Showing Posts For Silv.9207:

Condi necro and diamond skin ele.

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Posted by: Silv.9207

Silv.9207

As a Condition Necromancer (or Reaper) you really CANT kill a GOOD Tempest in 1vs1. Nothing to say about that.
You can use Viper or Carrior or Rabid and have good power or critical rate, and take away 2k of hp from a cele slass isn’t too hard, for shure.
BUT the Ele (expecially if tempest) can HEAL it’s wounds really Quickly with a Large Amount of Active and Passive Skills/traits, making him invulnerable to conditions again, making you deal absolutly no damage. And if you’re near to deal your condition damage why he’s hp fall a lot under 90%, more than a dodge can heal, he just active a movement/block/immunity skill and you’re again there to catch him while he heals up to 100% hp, making all your work useless.

Why I have to remember you all that a Ele (expecially a Tempest) don’t only heal himself while you’re fighting him, he also deal Damage. Both Condi and Direct damage. A good ele can simply spam burn and lightning or fire overcharge and one or two AoE and turn back in water, healing all hp lost and eventually conditions quickly.

Then, whyle you need not lesser than 40-50 seconds to take his hp down enough to deal a minimum of condition damage, hoping that it will be enough to keep his hp down 90% still with all the heals he can use and the permanent regeneration buff plus the passive regeneration of the water attunement, he simply kill you with passive traits of dodge/attunement and some easy AoE.

I fought some Tempests in 2vs2/3vs3 and I find them still able to keep they’re life UP to 90-100% all the time.
WHY?
Why No One with a little of sense will ever target a Tempest in a Team Fight!!!!!!
They’re really hard to kill with condi immunity, block, immunity, movement skills everywhere and a insane amount of AoE heal. And if you spend all the time to kill a single ele all the other team will burst you down.

In 2vs2 if you have a Necromancer condition and a direct class against a single tempest is barely ok, why you know that for half of the fight your Necromancer condition will do nothing (relevant) to kill that ele, why the ele will heal himself so many times and so good that you will still need a lot of time to keep it’s Hp down 90% enough to make your necromancer ally able to deal damage.

Then if there’s the unlucky situation that you’re a necromancer condi and another condi build (unless the reaper that can also inflict really good direct damage, we all know that the revenant is OP) and find a tempest… change point, the fight will only end with the win of the Tempest or you killing him fater 5 minutes of useless fight, making your allies fight 3vs4, losing the match.

In the end, if you’re a Necromancer and find a Tempest with Diamond Skin go away, leave the point to him and go to help your team in mid if you’re in close or far.

Then, at the end of the fight, log out, delete the Necromancer (that is not the best condi class of the game, it’s only the best boon corrupter, making that class be a mid-rate condition damage class, still in Reaper) and make a Revenant or a Cele Tempest, turn back into the fight, find a Condi Reaper, brutally kill him with no mercy and GG, you learn how to play that game!

Actually the Reaper is one fo the worst class to chose. Is more or less like the Thief: if you’ve a good team you can inflict your damage and make something really good. If you’ve not a perfect team or the enemy chose to focus you, you’re more or less useless (and more or less every team focus the necro first, for obvious reasons — Necro=easy to burst in a sec --).
The Reaper is used only why is really cool and someone still think it’s a Meta Class, while it’s not. It’s good, can kill some classes/spec (if you’re good to use it), but the Reaper isn’t for shure a “meta” class and will not even be one.

If you want to be in the meta try other classes like revenant, ele, guardian, druid or engi (in they’re specializzation builds) and be happy.

If you still want to play your Reaper (why it’s really funny to play and can still do good things in a match), prepare to be really hard countered by almost all the other Meta spec in every kind of build you will chose.

Tempest and Condi Revenant (and good direct damage revenant) will make you unable to deal condi damage and kill you easy. scrapper will CC you till the end in the exact moment when you stop to obtain stability from the RS3. Chronomancer will transform you into a moa for 20 seconds, killing you really easy, or be barely untouchable if use the chronobunker, killing you with direct or condition damage while you can’t touch him. Ranger will burst you down with direct or condition damage (or both if cele) and heal himself all the time with all his healing skills. but you can fight a Druid why you can inflict poison and reduce his healing effect, granting you a window to inflict damage and kill him.

in the end:
If you’re a Condi Reaper and find a Tempest with Diamond Skin or a Condition Revenant the only thing you can do is try to survive to hold the point and hope that someone will come to save you before the enemy kill you reciving no damage from you.

