About Death Spiral, why don’t make the reaper throw it’s GS in that place and follow it as a shadow? it will count as a Leap, but will be way more cool XD
The problem will be that it’s one of the few (if not the only one) skills that truly work with the Reaper Traits (Decimate Defenses) and if you make it a teleport you will need to shave it’s LF generation, making it really bad, expecially why the GS already don’t have any real good way to build up LF out of that skill (The LF from the AA is really bad compared to dagger AA -our only other melee weapon-).
Make it a Block skill can be better, eventually a directional block (similar to the DH Virtue but with a really small duration, to make an example).
A permanent Stability will be too much, but add it on the GS trait can make it viable, granting us a stack of stability for 3 seconds every time we active a GS skill (instead of that useless gravedigger life steal that make me sad every time I read it).
Make Nightfall blind every seconds would also be a good way to make it viable, also there’s still other classes with similar skills (the thief can spam it’s blind AoE all the time long and is not op at all)
about Blighter Boon, increase it’s HP also by 100% can be good. make it affected by other players boon would make us unkillable. Try to fight a reaper with a revenant that spam boons all the time, he will be always in shroud XD
I’m really sad to tell you that, but the PvPTeam can’t change any kind of skill (weapon, utility, heal, elite or mechanic).
We all tried to ask something about class skills changes but the PvPTeam can only change amulets and have some chances over runes and sigils, but not too much (more or less things like add/remove pve sigils/runes from pvp).
Try to ask on your class forum, you’ll be more lucky there.
I’d like a 5 player team only access to the Ranked and a Improvement of the LFG System for sPvP, making it similar to the Fractal one dividing Unranked and ranked in every League Level: Amber, Emerald, Sapphire….. making players unable to search for players over they’re grade (only via LFG while in solo, in private teams you would still be able to play with every level your freinds are, also if your friends are at higher level, you count your half premade team or 2-3-4 players as the level of the higher player for the LFG limit).
That will make the community able to play faster using an already existant game system: no need to match making why they all will be more or less at the same league level and not need to match them with other players in the entire world why they will already be in 5 and ready to start.
That can be a great thing for sPvP.
I like the companion, the grandmaster trait that make him swap his hp with yours when you recive a deadly hit and expecially the trait to make blind affect two hits, granting us a better defence. Also the Mace skills can be good and the Block+teleport skills can grant us a way to survive still wothout the Shroud.
That could be a good chance also to make a new Bunker build, making the Fminion do the work (as the rangers do).
increase it’s LF degeneration can not be necessary with the speed the enemy can kill it.
The necro in the current meta is a corruption machine, nothing more. if you’re out of corruption when they’re needed you’re useless. It’s really bad in 90% of 1vs1/2vs2 and can only work at it’s best on a good premade team that can protect him and focus properly, using the boon corruption of the necromancer (and poison spam) to obtain a fast kill.
Anyway the current meta is a direct damage burst meta, with few condition damage but a lot of cc conditions, with so much boon spam by revenants that sometimes corrupt boons is useless. That make the necromancer a free kill for almost every dps build, that can burst down a necro in few seconds.
You have to pay attention on where you are, where are all your enemies and to Never be catch alone (you’re the worst 1vs1 class of this meta).
That’s more or less all.
Ah, and we haven’t a power build seriously viable, only few condi builds.
That’s one of my favorite, if you want to try it in unranked:
http://gw2skills.net/editor/?vRAQNBLhZ6kjGocTszGwmGgeTscMYR9stVAgaJ8EmVx5wfYRE-TZxFABA8AAYb/hCOEAlXG4gzAAA
It’s one of the few builds not focusing on boon corruption and is really good in unranked or soloranked
I killed two warriors at once during a 1vs2 fight in stronghold, and they was good warriors. I was just lucky enough to avoid some stun, don’t find my Plague Signed blocked by they’re shield and catch them out of guards with my RS5+RS4 combo, inflicting a lot of damage while they was still unable to re-enter the berserker mode (F2). I was also with full LF before the start of the fight and that was a really big thing. With that LF I survived they’re first burst and then long anough to see the end of they’re resistance Spam (Berserker Stance).
With a full LF a necro can do a 1vs1 with some classes, like a warrior or a dh (depending also on the enviroment), but with 66% is already hader and with lesser than 50% is really hard to win or even survive. At the start of the game is matematically impossible win any 1vs1 simply why a necro don’t have LF, the enemy can kill him before he build enough LF to do anything (survive or do damage) and without our Shroud we have only a bad elite to obtain stability and no real ways to inflict damage or mitigate the incoming damage.
The LF amount at the start of a fight is always the weak and the strong spot of the necromancer. With full LF is a good class, able to fight few classes in 1vs1 and hope to win. Without LF is the easier class to kill (sometimes longer than the Target Golem but only why a necro can inflict fear and move, nothing more) why don’t have any kind of good movement/teleport skills or real damage mitigation/immunity skills, and also is unable to inflict any good damage.
I’m not the best necro of the game and I play a personal Corruption Build but I frequently kill someone during team fights.
I can win against some warriors, few DH, ele, few engis (depending on they’re build) and i win against more ro less all the necros I find (sometimes Highly depending on the LF amount for me and/or the other necro).
But win a 1vs1 every 20 I can do is not be at the same level of the other classes, that can go in any 1vs1 they want without any pain and be shure if not to win at least to make a good fight.
The necromancer is the ONLY class that is Totally dependent from the enemy. it can be to force him to burst you with conditions to be able to send them back and obtain a good condi damage (we still need to Hit to send conditions, without that we’re barely unable to clean conditions – only with the corruption heal, that have a insane casting time that make us interrupted 50% of tine or unable to heal in time-), we need to Hit the enemy to store LF or be near a enemy when he die to obtain few LF from him (that point is frequently depending on our team), also our “bunker” build is focused on a Vampiric MM heal that force us to hit the enemy to heal ourselves, still in a low measure.
We’re also the only class that keep his Fx skill from fight to fight, even while we Die.
The revenant main legendary Force System was proposed in the Necromancer Forum Section as a Rework on our Life Force Generation System to Fix a Huge problem in our Balance. But ANet took it and built a new class…
We need to restart every fight with a fixed amount of LF, both for be able to survive or inflict a decent damage while the match start (and hopefully not ever be the first focus of the match, still if also a full LF will not make us able to survive more than 2 seconds more to a real team burst) and be able to spend all our LF as a defensive ability as ANet want (a thing that we can’t do why if we use our LF to “survive” then we start without any LF, unable to do anything else to spam Staff marks and AA, searching for a little amount of LF to not be slaughtered by the first dps that face us and becoming barely useless for our team).
