes: Power=>Precision=>CritDmg%Mod

and you don’t need all three to do well.

crit damage works like this: 1.5*(Normal Damage)+Crit Damage

so in reality the trade off is about 150-200 power for the trade-up of 50~% crit chance and more availability to bleeds and proc’ing heals/bleeds.

(PvE) Defiant Change Ruins Necro vs. Bosses

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

OHMYGOD no! why doesn’t the ignore function work! why cant Arenanet get ANYTHING right!

sigh.

on a side note, mesmers got their clone reaction times super-shaved to .25 seconds, and people are reporting that they are now attacking before a player can render/see them on screen.

So wait.. A company decides to “buff” an already OP class, creates a bug, and says “yeah, it’s something i need to work on”? seriously?

if they cant fix things correctly, they should just hire some other contracted developers to do it for them.

also, proof that they WANT mesmers to be OP is on the home page of gw2 where the mesmer description is.

“…Mesmers are magical duelists who wield deception as a weapon. Using powerful illusions, clones, and phantasmal magic to confuse and distract their foes, mesmers make sure every fight is balanced in their favor and their opponents can’t believe their eyes.”

i hope you caught the part that says mesmers make sure every fight is balanced in their favor and pray to god this isn’t some heinous nightmare.

(PvE) Defiant Change Ruins Necro vs. Bosses

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

Wow >.> Savan is the first to go on my ignore list… i really thought i would never have to use that thing.

sucks, those were some pretty ignorant posts.

Arenanet appear to be avoiding us. Hmph.

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

they have nothing to say because they have no idea what they want to class to do other than DS when they are about to die in order to buy time for the heal to come off the cooldown that we cant even see the timer of so we just pray to god that its back in time

oh my god… i thought i was the only one who thought this exactly >.>

my bad days don’t seem so lonely anymore

(PvE) Defiant Change Ruins Necro vs. Bosses

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

I think a lot of people tend to over think this game when they get into a static group with ventrilo

Try pugging sometimes, our class isn’t as broken as it appears from reading these forums

I run more pugs than static parties. gw2lfg.com is my second home.

you’re a really ballsy troll trying to dance around on other players who put a lot of time into breaking apart the class to offer insight/pros+cons on everything and anything this class can do.

there is a reason why Rabid and Soldier prefixed items are THE HARDEST to obtain. They aren’t bad stat combinations. They are the two strongest bases to build from, from either a condition standpoint or a power standpoint.

edit: you do know who you’re talking to, right? I’m probably the one guy that has defended this class the most by far and I don’t complain about specific things with the class lightly without weighing the alternatives or positives/ “bright sides” of things.

(edited by Sheobix.8796)

(PvE) Defiant Change Ruins Necro vs. Bosses

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

The issues gamefreak with, are as follows

https://forum-en.gw2archive.eu/forum/professions/necromancer/Juggermancer-PTV-Build-Pending-Update-v3-2/first

Assuming everyone has the best gear, directing new players to a horrendous farm for a poor stat setup
The theory crafting on that page, simply involved going to http://wiki.guildwars2.com/wiki/Item_nomenclature and adding up the numbers, you didn’t even consider split sets
2 defensive stats is redundant – anyone in high level fractals is aware of that
Precision is more superior than power for doing dps – theorycraft your heart out
You advertise this as a tank build but you neglect DS – our key tanking ability
“Minimizes the inherent weakness in the class” – Sorry I am not clear what that is? Is it our tanking ability? No wait we have the highest hp in game with the exception of warriors, so what is our inherent weakness?

i only use that wiki page to reference which bonuses are major and which are minor, and the hotlist breakdowns for M/m/m numbers for each set of either gear, accessories, and upgrade slots.

And I did consider split sets, genius. If you actually read the thread it involves many players asking questions, discussions on different tweaked versions of the builds, and their alternative strengths and weaknesses. Nobody has to do the ascended gear grind, and the build and playstyle works very very well will a set of cheap knight’s accessories and Dungeon farmed PTV gear.

I’m not even going to assess the dumb point you tried to make saying that “2 defensive stats is redundant” when our class has unique mechanics that benefit greatly from stacking vitality and toughness. If you have a real beef with the build, go discuss it properly with valid supported points in the actual thread instead of trying to knock it off in another thread like an idiot.

As for precision>power, I would like to know how you can find better numbers with fully stacked precision and still retain your defensive stats. Because if you have even the slightest idea of how to combine multliple stat combinations and offensive attributes vs. defensive attributes, you’d understand it doesn’t take long to push precision or condition damage with power before you lose out on vitality or toughness, or even both.