Dragonhunter's Block Everything

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Posted by: Silv.9207

Silv.9207

I read the description on a build maker site, it had the old description, now I know…

But is really ANet making a similar class Untouchable?? O_O

Seriously: 7 seconds of Invulnerability is too much! (traited)

Expecially why it also block Umblockable skills like traited marks or AoE attacks, things that have to not be blocked by a similar skill why they hit by Every direction, not only from the front.

It is seriously OP…

Dragonhunter's Block Everything

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Posted by: Silv.9207

Silv.9207

In the Description of the skill SHIELD OF COURAGE (F3) say: Block all the PROJECTILES in front of you. With a little increase of the range with the trait.

Then, why that skill BLOCK EVERYTHING?

I’m a Necromancer and I’ve more or less a large amount of skills that that skill will never been able to Block:
- Unblockable Marks (trait)
- No Projectile range skills (Scepter AA and 3)
- AoE skills like scepter 2 and dagger 5
- Melee attacks while in RS if I’m in front of the DH, still if I use my AoE skills.

And every skill blocked is a Block!!!
That active condi clear trait and other traits/runes.

Seriously, that is really a big problem.

The DH can be UNTOUCHABLE for 7 seconds!!! While fighting you free!!!

ANet need to do something about that.
Quickly!

PvP condition build help

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Posted by: Silv.9207

Silv.9207

I used that build a lot and it’s really strong, but I admit that the CarrionFlame build in Metabattle is really strong too, you can try it if you want.

As offhand weapon I always use the Dagger. Weakness AoE and send conditions to the enemy, making you clean conditions and inflict them on the enemy, and that will make you deal more condition damage too.

As Sigil i can suggest you to use the combination og hyfromancy and geomancy. £ sec chill and 3 stack of bleed every 9 sec when you swap weapon. And the RS 8enter or exit) count as a weapon swap, making you inflict chill and blee AoE a lot of times for free. It’s the first time I chose that 2 sigils why I never thrust the efficence of that combination but I had to change my mind why it’s a really good combo.

About the GM trait, I will have no doubt to chose Weakening Shroud, expecially if you have a lot of critical rate. Weakness can help you to reduce the damage of the enemy if play in direct damage (till 75% of damage reduction if the enemy is a berserker, why not only inflict 50% of damage, it also can’t do critical hits) but it’s at 50% of chance, then it reduce more or less the damage of the enemy by 30-40% during the fight. But weakness also reduce by 50% the recharge rate of the Endurance, making the enemy unable to dodge often, making it a little more easy to hit. You can inflict it every 10 seconds and last for 5+ sec. And it is also activated when you enter the DS/RS, making you able to keep the enemy with a permanent Weakness.

One other thing, I can suggest you to chose Corrosive Poison Cloud instead of Rise!. I use it since Anet made it block projectiles. For 8 seconds the enemy can’t hit you with projectiles (if you use the area to protect you), inflict weakness AoE reducing the direct damage of the enemy team and inflict Poison, dealing damage and reducing the enemy healing.
There’s also a really good combo: if you use the corrosive poison cloud and then active the skill 4 of Reaper Sgroud you can inflict up to 20-25 stack of poison to a single enemy. And that will inflict a really high damage!

At the end, I’m sad to say you that the Spite traitline is the best for both direct and condition damage why vulnerability increase the condition damage and with the trait you can stack till 20-25 of Might and 25 vulnerability, dealing an insane condition damage (with a lot of direct damage why if you use Spite you can use Carrion, increasing your Power).

But Curse is my favorite condition traitline, still if spite grant the best damage, why Curse can give you a lot of defence (weakness and condi send) and boon corruption.

It’s a totally personal choice. But your build can for shure grant you the chance to deal really good damage and survive a lot in the middle of the fight.

May the odd be always in your favor.