The necromancer is a good class but depend to too much things. Enviroment to hide while building up LF, teammates to protect him, Full LF to be able to fight in 1vs1, an enemy team that don’t focus and burst him down every time he enter the mid fight, a little luck in match making and a high knowledge of all the other classes to be played properly.
A little too much things for a single class to make it seriously viable in the actual meta.
1) I’d like a source of retalation in a melee weapon, but I’m not shure it’s that the way we can implement it. I’d like to be able to spam retalation like before the Trait System Rework, expecially why that will make Power based builds a little better and make the enemies more unwilling to hit a necromancer. Add it ot traits and melee weapons would be a good improvement.
2) It’s a good way to implement stability but I’m not shure if that can be placed instead or with Protection. Spectral Armor is one of our few “defensive” skills (still if weak in PvP for it’s internal cooldown of 1 sec) and we can’t lose more defences (that we already lack).
3) That can be an interesting change. in line with the necro theme and strong enough to be used instead of other skills. But the really slow projectile and it’s huge animation makes it really easy to avoid. I used the offhand dagger instead of the warhorn to tranfer 3 more conditions in my old build, but Deathly Swarm is really easy to avoid and is faster and lesser visible than Spectral Grasp. I would prefer a Teleport that AoE chill and transfer a condition to each enemies hit.
4) No. Please No. We already die so quickly that isn’t useful a way to make the enemy work easier. That kind of things worked on the old GW1 necro, that had ways to self heal and different ways to survive than the actual necromancer. Also, the more self damage a corruption skill inflict us 2250 bleed damage in 10 seconds (if you’re a condi build), while a 10% of self damage in a common condi build can be up to 2800 istant damage. Not good at all. Just a trait to reduce the cooldown of 25% instead of 33% and remove the self conditions can be good. A 33% CD reduction is really useful, but remove the self inflicted conditions is better, expecially to make it viable for both condi and direct damage builds (you can’t play the Corrosive Cloud as a Direct damage why you will self inflict 6 sec of Weakness, that is a Huge problem for a direct damage build).
5) No problem here, it can be useful. Ranger have underwater pets, then I don’t think it’s a big problem for ANet implement that. But also a new zombie shark or kraken can be funny. Anyway it’s a seriously Minor problem (how much underwater fights do you want to do in this game?)
The necro is good while the team can role the enemy in 3v4 enough to grant you to store LF and be able to go into the fight, while the enemy already land all his best skills over your teammates instead of you. Then, yeah, for shure that the necro is good. corrupt stability (if lucky) and fear the enemy to stop ress/stomp, corrupt the enemy defences to let your ALLIES kill him faster witht hey’re burst and, if the enemy team isn’t focusing him, can go in shroud and land some good hits on the enemy, spamming poison and chill+bleed.
But if you’re team isn’t good enough to survive outnumbered the time you need to build up LF and become useful, you’re nothing more than a wasted slot. A easy +5 points dummy doll to burst down easy for every class with a little of dps.
If there’s 3 enemies that focus you, not even your shroud is useful. Example: dh+reve+X (war, mes, ranger, thief). in 3/4 sec the dh and the reve inflicted you 6k each, plus a 4-6k from the other class. In one second you eat 16-18k of damage, basicly stripping you away from your full shroud. Only one second to make you unable to adsorb or evade any damage that the enemy team unleash over you. Then the enemy team need other 2-3 seconds to burst you down with other skills.
That’s how hard is kill a necromancer in this meta. We’re easy to kill as a Target Golem heavy in sPvP, with some much hp but much lesser toughness. And the same options to evade your damage as the golem.
A single second of Block can adsorb up to 20k of damage during a team fight.
Our entire shroud, that we spent time and traits to build up, our only true damage source, during a team fight has the same value as a 1 second block.
That’s why we die so easy.
The necromancer need to be skilled, know how to positioning, know the map, the enemy skills, when (try to) flee and when enter in combat against another class. Also knowing that he never have to go in 1vs1 why his fate is only to die.
The necromancer is good in sPvP, that’s true, but only if do his role and is able to do ti for a lot of time, defended by his team at all costs. And they also need to know when protect him and when let him die, why is useless protect someone that fall downed again after 3 seconds you ressed him, is better focus the enemy team, try to disperd them and win the fight while the necro respown and come back to help again.
Out of that boon corruption there’s not a single reason to have a necromancer in team. No high damage, no mobility, unable to hold a point, to ress and sometimes to stomp, the worst survavibility of the game and if he active his signet and the enemy use a block skill (dh, war, reve, mesmer, engi, ele -immunity-, even the THIEF have a BLOCK skill!) he waste all his role why signets don’t go through a block, making him even useless than before.
The necromancer is highly used why is funny to play and if you’re in a good team you can really do good things (more or less like every other class…) but I see always lesser necromancers in ranked and unranked teams. There’s better options to chose.
I think that even in the big tournaments if teams was able to stack classes, they will stack 2 revenants, one for damage and the other for damage and boon “corruption” (Mallyx banish Enchantment is a unblockable AoE with Range and Mobility that Convert 2 Boons into 3 Confusion each. Don’t convert stability into fear, but is unblockable by default, can be used more times than necro signets, the build stack insane amount of resistance, adsorb allies conditions better than the plague signet and the build can be used to inflict both direct and conditon damage at high level, with a really good survavibility, just a little lower than the common dps build).
Necromancer have mediocre damage, with only a single “burst” combo (RS5+RS4 with Deathly Chill trait to inflict bleed), but you need 4 seconds to do your max damage, is the easiest combo to avoid ever (also just Moving away with swiftness or a movement skill). Then it’s not really a burst skill. And that burst do more or less 9k of condition damage, plus few direct damage. What a burst!
Necromancer lost a lot of damage (sometimes 50% of it) with the Deathly Chill nerf.
ANet granted to the necro a burst skill: Gravedigger. gravedigger is the only way for a necro to inflict huge damage in a single hit, but it’s so slow and easy to see that barely no one is fool enough to don’t keep a dodge, a block, a mobility skill to dodge it.
Also the Power necro is even weaker and useless than the condition one. Someone try sometimes to use the GS, falling to desperation after few matches learning that the GS is the worst weapon ever for th necro out of the common PvE, simply why the enemy player move away ad ignore his hit, making him waste all his damage.
Then, the problem of the necromancer is more the lack of Damage than of Survavibility.
If the necro was able to inflict Huge damage like in some past seasons, then yes, it will be good. It will be Feared by the enemy.
In S1 and S2 (if i dont’ remember wrong), it was feared why had a huge damage granted by Chill, that sometimes was up to half of his total condition damage.
it had problems against thieves and burst classes, but they was feared by his damage, making them fight more defensively and granting to the necro a way to kill them.