(edited by Sheobix.8796)

Please Give Us Class Swap Option in Store

in Suggestions

Posted by: Sheobix.8796

Sheobix.8796

signed. 15chars nfrejwihfgrehw

(PvE) Defiant Change Ruins Necro vs. Bosses

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

yeah bud, I play just about every single game mode in Gw2 just to see how all the builds people post or discuss about (including testing builds for specific mechanics.. like the new popularized “terrormancers” which i just tested yesterday..)
And we’re not idiots. a lot of us are skilled players who like to inspect every skill, utility, strategy, and playstyle. I for one only play serious dungeon runs with guildmates through ventrilo, and we get through out of communication, timing our CC abilities or stacking buffs (Lich+guardian and warrior might+Mesmer Time warp= win) but because of the patching of the interrupt hole in Defiant, we now have to spam staff1, dag1, spectral utils, or autoattack and kite in DS to take damage if we’re dealing with bosses or champion mobs. Being rendered with no counter-attack strategy against fighting bosses is awful. It’s also really boring, because every time i get aggro now, i’m just going to hit DS and use a jackalope transform potion to drop my aggro instead of fearing/chilling and positioning.

Epidemic Blood Build. Updated. 1.1

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

power+ swapping to staff while you’re in DS will make sure you’re not totally weak in DS.
against objects, you’ll want a decent amount of power to be helpful.

Wintersday patch and state of Necromancers

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

I almost thought about rerolling after seeing the patchnotes.
I finished my legendary axe,oh,silly me, 2 months ago, expecting some kind of a buff because it simply underperformed. After the november patch i thought “well, i can wait for a longer time, balance issues usually take their time,plus 10% extra damage on #2 is nice”

But its not only because of the patchnotes, if you read their philosophy about necros, its the only class they mencion Atrition about, but with the nerf to our fear now we are simply underperforming in instances, because now we lack damage, survivability(a block for instance is much more powerful than just extra HP specially in hard hitting bosses) and control, our only use is now blinding pulls or something

In WvW we are still awesome with our dots and the OP Fear damage trait, but only when condition specced, because power builds cant simply outshine epidemic+ we lack real severe ranged damage

Another thing that came to my mind while i was reading their design philosophy was the part that mencioned damage/condicion hybrid build. There is a problem with that, because if you want to go power+ condicion you have to sacrifice a damaging stat to gain the other one(critical% or damage, conditiondamage or flat damage)

Its not that necromancer is underperforming(at least in pvp), it is that you have 2? builds that are viable

Actually, from reading their “description” of our class, it sounds like they want to FORCE us to hybridize our dmg.

You’re always going to have a bit of condition dmg and a bit of direct dmg, no matter what.

You can see it too, look at Sceptre/Curse tree. Forced hybridization, and not even that good. Sceptre #3 is still trash.

scepter 3 is ONLY going to be good if you use sig of spite to blow a crap load of random weak boons on your target, and then have precision and critdmg% mods to upscale the ~1300 damage you’ll deal to hit for something feelable.

Lol, my build has a decent amount of power/precision (+700 power) and on a boss loaded up with conditions, vulnerability, and some might on me the highest i’ve gotten was 2k.

Meanwhile, iWarlock.

yeah. imo that’s stupid. scept3 has a long cooldown and pathetic lf gain and damage.

Epidemic Blood Build. Updated. 1.1

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

the nice thing about crit chance is that it helps patch up the lower amount of power in your build.

it looks good. although rampager accessories would compliment your build as well.

Wintersday patch and state of Necromancers

in Necromancer

Posted by: Sheobix.8796

Sheobix.8796

I almost thought about rerolling after seeing the patchnotes.
I finished my legendary axe,oh,silly me, 2 months ago, expecting some kind of a buff because it simply underperformed. After the november patch i thought “well, i can wait for a longer time, balance issues usually take their time,plus 10% extra damage on #2 is nice”

But its not only because of the patchnotes, if you read their philosophy about necros, its the only class they mencion Atrition about, but with the nerf to our fear now we are simply underperforming in instances, because now we lack damage, survivability(a block for instance is much more powerful than just extra HP specially in hard hitting bosses) and control, our only use is now blinding pulls or something

In WvW we are still awesome with our dots and the OP Fear damage trait, but only when condition specced, because power builds cant simply outshine epidemic+ we lack real severe ranged damage

Another thing that came to my mind while i was reading their design philosophy was the part that mencioned damage/condicion hybrid build. There is a problem with that, because if you want to go power+ condicion you have to sacrifice a damaging stat to gain the other one(critical% or damage, conditiondamage or flat damage)

Its not that necromancer is underperforming(at least in pvp), it is that you have 2? builds that are viable

Actually, from reading their “description” of our class, it sounds like they want to FORCE us to hybridize our dmg.

You’re always going to have a bit of condition dmg and a bit of direct dmg, no matter what.

You can see it too, look at Sceptre/Curse tree. Forced hybridization, and not even that good. Sceptre #3 is still trash.

scepter 3 is ONLY going to be good if you use sig of spite to blow a crap load of random weak boons on your target, and then have precision and critdmg% mods to upscale the ~1300 damage you’ll deal to hit for something feelable.