Looking for critique on my PvP build

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Posted by: Silv.9207

Silv.9207

Why Chilling Darkness trait? You’ve only one blind to benefit of that trait.
I reccomend the old-but-gold Plague Sending, that help you to clean conditions and deal condition damage.

On all the other things I like the idea of your build, it can work.
Spectral wall don’t only inflict fear on the enemy, it also grant you Protection, that help you to survive a little longer (an always good boon on a build without any kind of active defence skills).
Spectral Grasp can be combined with the Staff Mark 5 to grab a enemy to you inflicting chill and activating the mark, inflicting fear and chill. Or combined with the spectral wall for the same effect. Then if you go in RS you can use that to catch an enemy making him unable to attack you for the time you need to cast the RS skill 5 and stun him or to deal some poison/burn damage.

It’s the old spectral build, more or less, but with the Reaper can obtain something good from chill and melee Rs AA burn traited effect while the enemy can’t react to your damage.

Should I choose this proffesion?

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Posted by: Silv.9207

Silv.9207

It’s really funny to play, with great visual effects and really good skills, a lot of builds for every playstyle and situation (PvE, Raids, sPvP and WvsW), really good weapons and strong enough to be useful in a large amount of situations and teams.

It’s the best class/specializzation? No. It’s not the best class of the game. But it’s the one I like the most to play.
It’s best choice is for wvsw with the “basic” necromancer dps, with 4k of critical hits AoE with the Death Shroud 1.
It’s also funny and pretty good in sPvP and in Events PvE is really really strong.
i don’t know in Raids but in Dungeons isn’t the first choice and it’s never been before why it’s “total” lack of Support abilities. But if you’ve already a ele and a warrior that stack might and a guardian or druid to support the team you don’t need to do more than deal damage and in that the Necromancer is pretty good. Not the best but still a really good one.

Try that class and if you like it play it. Don’t look at what’s the best class of the moment why the necromancer isn’t the best and there’s a big chance that will never be in the top five. But it’s so funny to play that you will play it just to see your pg be really bad and destroy your enemy with a lot of evil skills.

And if you reach the Reaper Specializzation… You will play with a F**** Reaper!!!
A Reaper with a enormous Sickle. What else?

Can Tank/Healer Guardian compete with a druid

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Posted by: Silv.9207

Silv.9207

The Guardian is still the best Support class. Give protection, wall of reflection and more.
Druid is the best Healer class. Heal for insane amount and clean conditions all the time.

No class should lay traps and kill anyone.

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Posted by: Silv.9207

Silv.9207

The problem isn’t only in the trap damage. Basicly the necromancer wells deals the same damage (but wells deal lesser damage if you pass through the trap with swords).

The problems with DH Traps:

1) Damage while Combined. Alone they’re ok, but when combined give too much damage and force the enemy to waste 1-2 dodges and/or a immunity/movement skill, making him easy to hit with other skills (a berserker guardian deal a insane damage). And if the enemies have some CC there’s the chance for them to force you to cross the blades trap, inflicting you passively 6-8k of damage.
I seriously think that DH traps had not been tested enough in team fight… How can you grant to someone to make your allies able to inflict all that damage only by CC a enemy?

2) Recharge time. How can ANet think about skills that inflict the same damage as the powerfull utility skill of the game (well of Suffering) in lesser time, granting you Fury and inflicting Daze? Both the damageing traps can deal the same damage of the Well or even better. (Think about a DH with hammer and greatsword that active the test of Faith Trap, knock back you and then pull you, making you pass through the blades two times in 2 seconds. That wil ldeal you more or less 12-16k of damage only by the trap!)
But the problem is that they Recharge Faster than the Well of Suffering. More or less in 2/3 or half of the time!!! (expecially why there’s not even more a necro using Blood, then no one use the wells recharge trait).
And that traps start to recharge not when the enemy cross over them, they start to recharge when they Set them!
Every 20 seconds you have a trap that last forever, start to recharge when you set it, inflict Daze and very high damage AoE, grant you Fury and you can set it immediatly after one end why the time you set it and fight it’s ready to be activated a second time, granting you a insane and lasting damage!