The problem frequently is not to Survive but to Kill the enemy. if we’ll become able to kill our enemy, then our totally absence of survavibility against a forus burst damage will be ok, like in some previous seasons. But now we have no survavibility, no damage and we’re no more feared by anyone.
A revenant, guardian, mesmer, thief, ranger, warrior that see us just want to face us in 1vs1 to burst us down why know that we’re totally unable to kill him (if he’s good).
Granting us a huge dps potential (like all the other classes…) would bring the necromancer back.
Don’t increase the survavibility, make us able to be feared again when faced in 1vs1.
A necromancer damage is low and it’s only utility is boon corrupt. leave a necromancer build LF can be dangerous but always lesser than leave alone a DH, a Warrior, a Reve, a Druid or even a Tempest free to cast it’s skills from range (expecially a tempest with the staff, that cans eriously inflict a insane amount of AoE damage with staff Fire 5, glyph and lightning attunement overcharge, much more damage than a necro can do.
A necromancer can corrupt your boons: stability and resistance in primis, if the necro is able to wait for the right moment to active it’s corrupting skills (and lucky enough to corrupt stability instead of other “useless” boons).
About the damage, only the RS5+RS4 combo can inflict you enough damage to be considerated. More or less 15k in 4-6 seconds, that is lesser than every other class.
With they’re weapons skills a necro can do really poor damage. The best condi skill is Scepter 3, that need 7 conditions on the enemy to inflict 5k of damage over 4 seconds if he’s moving. Way lesser than a 3/4 sec casting reve sword 3 or DH lb 2. About the staff… no comments in it’s damage…
Basicly the condition and direct damage of the necromancer is ALL in the RS. And you can burst a necro out of it’s Full LF Shroud in 3-4 seconds if you focus him.
The boon corruption is the only reason a necro is good. Not for damage, not for survavibility, not for support, only for boon corruption. And if you play witht he signet build (the best corruption build of the necro) you can also ignore Soul Reaping and pick up Blood for that 16 sec CD signet when hit bleeding foes to corrupt more boons. You don’t even need the LF granted from Soul Reaping why if your team don’t protect you or don’t kill the enemy you’re corrupting, your only role is be constantly ressed by a engi or a ranger, just to don’t grant a numeric advantage to the enemy team.
The only real reason to kill a necromancer first is why it’s the ONLY enemy that you’re SHURE to KILL at 100%.
No total defence skills or damage mitigation skills, no movement skills good enough to flee from you (the wurm? a simple reve, dh, mesmer, thief teleport and you can continue to burst him down without mercy, or simply use your ranged weapon or movement skills to reach him fast), not any damage to fear of, no CC to stop you (fear? You’re a warrior, you have resistance, why do you fear fear? or anyway you have a lot of stability/stun breack to avoid it) , lack of stability.
Simply the perfect training dummy to burst down.
5 points+numeric advantage really easy to achieve. Nothing more.
Still with a full LF, a reve can inflict me over 12k of damage with sword 3 and staff 5 without any problem, with more and more damage from other skills and a lot of stability to nullify my fear and blocks to make me waste my Shroud. A skilled reve never lose to a necromancer.
But yes, is I have Full LF I can fight against him and win, if his not a really skilled reve.
Staff is the more useful weapon of the necromancer, but also the weakest in damage (both direct and condi). The main reasons why we all use it is for the Trait to make marks unblockable gain LF (the best and sometimes the only real viable way to build up LF in PvP areas) and the skills mark 4 and 5 to transfer conditions and inflict fear.
About the damage, it’s really one of the worst weapon of the game. AA is weak and slow (but pierce and that’s why it’s still good in massive pvp fights like WvW), the mark 2 is seriously weak and is barely useless (2 bleeding and 6 sec of regen, it was barely good only for the old bunker meta to have a permanent regeneration, but that still don’t work in Shroud) and mark 3 can be barely good to slow the speed of a enemy to make our allies able to kill him if he try to flee. Then there’s no other reason to use them unless for obtain LF by the trait. They’re really weak skills.
We was asking for a rework on the Staff from how many years?
And also a rework on other weapons to obtain LF and make them viable as a staff substitute in a lot of builds (expecially sPvP and WvW builds).
I would like a kind of Mark for every weapon, that will increase the way to use it, making it viable also for other weapons than the staff.
Dagger 5 can become a Mark with begger area, the same for Dagger 3 (a mark that inflict damage and Immobilize the enemy, casted directly on the enemy or ground target).
Axe can have Unholy Feast (skill 3) counted as a Mark, a really big mark casted on your position with the same area of the actual skill.
Focus can have Spinal Shivers (skill 5) as a mark, but it will hit more than 1 enemy as a mark. Would that increase it’s strength and make focus viable in sPvP?
Scepter Grasping death (skill 2) can become a mark, with the same area of the actual skill.
Warhorn Wail of Doom (skill 4) is the only wh skill that can become a mark, but will last it’s peculiar directional AoE . It can be casted on the necro position and be easier to hit the enemy, that frequently move away during the casting, making you miss him (also it’s already a unblockable skill).
Lol what a pile of kitten. Learn the class properly, you rule most PvP and PvE easily. Super easy to learn, effective and great balanced damage/survivability ratio.
In PvE the necro rule over all the enemies )expecially in map pve and fractals.
In sPvP it’s strength totally depend on your team. I find really hard to win a 1vs1 in every time. And if the team is not good enough or the classes are not adeguate to confront the enemy team, you’re a free kill, with few corruption utility.
The survavibility of the necromancer is the lowest of the game in sPvP. if you’re full of LF you can fight someone in 1vs1 and survive enough to kill if it’s not a good player or you’re really skilled and in team fight you can do great things with the right skill timing. But if you’ve low LF you’re seriously easy to kill and unable to inflict any good damage.
About the pdavis build, yes the meta is the signet meta and it’s really really bad, expecially in solo pvp. (it’s good only in high level specialized teams)
I play my corrupotion build and i find it better for me than the meta one. There’s some other builds, some more bunker builds and more, but I really find the necro easy to kill even with my own necro. I lost only against few necros in the last month, expecially if with a similar amount of LF at the start of the fight.
But I’m not the best necro of this game and I know, then there can always be a better build than mine and better players than me that can do great things, still in this meta.
I just played a ranked match with other 2 necros. (no necro daily, only huge bad luck)
We immediatly lost a 5vs4 fight in mid and we asked why no one had rerolled to another class.
We was not the worst players ever (our mesmer was good and one of the other necros was really good) but I’m shure that the enemy team was really bad (I won a 1vs1 against they’re reve as a necromancer without LF, just to say how they was bad…).
And yes, they was 4 for all the match and they won the match.
Something more to say about the state of the necromancer in sPvP?
Another thing to change is Corruption Skill set Self Inflicted Conditions.
Basicly no one use that set of skills and they’re not so strong (compared to other classes skills both in effect and cooldown) to need a counter back.
I would like to see that self inflicted conditions removed and added only if you use the trait to reduce they’re cooldowns (removing the other trait self inflicted conditions. Why I have to be blinded when I active my healing skill?). At last that trait can self inflict more stacks/different conditions.
Why rev is obvious the OP class, it’s the new one.
Also the rev need to be played with a little of head (still not too much), instead a DH can be played by every noob with a little of practice and be really dangerous with few really strong skills that don’t require any kind of head to be played (like place traps in mid after win the fight, just to be able to spam them again in the exact moment they’re activated, inflicting a insane amount of AoE damage with seriously no head to play it)
Yes, the necromancer have problems in stability, mobility, active/passive skill/trait damage mitigation/immunity defence skills and retalation.
but some time ago the necro was one of the few classes that was able to use Retalation. There was a trait that granted us a lot of retalation, but ANet canceled it with the Trait System Rework, just why there was better options and they wanted to focus the necro on condition damage more than direct damage. retalation work on Power, then it was chose to be deleted by our class. Now we can only use the axe to obtain a little of it, but a direct damage build don’t really work in sPvP, still if there’s some funny builds to kill DH through they’re block skills with “Nothing Can Save You” Shout.
For shure one of the big problems of the necromancer is that almost all of his skills directly depends on the enemy. Boon Corruption and Condition send Back skills are the two only reasons that we’re claimed to play in any kind of team, but that two skills need the enemy to work: the enemy have to use boons to corrupt them and still the only real reason to corrupt them is try to corrupt Stability, resistance and eventually protection to make him killable by your team focus. Plague Signet and Staff 4 works really good to “counter” condi classes, helping the team and accumulating conditions with the plague signet. But you need to Hit the enemy to transfer conditions and that make the necro weaker, also why the necro have only the Corruption Healing skill to clean conditions, the only other way for him to be free from it is to Hit an enemy and Trasfer it to him, unlike all the other classes (unless for the warrior trait with F1 condi clean ability).
Do you want to build up LF to be at last competitive into a real team fight? You need to hit the enemy or be hit by him! or wayt until hi’s been killed by your team.
That is good for PvE and WvW, where there’s a lot of enemies to hit at the same time or there’s not a real problem to build up LF. But in sPvP is a big problem, expecially if you’re not in a team strong enough to protect you and kill the enemy at the same time. That’s also why a necro in a strong team can do really good things and a necro in a bad team can do nothing.
Make skills like Spectral Armor or Walk grant you LF when you’re struck but also a x% every secon can be a really good solution, but still not a way to really fix the problem.
Expecially why in the Shroud there’s all our Defence and all our Damage.
A necromancer without Shroud is really the easier class to kill, without any kind of problem, both why don’t have a single defensive skill and don’t inflict any good damage. no one fear to fight a necromancer in this meta simply why everyone know that is really easy to burst down. Not why is faster than others in terms of HP and damage to inflict to him to take him down, simply why you know from the start of the fight that you will land Every Single Skills. No Block/Prolunged BlockImmunity skills = no chance to stop a burst chain, a CC or any kind of condition or damage. The necro simply eat everything that the enemy throw him, without any chance to avoid it. that’s why the necro is the easier and faster class to kill of the game (since ever).
The current meta is a DPS+DefensiveSkills meta. With Tons of CC.
A lot of classes can burst you down in seconds and still be able to survive for a lot, similar to bunkers.
DH are the most annoying why can spam traps and pull/knockback you, inflicting a insane amount of damage without any problem. But also revenants, druids (pet), warriors, thieves and some dps mesmers can burst you down really quickly if you’re not skilled enough to know how they work and fight to be able to counter them.
For shure a custom build will have a lot of problems in this meta, unless you’re really good and able to make it work still if it’s not the best one.
In this meta you need to focus on your defensive skills and only when you’ve enough defence chose your offensive skills/traits.
A good mix of damage and survavibility can work, but you need to practice to be good enough to kill a “meta” build (still if there’s some custom or non-meta builds that work at the same level of the meta ones, or sometimes even better).
For the first time, go on the build sites and try one of the “meta” builds. After some matches, when you feel more confident on what you’re enemy is playing and how to kill him, try to change a little that build or play a custom build.
But for the first time you have to chose the powerful build you can find.
Also, a lot depend on your calss and playstyle.
If you’re a necro you’ll find that there’s not a really viable build for solo queue, only some good builds that can work and make you have fun if the enemy team don’t chose to insta-focus-burst you every time you put a feet on the mid (the necro is good only in organized team fights, in this meta). More or less the same if you play ele. For the other classes there’s different roles you can play bur for shure some classes are easier to play than others (DH, Revenant, Druid for example).
Start with a meta build and then try to make your own.
In sPvP it’s good only for escape since it’s attack speed is slow. But it’s damage is still good and it was used against the old diamond cele ele to take him under that kitten 90%hp to make him killable.
Now it’s only a bad teleport skill with a little fo damage, nothing more.
For PvE I don’t know, I don’t use MM in PvE/Dungeon
That will grant to guardians a really big advantage over all the other classes, simply why with an easy change on the actually best build you’re able to play with symbols and traps, making you OP as hell 8for real this time). The guardian have a lot of ways to heal himself and that had been from the start of the game, but a similar amulet will only grant a huge bonus on guardians and a little one on other professions that can’t use it properly.
As the so hated Mercenary for the Necromancer. It’s not a bad amulet, it granted only few toughness with lesser vitality than the carrion, but it was incredibly good on them, so good that it was removed.
I love that Idea and the necromancer was the best to fit the dark mage role. Minions, corruption, dark magic hits, conditions. All that a dark mage need.
The only problem is that devs used all our suggestions on the necro to make a new class: revenant, expecially the mallyx legend.
The necromancer have all the skills to be feared on a fight but all his strength was to build LF, be a hit sponge and survive with the highest HP pool of the game (HP+LF). In the past bunker meta that was good, the damage was medium and the reaper granted us a real viable condition damage source (chill damage and burn with a finally fast RS AA to inflict a decent amount of burn, but still not the best amount compared to other classes). But then a finally true DPS meta came up, making the necromancer defensive system the worst one (again). No real defensive skills, no good disengage skills, medium/low dps (barely high only if the team totally support the necro to play free and the enemy team don’t focus him. But then is the enemy team that is bad playing), CC sources at 75% from a condition skill that can be Resisted. That make the Necromancer the lesser feared class of the game. That is not why the necromancer got nerfed (still if the chill damage nerf heavly shaved our condition damage) or the other classes heavly buffed. Simply, the meta changed, leaving back necro and ele, two classes that work really good into a bunker meta, with time to do they’re tricks and kill people, but find hard to work into a meta that can burst them down in seconds.