3) Boons and Conditions. Too much Boons and Conditions!
Fury, Protection, Stability, Might, only activing traps. When you put 2 traps on the feets of the enemy you obtain fury (10 sec every 20+1 sec…), protection (6 sec every 24+1 sec) and 10 stack of Might (10 instant stacks every 60+1 sec).
If you active that traps you passively obtain fury, protection and 10 stack of might. If you also use Fragmenths of Faith you have 3 stack of stability.
And all that inflicting DAZE for 1 sec for every trap AoE!

That all make you able to inflict Insane damage, Daze AoE for 4 seconds and still making you able to inflict all your weapon skills damage. You can chose eventually to use the elite after that daze to immobilize and slow the enemy, making him unable to fight even after the daze.

There’s a lot fo problems about Dragonhunter Traps and actually there’s not a single dev that want to fix them why they see to them in a singular way and not in a team fight situation.

For shure if you play DH trapper and find a mesmer you find really hard to make the mesmer fall into your traps why it’s basicly a ranged class, but against more or less every other profession in a teamfight there’s only few classes/builds that don’t fight in mid range/melee.

is that something normal to you?

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Posted by: Silv.9207

Silv.9207

Necromancer has always been subpar in PvE.
For long time it’s been useless in sPvP but some time ago with the corruption build had reached a good utility in some teams. But with the actual specializzations and balance the reaper is still a not meta class (we was in meta for 1 month of glory before turn back into the darkness XD)
In WvsWvsW we reached our best efficence why DS recharge fast when people die around you (good in zerg fights), but I’m not shure about Reaper why it’s a pure melee and the Necromancer in www was good why had a 100% critical rate by Range AoE in a line. While in melee have not a single defensive skill to protect himself, with the risk of waste the RS only to protect himseld and not be able to do good damage.

About Dungeons, I’ve always been unwelcome in any casual teams. Sometimes been insta-kicked why I’m a necro.

We do lesser damage than a lot of other classes (revenant, warrior, guardian, ele, thief), we don’t give any support (heal with DS/RS skill 4 but if you play dps your heal is more or less useless) and 8 stack of might every 30 seconds (20 if traited. good but not enough them).

The only thing we can do better than others is survive. We are a selfish class with good damage and good survavibility (in PvE) and we can survive where other classes can’t. But that’s the only thing we can do better than others. And with the specializzations I’m not still shure that’s true.
Our only hope is that in Raird we’ll need to have a good self survavibility to do them, making us good for it.

BUT there’s a new specializzation that make us in trouble: the Druid.
With the actual fixes on Blighter Boon whe can heal ourself in RS only with our boons. That’s why we can do pretty well and if others boons will trigger that trait it will be really OOOOOOOOP. But the Druid make us in trouble why: if raids will be so hard that you need a pure Healer to survive our RS will not be enough for that and while in RS/DS we can’t be healed, making us suffer for lack of healing.
Then to evade the possibility that someone die only why the druid is unable to heal him we will be once more kicked away from every Raid teams.

Your only hope is to find players that don’t care about your class/build why know every build can do good things and find a guild to do Raids.

I focus always on the worst possibility but there’s a concrete chance that we will not be welcome in Raids, expecially if you want to join casual teams.

Reaper worst sPvP specializzation?

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Posted by: Silv.9207

Silv.9207

The problem is that i wanto to Fight, not to stay away, casting 2 marks from away and hoping no one focus me why if they do I die istant.
There’s not a way to make the reaper able to fight in team without be only a class that have to stay ranged to not be focused and flee istant if it is and go in the fight only when your allies done all the work, finishing what they started with the stability in the RS?
It seems to make me the new “we play in 4+1” class of the game.
And I don’t want that.

Can We Delete Reaper?

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Posted by: Silv.9207

Silv.9207

We shouldn’t just Delete Reapers… having said that though:
The point is that Reapers attacks, shroud and weapon swap cause poison and chill passively. if those were Active skills i wouldn’t mind but they are not.
Its not about skill at that point.
further more, the lack of CC affects on the class IS annoying. Maybe Anet should review CC mechanics in earnest instead of just making them superfluous towards a specific class to sell HOT.
An lastly i see A LOT of contrived points premised around primed language to elicit an emotional response instead of pursuing the conversation rationally. Name calling and trolling proves to me that the player base exploiting these effects are aware of their power and don’t want to surrender their one hit I WIN button.

The scepter AA inflict poison but you need to reach the 3 chain of the AA to inflict it. Then you can inflict poison with staff skill 3, corrosive poison cloud, the signet and with RS skill 4 (in combo with poison cloud inflict a Lot of poison). Then there’s the sigil that when you swap weapon make your next attack inflict poison but more or less there’s not a single necro using it why the necro can still inflict a lot of poison without it (and if you think it’s Op you can use it by yourself, it’s an old sigili, totally free to use without spend a copper). Ten there can be other skills and utilities that active it. But, just say, it’s more or less all considerated an Active Game Play, not a passive. (to inflict poison vith the scepter AA you ant to inflict it, why there’s a lot of other skills you can use/active instead of wait for the AA chain, unles you’re really out of skills.
But about the RS, only the skill 4 inflict Poison and that’s called Active Game Play, why you need to active that skill.
Chill can be inflicted by weapon swap with the sigil (you can also take it if you think it’s OP), then it’s all related to Active Gameplay. Staff skill 3 (and 5 with fear), the utility shout that inflict chill and send a condition, elite shout, RS skill 5 (also in combo with RS4 for chill projectiles), fear with RS3 and Spectral Grasp. You can also use the sigil that inflict 2 sec of chill when hit qith a 30%chance (with 10 sec of CD).
Then there’s the boon corruption. Regen become poison (not totally shure) and resistence become chill.

More or less, excluding the sigil of poison and the 2 of chill (that you can obtain free if you think they’re strong), it’s all an Active Game Play if you want to stack poison and chill.

In RS AA there’s not a single skill to inflict poison or chill, only poisoning with the AA3 of scepter or chill with the AA3 of GS (that more or less no one is able to land if the enemy move a step away)

Reaper worst sPvP specializzation?

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Posted by: Silv.9207

Silv.9207

I just tried now your build and I was brutally killed by almost everyone, also a direct damage reaper…
It’s for shure me, why I don’t really know how to use that build…
But pre hot i used a personal build and I was able to 1vs2 and win or survive for a long time.
Now if there’s 2 enemy I die in 10 seconds. Seriously.

I was in a bad team where everyone goes around doing senseless things (like every time you enter a fight in solo…) and i was against a revenant, a ranger and a reaper and frequently I was 1vs3…

But when I was 1vs1 I really had not a single chance to win…

I think that if the reaper is really sos trong as you say I really need to change class or turn back to pve after 1 year of good pvp.

Reaper worst sPvP specializzation?

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Posted by: Silv.9207

Silv.9207

Thx for all your advices.
I will try some of your suggestions and keep to improve my skills with the necromancer.

Serious? That is what PVP means for you?

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Posted by: Silv.9207

Silv.9207

I think that he just do that videos to show how big damage a trap guardian can do.
If you look at the first 4 seconds, he pass through all the guardian traps without dodging while with the endurance full.

it’s just to show how Big AoE Damage a class can do without do anything more than press two buttons.

Reaper worst sPvP specializzation?

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Posted by: Silv.9207

Silv.9207

Seriously, it’s a week I ended to farm the bladed armor (plus some personal reason) and then I entered the sPvP again with my new shyning Reaper!
At the start I heard that the reaper is a very good specializzation in spvp but actually I feel it as the worst one.
Add a lot of damage both with poison+chill (and burn if traited) or with GS Gravedigger if you’re lucky enough to land it and crit. In direct damage it’s not really good.
Almost all the traits don’t work well in sPvP when used in a real fight, where a enemy don’t stay all the time with 25 stack of vulnerability and there’s a lot of good shouts but everyone was surpassed by the efficence of all the utilities. The heal is useless, the elite is too easy to interrupt to work fine (and “stun” you in the casting just a little lesser than the duration of the stun on the enemy, if you also count the aftercast) and all the others can work very well but frequently they’re usless, don’t give any kind of defence and can’t surpass the efficence of already existent skills. Rise! is good only on paper. Try to see how long that minions survive in a mid fight, expecially now that tempests and dragonhunters deal insane AoE damage, making that utility frequently good only in 1vs1 against bunker classes with low mobility.