Necromancer can be again our dark mage class but need some big QoL improvements. More LF generations from a lot of weapons (we totally depend on our Shroud for both damage and defence and that frequently make us weak or/and unable to defend ourselves even when we can if we want to be able to inflict any good damage in the next fight), improvements on our movement skills (for example, make the wurm teleport range similar to the mesmer portal and spectral walk a teleport), gave us back our Retalation and finally grant our a real defensive skill (immunity/block) or improve the skills we already have (an example can be: remove the internal cooldown on Spectral Armor, reducing by a little the amount of LF obtained). Another thing to do is make us to inflict damage as the same level of the other classes. We have only a single Good condition damage combo that is totally chained to our Shroud (basicly RS5+RS4, with few possible variations on the Field) with no good condition damage on our weapons, and our Direct Damage is low or incredibly easy to avoid (GS gravedigger).
The only thing a necro is good to is to corrupt boons. That was also a real defensive/offensive ability in the past bunker meta because the enemy focused on build up Might to be able to inflict good damage and keep up protection and regeneration to stay alive and we was able to corrupt they’re boons, making them really weak and us able to kill them. Now the enemy can spam so much boons that our corruption is frequantly useless unless if used for a real coordinated focus bomb and also they can burst us down in seconds still without need of huge might stacks.
Necromancer came up in a bunker meta and is still chained to it, both in skills, strategy, survavibility and damage (with even lesser damage than before the huge chill damage nerf).
it’s still viable, but is in a huge disadvantage situation than all the other classes for both survavibility and damage. Expecially why is totally dependant from the Life Force and the Shroud. A necro with a full LF bas can be hard to kill. A necro with lesser than 50% LF is the easiest class to take down, without any fear to fight him why is totally unable to kill you, if you know how to play against him.
Do you want a Darkness Emissary Class? Make the Necromancer great again.
Necro doesn’t stand a chance. Only the low skill thief playing high skill builds die to necro. Thief could play a dodge spam -no skill- build and win any day. necro is just a free burst eating punching bag.
These kinds of arguments could be flipped around so easily it’s really pointless to make them. I’m going to use your exact words whilst substituting thief for necro.
Thief doesn’t stand a chance. Only the low skill Necro playing high skill builds die to Thief. Necro could play a condi spam -no skill- build and win any day. Thief is just a free condi eating punching bag.
And on and on we’ll go all day until we agree to disagree. Certain builds are harder to fight, of course they are. Staff Thief for instance is harder but not impossible to beat (fyi, it’s all about timing). But you know, Necros are punching bags.
A Daredevil can clean a condition every second when he dodge a hit. That mean that a condi necro can spam a lot of condis against him and see his damaging conditions cleaned in 3 seconds, still if he can stack any kind of good damage on an always evading enemy.
Only a unskilled thief lose against a necro, and that necro need to be really skilled to kill a thief.
In PvE the only cons to reaper is the Range. For all the other things, it’s an upgrade to the old one.
In sPvP have more cons and grant the chance to use lesser builds, is melee and easy to kite, also can’t be use the blood trait that grant you to heal and teleport+ress your allies in your position, that was one of my favorite strategical skill. Anyway, have so much pro that is umpossible play the core build better than the reaper. Stability (RS3+elite), movement (RS2), CC (RS5) and combos to inflict huge condition damag (RS5+RS4 with the trait, or Poison Field from staff mark/poison cloud + RS4 for more poison spam instead of poison+bleed, at choice).
In PvE I used a berserker Vampiric Build and I’m been forced to renunce to Soul Reaper trait to use the Reaper. I lost the 50% critical in RS and other good utilities but obtained Blighter Boon and critical based on vulnerability.
In WvW I will always use the old-but-gold zerg power wellomancer build without the reaper. I lose stability and good traits but obtain more AoE damage with the DS1 spam.
Why make elite and core on par if ANet don’t want to lose the only reason pvp players have to buy the game/expansion?
Drakil, what’s your build to run around while enemies chase you? I basicly die in 6-8 seconds if a revenant chose to kill me (if I don’t want to waste the LF generated while running for my life to survive 2 seconds more). Even the wurm is a bad teleport. It’s killable, you can only turn back to where you already been (90% of times → into the fight) and more or less every other class have a teleport/movement skill to catch you immediatly when you teleport. Also if you’re in a different ground level, there’s obstacles between you and the wurm or it’s too far you teleport at random in his direction and not in his position.
Is a lot that I don’t see a necromancer use it. And more time that I don’t see a necro able to use it in a useful way or before the enemy kill it’s wurm and make him waste his only “defensive” breakstun skill.
About the faceroll… what do you mean? Basicly the necromancer is the worst class in 1vs1/2vs2, expecially in this direct damage burst meta.
For the necromancers it’s not the metabattle one, but it’s bad anyway.
Good but for shure not the best.
They tried to put on the corruptmancer build with two different utility skills and the always good plague signet. But they gave us a build that will only make bad players die fast and scream against that default build more and more XD
Just a good choice to not put the signet build, only why it’s the easiest way to kill necro newbyes and make them ragequit to another class (a good one, for example)
And with that totally lack of changes on pvp or classes, we will be the first target forever.
Time to find another profession for who hoped a totally necessary improvement on the necromancer survavibility or build diversity?
Or stay and play the “always first to die” class like we did in this previous seasons?
The only condi classes you have to fear is mesmer, a good condi ranger and a good condi warrior. But you will see ever lesser condi warrior in game, they prefer to go power to burst down dragonhunters with the GS while unblockable using the signet of might.
The mesmer have problems in team fights, expecially for the big amount of AoE damage, then it’s really dangerous only in 1vs1-2vs2 fights.
Necromancer is so easy to burst down that is the worst 1vs1 profession and in a team fight is Always the first to focus and take down, simply why is the only without any kind of defensive skills. Also it’s condition damage is not all that good, but can corrupt your boons, granting you problems when you need stability or defensive boons, but still a corruption ability don’t grant any decent condition damage.
If a condi ranger or warrios is in the hands af a player that is not really skilled with that build, it’s easier to kill than the direct damage version.
The actual meta is a Direct Damage Burst meta, with few classes that can be a hybrid bunker and even fewer classes that can be good using condition damage.
If you look around in a fight you can see a lot of conditions, that’s true, but more or less every of them are vulnerability, cripple, immobilize, weakness, blind, chill, slow with some stack of bleed, poison or burn, frequently not enough to inflict good damage (frequently secondary effects of dps skills).