The Reaper Shroudis good. Really good. But struck you in melee, forcing you to go into the fight to hit the enemy, falling all the moments in AoEs and traps while running to the enemy, and with the mobility of almost all the other classes also the leap, that with it’s aftercast can’t grant you to reach anyone, is frequently usless, both to chase and flee.
The RS AA is better than the one of the DS but if you count that you need to go in melee, that bigger damage is not enough to giustify your loss of range.

But I cna admit that RS is really good to condition damage. Burn in the AA, Poison in the skill 4 (expecially good with the Corrosive Poison Cloud combo) and the stun of the 5 with a little chill damage.

At the end: CHILL, the Core Profession Mechanism!
Very powerfull condition, it’s powerfull as the same amount is useless. Cleaned (or ignorated) easy by almost all the classes, don’t affect leaps and teleposrt, and if you don’t spam it everytime and everywhere it’s useless. And it’s our main mechanic! The thing that will make us able to chase the enemy and hit him with our powerfull melee skills.

I don’t knos you but every time I chase a enemy and enter in RS he just burst me out of RS in 3-4 seconds, making my main offensive (and defensive) ability a lost of time.
Why Chill can grant you to reach the enemy but don’t do anything to make the enemy unable to burst you down (like Slow can do, for example).

Compared to any other Class Elite Specializzation, the Reaper don’t do anything to us that we already was able to do, only add a little of condition damage or a purely PvE damage and survavibility, that don’t affect the sPvP survavibility at all (the survavibility).

A Necromancer with Reaper can be good, really good, can deal high direct or condition damage (expecially condition) and have a little (really little) mobility skill, good only if you active it and then exit the RS to evade the aftercast, making it useless in pvp fights to chase or flee.

Actually I don’t fear any Reaper i meet on my way. I fear more a chronomancer, a tempest, a OP dragonhunter, a druid, a berserker or a scrapper.

At the end, everyone in sPvP know that if you see a necromancer (any kind of necromancer) you have to focus him first why he can’t defend himself, becoming a free kill for every organized team. If you focus him and he don’t active it’s RS/DS he die quickly, and if active it he waste it’s main damage source to live 3 seconds more, falling downed anyway.

Seriously, actually there’s not a single sPvP build I tried that, in a Real Fight (not in useless theorycrafting and ipotetical situations but in real team fights), do anything better than any other class or survive longer.

Still no mobility, still low damage compared to all the other classes,still no survavibility, still no block/immunity/evade skills (only wurm and spectral, like always, good only in perfect situations and really easy to waste).

I’m really frustrated in sPvP why I see the Necromancer fall again to the bottom of the barrel.
We was in the meta for more or less 2 month after 2 years of fights, now we’ll fall again into the oblivion.

Serious? That is what PVP means for you?

in PvP

Posted by: Silv.9207

Silv.9207

Frequently you haven’t the chance to stay out of traps, frequently the DH put them under your feets and then nthe time you run away (if you see then in time) you already had lost 30-50% hp, reciving also damage when you exit the traps.

Traps have not to deal all that damage.

The most balanced profession stongest Elite

in PvP

Posted by: Silv.9207

Silv.9207

Dragonhunter is really strong but also the Berserker is strong. I fought a Berserker with the Rifle and it was really strong, expecially in team. With 10k+ of AoE (in line) damage every 4-5 seconds, it’s a really strong profession.

Actually there’s professions with baddest specializzations. Like Necromancers. Reaper is a really good specializzation… for PvE.
I actually use it and feel really frustrated why a lot of specializzations had they’re weakness reduced or gained a new way to deal damage. Reaper is a old bad chill build a little revised with a elite easy to interrupt and shouts of bad efficence in team fight (Rise! is good why summon a lot of minions, but in a team fight they die really quickly by AoE, making the only “damage reduction” skill of the necro useless, including they need to hit the enemy every 2 sec to mantain the effect).

There’s still a lot of work to do to return to a barely balanced situation.

1 month and we well see a better and more balanced sPvP.