Actually the necromancer is not the best condition damage build on the table, expecially in sPvP. It’s condition damage is good only when send back enemy conditions or use it’s RS5+RS4 combo for bleed or staff 3-RS4 combo for more poison. Then, the only good condition damage skill we have is scepter 3, that at it’s best inflict 5k in 4 seconds…
Necromancer is good Only for Boon Corruption, nothing more. That’s why more or less every build don’t even used Soul Reaper but used Blood, to obtain a more 16 sec signet to corruopt boons. But that’s only to corrupt stability and protect to make the team able to burst down the enemy with direct damage (or corrupt resistance for condition damage if the team have any, but I don’t see so much condi based builds in the Pro teams).
The Denial’s necro had also the rune of Strength, just to say how much condi damage a necromancer can inflict by himself…
The only classes that can really use conditions are warrior, ranger and mesmer, all the others have only few conditions easier to clean, low damage or worst builds if go condi.
The thief is the best class to steal points to the enemy. When the game begin go to the closer point to your base (home), then if no one come and your team is ok in mid, go to the enemy point and decap it if there’s no one.
Your best role is to cap/decap all the time every time you see the enemy not defending a point.
Also you’re really good to take down a enemy that have lesser than 50% hp with few hits and go in stealth to stomp it (kill it with the “F” action when is downed).
I seen a lot of strategy, different 2v2, tactics on cover the map, conquering all the points and don’t let the enemy have time to breath.
I seen good matches.
Then, see others play os always boring after a lot, but there was fast matches, tactics and team coordination.
About the necro, yes, it’s always the first and faster to take down, like always.
NCSY can corrupt up to 10 boons (2x target) into vulnerability (10 vuln on every enemy), last for 9 seconds and have the cooldown reduced to 17 seconds.
That is why they put a casting on it: it’s really strong.
You can also active it Before using Gravedigger.
But yes grant it no casting time will be really useful.
Anyway, there’s already different treads about that possible change, read the forum for other discussions about that skill.
Nice to know.
A thing that more or less everyone know.
Also we know that ANet took some of these playstyle/roles and twisted them a little to make others (example: the necromancer is the class with the highest HP pool).
Also, that description refer to other games.
But the most important thing:
And now that I read all your post… what’s your conclusion? Why did you post it?
What’s that amount of defence you’re talking about?
if you’ve 7 minions you gain 140 of toughness…and you will not even notice it.
You can take Corrupter’s fervor for another 300 and 20% condition damage reduction, but you have to build it and you still don’t feel all that damage reduction when a enemy burst you down. (also you lose Death Nova, that is a really good trait for a MM, that’s why only few MM take it) At last you’ve minions to share the damage of the Revenant sword skill 3.
Oh, and you’ve 180 toughness wile in shroud.
At the best situation you’ll obtain 600 toughness, that is not bad for shure, but is it really enough to fight against classes that can hit you with 2-3k with they’re AA? and 6k or more witht hey’re skills? You have the wurm to teleport back, but it can be killed (I kill Every wurm i find, just why a necro without it is really easy to kill), sometimes teleport only in it’s direction and not in it’s location and if you’re fighting any class with a ranged option or a good movement/teleport skill he can follow you without any problem.
A MM can use the Blood line trait to obtain HP regeneration from minions hit and that’s good, but frequently the minions die so quickly in team fights that you barely feel that heal amount. Also it’s not even enough to make us able to fight a skilled player or survive really better than with other builds.
I played different builds in this season. Sigil, corruption, MM, hybrids between them, “bunker” and direct damage vith different builds (really funny the unblockable GS/axe+focus build against DH, you take them down really easy with a single hit, but you’re not really able to do other things than that) . All exept the “bunker” work more or less at the same level, if you practice a little. The only problem is that in this meta all work bad XD
The necromancer totally lack of defensive abilities that grant him to survive to a direct enemy assoult. We have more or less the same defensive abilities as 3 years ago, with Rise! and a little more of stability by reaper Shroud and the elite shout. Even the Spectral Armor got nerfed with an internal cooldown of 1 second, making it not good enough in this meta 8still if the devs keep it bugged and working while in Shroud, for pure mercy).
I like the necromancer playstyle and will continue to play it, but a little way to defend my hp in an active way other than build up LF (that also force us to use the staff) will not be a bad thing.
The GS is a PvE weapon, and even there you will not use it everywhere, unless you use it why it’s really cool.
In sPvP you can spam a really Huge amount of damage over your enemy, but frequently miss why the enemy need to stay immabile to be hit by this weapon and is really telegraphed that everyone will dodge/block/blind/cc this skill, unless you’re in a team fight and no one noticed your big and slow animation. (more or less the same as RS5, just even slower).
The GS need a rework on skills and damage to be viable in sPvP, expecially why the only 2 viable skills are 4 and 5 (and the grap is frequently bugged).
a Warhorn or a torch with that 2 skills would be a better weapon that the GS (expecially why we already have the dagger that inflict barely the same dps with the AA with lesser problems on a single target, but it’s not AoE).
Yes, I love core specs and I hate to not be able to play my old favorite build in this meta.
But I really don’t see where the elite specs cutted down all that build diversity.
Before HoT there was a sincle build for class, sometimes two is the class granted two good playstyle chances (es: bunker and dps guardian). Now I see more build diversity than before. I’m a main necromancer and I see 4 different builds while I play. signet, MM, direct damage and a new kind of chillomancer seen in the last tournaments that is really strong, and they all work (some a little better than others, but they work). There’s the guardian trapper and the full-block builds, the mesmer with direct damage, wells supporter and condition damage. The warrior can play with condition, GS and Rifle builds. A Thief can play 3 different builds and all works (don’t know names but they’re the classic stealth, the etenral dodge and the pistol). And like that for all the classes.
Seriously, I don’t see that amount of good and viable builds for every class since…ever?
HoT took a large amount of possible builds in the game, expecially in sPvP. Then, there’s some builds that work a little better than others or are easier to play then more players use them, but there’s a lot of build diversity in more or less every class.
You spent a large amount of money for your pc but no one asked you do to that. That’s not required to play this game. I’m happy for you because you have for shure not a single problem to spend 45€ to buy a single expansion that will last for years without any other payment required.
I’m someone that don’t want to spend moneys on games but I spent 45€ to buy this game (two times because I play from the pre-release) and 90€ in 4 years is not so much for a game like that. Is 1,9€/month. And i will play other two years for free if ANet took the same time they needed to do this first expansion to do another one.
If you like this game Buy it.
If you already have the core game why you are an old player, buy the expansion.
And, more than all, don’t play for free and pretend things from a game you didn’t spend a penny on.
You say that thematically the necro had not to obtain any kind of Blocks and then you say OK to Stability and Retalation? Seriously?
From the start of the game we was suposed to be the only class without a stability skill (only obtained by a single well one time and by a trait while entering Shroud, not present at the start of the game).
Another example is that Retalation was supposed to be a damage source for the guardian, the class that had to be the Bunker class with low damage and using Retalation to increase a little his damage. More or less like we do with the Vampiric Traits.
But you have nothing to say about that the Tank class became the best dps class of the game with LB and traps, two things that go totally against the theme of that class, while totally counter the idea of a necromancer with a single block skill?
Even the mesmer obtained good block skills, that go against they’re thematically kind of defensive skills.
Why don’t we deserve a single good defensive skill?
I’m ok for stability why we really need more, also Retalation can be good, but they don’t resolve our main problem: is useless make the enemy suffer a little every time he hit us with insane dps if we’re unable to survive to his hits.
We deserve better defensive abilities and I’m totally ok to follow the theme of the class, I love it. But when the class theme is the thing that make us totally unable to defend ourselves because don’t grant us any good way to do it, I support the idea of other ways to dop it.
The Necromancer is a class that is chained with the Death itself. We have Phantom Skills! Why we’re not able to become a phantom for 3 seconds and be immune to damage? Why are we unable to become a spirit for a moment and evade the enemy hits?
Why are we the class thematically closest to the death itself and the only one unable to don’t die?
Make Spectral Walk grant us immunity will only be a choice perfectly themed with the skill set and visually correct, for example. Themed, working, defensive. All we need.
And a similar skill, expecially in that insane damage meta, will not make us OP at all, will only (finally) grant us a way to save our skin from bein slaughtered by more or less everyone that cross our way.
Obtena, we’re talking about possible changes, why didn’t you think possible for a necromancer to have any kind of good defensive skill?
We already have some defensive skills and every of them focus on our theme. That’s why they’re all bad defensive skills. The only good one is the Spectral Armor, that is bugged from years and ANet don’t fix it only to make us able to survive a little more, but also that is not enough to make us able to fight in a dps fight.
We’re unable to dps why our only high damage weapon skill is on the GS, that is the worst sPvP weapon for the necro, unable to tank why we have not a single good defensive skill/ability and the only thing we’re actually good is to corrupt boons, that in the actual meta don’t grant us any damage (unless you’re condi and corrupt resistance) and any defence. (unless you corrupt stability for a mere second of fear).
Yes, the necromancer thematically have not to obtain any kind of movement or defensive skill, just why we’re the class with the higher HP Pool of the game. But in sPvP theifs, guardians, revenants look at all our HP Pool and burst us down without mercy.
There’s already a build focused on defence and health siphon: Minion Master. With minions we siphon ealth from the enemy (even with in Shroud) and obtain a little amount of toughness. But for the amount of MM in the game you can see that it’s not the best way to survive in this game. And every minion hit grant you 69 hp (if you’re using a healing based build), is more or less 7 hit/sec if you fight in 1vs1. Plus the Rise! heal, it’s 790 hp/sec by your minions. Add the Vampiric Presence and the passive and you obtain 80hp/hit. Plus the Signet Trait of Blood Magic that heal 680hp/hit while active (5 hit, 5 sec every 20 sec, activated while inflict bleed to a enemy with 4 stacks). With also regeneration active by the staff (120 hp/sec) you can heal yourself (in the best situation) by 1600-1700 hp/sec for 5 seconds, with 980 hp/sec without the signet.
Aaaaaand…. no, that’s not enough to make us survive.
In the past meta, that amount of healing was enough to make us a barely good bunker build. Nowa Mm necro is only a little longer to kill, but not so much longer, with all the AoE damage and the Burst damage that some enemies can unleash over him.
Yes, thematically a necromancer had not to obtain Block or Immunity skills, but there’s also other classes that obtained abilities that go out of they’re theme. The guardian ahve a lot of teleport and lea, where it had to be the more statyc class ever. The warrior have a large amount of condi clean skills (expecially witht he berserker F1 recharge rate) and Resistance, while it was themed as the best class against direct damage and the worst against conditions. The Mesmer obtained a Shield! A Shield!! The thematicly more squishy class ever! With a Shield!!!
I hope to obtain something better. Can it be a big Improve in our LF generation for different weapons, making us able to generate good LF still without the Staff, obtain a big Siphon improvement to make us able to siphon life enough to truly stay alive with it, or other ways.
I just want to become a class that no one focus first why is the onlu class of the game totally unable to defend himself from any kind of enemy assault.
Before HoT, GW2 alwo was not F2P.
What’s the problem if before F2P GW2 was the perfect game and after HoT that game is immediatly become a “P2W”?
Is then the F2P that make a Perfect game a P2W game?
The deficiency with block is that I can kill it with a crap attack. You don’t get to choose what attacks you block, it’s completely random. Blocks are not the amazing things people think they are. If you’re LUCKY, your block eats something good.
What if I active it when the enemy try to burst me down with his best shot?
Sure what if you do, you eat one attack of a burst. We all know how blocks work and can imagine all kinds of scenarios. Again, that doesn’t indicate that blocks are a good defense for Necros.
My point is simple … no part of the necro toolset supports blocking, so even if they got a block like Guardians have, I think it wouldn’t be a good defense for them. It’s just a thoughtless add on to the class because someone sees it work well on Guardians. Implementation is so critical for ideas to work with a class; you see that now with life siphons. Life siphon could be great too but it’s not implemented in a way that makes it anymore than a weak, permanent regeneration.
A Block effect can be added to: first seconds of Spectral Armor, Rework on Dagger offhand skill 5 (something like a protecting swarn that block every hit for X seconds), a rework on Signet of Undead (that is totally useless the way it actually is but can be themed by obtaining a Block, Immunity or direct damage immunity), Spectral Walk can block/immune to projectiles or even all hits (similar to mist form of the ele) or even grant it a Teleport effect to increase our chance to flee from a fight (that we totally lack, still with the wurm), the GS need a rework then why don’t use that rework to put a block effect and/or a movement skill on it? Also we don’t have an elite signet and there’s a possibility to make one and add a big block/immunuty on it.
There’s a lot of changes to add a (prolungate) block effect on different bad skills we have.
That can be done (more or less) only if the PvP Team will be able to change skills for sPvP and WvW. Untill they continue to be able only to manage over amulets, sigils and runes there’s nothing they can do about that
Well, anet can just allow f2p players to be able to play elite specs in spvp only but they won’t be able to play in ranked games.
However, anet can also make the f2p players buy certain items in the gemstore or give these players a kind of currency they can trade in for time to play in ranked.
Yes, and that’s not P2W?
That’s more or less the thing against you’re screaming.
Elite are too OP then F2P can’t play in ranked without be slaughtered by everyone, let’s make them Totally Unable to play in ranked!
Also, NO, make F2P able to play Elite will grant them the Only Reason who someone can desire to buy the game (or the expansion if you’re an old player).
ANet can make elite specializzations to be buyed in gemstore, but that will only make this game a True P2W, why you’ll be abled to buy a class “OP” at the shop. instead, that’s a B2P, where you Buy the Game to be able to play at the biggest level.
Even if they put the elites in the gemstore, to buy them you’ll need something like 1000-1500 gems each. That will make them unarrivable for every F2P players. And if they spen money to buy gems is more or less easier for them to directly BUY the Game, don’t you think?
The deficiency with block is that I can kill it with a crap attack. You don’t get to choose what attacks you block, it’s completely random. Blocks are not the amazing things people think they are. If you’re LUCKY, your block eats something good.
What if I active it when the enemy try to burst me down with his best shot?
It’s Obvious that a Prolungate Block skill (like the warrior shield) block also random hits, but if you’re focused and you active a 3 sec block, you can block up to 20-25k of damage. Random skills, but expecially at the start of a focus everyone active his best combination to take you down fast. if you block your enemy best dps skills you obtain a really Big advantage on him.
A warrior GS5 or MaceF1, the revenant sword skill 3, the necromancer RS5 combo, a mesmer Fx burst, a ranger Rapid Fire or the pet burst, a thief dps spam, a Guardian trap+LB combo.
There’s a LOT of skills and Combinations that you can Block obtaining a good advantage, instead of take it right in the face without any chance to avoid the damage.
A block or a immunity skill don’t make us unkillable and don’t make us OP, exactly why it can be used at best and make the enemy waste his best combo or can be wasted against few random hits. Here is the ability of a player to active it exactly when he need it. Even a DH, with all that blocks, if waste a F3 or the elite can die like a noob.
A block, or expecially a Immunity, can be a really big thing, expecially for a class that don’t have any kind of truly defensive skill.
I would like something like the ranger Signet of Stone as new elite (we don’t have a Signet Elite). That will make us immune to Direct Damage for 6 seconds but still susceptible to CC and Conditions. A similar skill will help on our weak spot granting better survavibility against that Direct Damage Meta, don’t making us able to evade CC (just why ANet like to make us easy to CC till the death) and we’ll still be able to play our condi-send-back skills.
Buy the expansion and Play this game. Stop.
Some others already wrote that F2P players already pay for slots and cosmetics. If they pay for that “useless” things, why don’t they spend a Little more and buy the game? no more the expansion but all the game, simply why the expansion IS the Game, there’s no difference for F2P players.
And, for the Last Time:
GW2 IS A MMORPG NOT A MOBA!
Stop talking about MOBA why that game Is NOT a MOBA!
if you want to play a MOBA, go to play that fake “F2P” MOBA outhere that make you spend more moneys than what you will ever spand here just to be barely able to play that game and be happy!
Stop talking about other game designs because that one is a MMORPG and not a moba.
Even with no good justification, the OP wants blocks for necro? I mean, let’s be realistic … blocks have serious deficiencies. Not a good choice as a defense for PVP opponents that can think.
The OP? O.o
What do you mean?
What’s the deficiences of Block? Actually there’s only 3 classes that can go through a block (plus some random unblockable skills) and not every builds of that classes run things to ignore blocks.
We can “fear” other necromancers but the staff is the weakest weapon ever in damage. Some warriors start to use Signet of Power with GS to kill dragonhunters, they can also active it against us, that’s true, but a block is better than let them do it without any problem, right?
A Block of 3-4 seconds can save ours from a large amount of CC and damage.
The Necromancer is studied to take all the enemy hits right in the face and “survive” them with the highest HP pool of the game and the Shroud. But in this meta isn’t enough. Under a Focus made by the enemy team, 3 seconds of block can block up to 25-30k of damage, all the enemy CC and conditions.
There’s a reason why the DH is so hard to take down still if have the same hp of a thief: Block skills. A lot of them.
Add one or even two block skill to our class would only increase the survavibility of the necromancer into a meta that can kill him in seconds still with full LF.
Please, don’t look at metabattle, not for the necromancer (expecially if you never played it).
The Signetmancer build is an old build that was good during the bunker meta. It’s not really bad but is totally focused on corrupt boons during a “meta” when every bunker class focused on defensive buffs to stay alive and the necromancer was the one able to corrupt they’re boons, granting to himself and the team a way to kill the enemy. We was good more or less why we’re the only true way to take down a skilled elementalist (a class that totally focus on overbuff to gain defensive and offensive power).
Now there’s few builds that truly focus on boons to stay alive and the others no more need to spam might to burst you down like in the previous meta, making that classes able to kill you faster than ever also without any boon.
That build can work in a coordinated team, but not alone.
http://gw2skills.net/editor/?vRAQNBLhZ6kjGocTszGwmGgeTscMYR9stVAgaJ8EiVx3wfYRE-TZxFwAHODAAeAAJOEAOLDwe/BA
That build is one of the builds I see more frequently in game. good condi clear, good boon removal but not totally focused in one only direction.
Anyway there’s a lot of builds that work in this meta, the only thing you have to do is try to make different builds and see what siut for you.
http://gw2skills.net/editor/?vRAQNArYWnc0AN3gd2Am3A0biFjBL6nFAGAx5wg4RkqJEFqVA-TZxFABHcEAeqMg97PAwDAIhDBAA
I used this build for a lot and it work pretty well. It’s not the best build you can find (the previous one is better, for example), but I feel better using that build.
Simply focus in different things than other builds.
There’s also the Minion Master that is good. Have different problems against Dragonhunters why they’re traps can kill your minions fast, but it’s still a good build.
http://gw2skills.net/editor/?vRAQNBLhZ6khGobTspGwvGg9GsMNYxfwTYLcqldBOWSDgCQAA-TZxFABGv/QCnCAAeAAHcEAcqMAA
(that’s only an example of a Mm build)
Also the direct build posted by Zietlogik seems to be really interesting and I will try it.
Condition damage or direct damage, there’s a lot of builds you can do.
But don’t panic if in the first matches you die quickly, the necromancer is hard to play in this meta and you have to do a lot of practice with the mechanics before you’re able to shine.
Make some practice and when you feel you practiced enough try to make a personal build by yourself.
For PvP, if you want to be “tanky” in this meta, the necromancer is not your first choice.
A enemy focus can burst you down faster than ever. But If you learn how to play that class, you’ll obtain a lot of fun. It’s not a meta class for this season but it’s still good.