The MM is dead, Long live the MM [PVP build]

in Necromancer

Posted by: Silv.9207

Silv.9207

Hello!
This is a Minion master condition based team support build. Without any further ado, here is the build: http://gw2skills.net/editor/?vRAQNBmWD7khGobTspGwtGg9GsMNYTjgXWFQaAUACAxfwTYLE-TZxCwAiLDU5gAA4IAM5CAI5BAAA [Note, the rune of choice is rune of thorns, this is very important].

So, what are the pros and cons to this build?
Pros:

  1. 7k aoe heal on your rs 4
  2. 2k aoe heal on exiting reaper shroud
  3. Can stack up to 30 stacks of poison with the death of a minion and rs 4
  4. 3200 Armour lets you take punches like a big boy girl
  5. 1200-1600 condition damage lets you hit as hard as a full condi necro
  6. Lots of survivalbility, with only your minions attacking, you heal 2k/s
  7. Lots of burst from rise, blankets a point in poison when they die
  8. Weapon swap as much as an ele or engie
  9. Massive team fight bruiser, you WILL win team fights (mostly because…)
  10. MLG ressing

Cons:

  1. Low mobility (only 1 short leap)
  2. Low Stability ( No stun breakers, easy to get a burst set up on you while your traveling between points)
  3. Amour doesn’t seem to actually affect damage output (those 5k vaults keep coming, not to mention rampage)

This build is fantastic. I’d like to classify it as a bunker/condi bruiser, but the minions do enough direct damage to let you be a general bruiser. It is designed to wade into team fights and carry overwhelming momentum. With correct positioning, you can easily guarantee the first person to go down on your side a res, meaning in even fights you’ll end up with a person advantage. After winning that team fight, you should have 10-15 stacks of corruption, boosting your condition damage to 1100-1200 range. In any given fight, you’ll be getting between 3-5 stacks from rune of thorns, boosting you up another 150-250 condition damage. So you know what I was saying about overwhelming momentum? The next fight you enter after that original team fight, you’ll have 13-1400 condition damage (the maximum is 1600 condi damage, AKA a full rabid necromancer’s damage) Coupled with the 85% poison duration, rise is basically a ticking time bomb every 25 seconds. The most important thing in this build to watch out for is your cool down on RS 4. You’ll have to choose between using it aggressively for 29 stacks of poison plus a 7k AOE heal, or using it defensively, for a downed teleport resurrection.

Note, for condition heavy teams, it is advised to swap flesh of the master out for shrouded removal

Frequently asked questions:

Q Why use the heal minion instead of X?
A The heal minion is more aggressive as well as a source of poison {more condi damage for you}. It heals generally the same amount as others over time ( I.E. if using it off cool down, you’d heal the same as CC by using it twice in the cool down time of 1 CC) It also provides 1 condition transfer per 10 seconds. (So what? That is the difference between 22 stacks of bleeding and 0 stacks of bleeding)

Q Why use minions at all, you noob? Shackling your self to a computer, not better than the old turret engine
A If the actual minions where removed and only their burst skills were left, I’d still get 10% life force every 20 seconds, 2 2k blast finishers every 16 seconds, a knockdown every 40 seconds, constant cripple, and 50% less damage on a constant basis. Those two blast finishers allow me to apply almost constant weakness, while the 10% allows me to hope into shroud long enough to stun you, then receive my 2k heal. Even without minions, I’m a great bunker. With minions, I have obsence amounts of damage and condition application.

Q Does this work for Strong hold too?
A Yes, you can keep door breakers alive though sheer body stacking along with your 7k and 2k heal. If you desire to play defense, you can MLG save the lord with transfusion + stab res.

I play that build from 2 month (without reaper but with blood, pre HoT) and it work. It really work and very good.
Actually i play that build, with curse instead of blood why I prefer perma weakness and send condition back and with rabid why I lost the heals, but It’s a really good build anyway. But that’s why I frequently hold close and fighting in 1vs1 a perma weakness is better than heal someother that isn’t near me XD
In team fight I can say that it’s one of the best necro build ever to support and at the same time deal damage.

only one thing: Change the Summon Phantom Fiend with Corrosive Poison Cloud to spam weakness and poiron (very good in team fight) and block projectiles (the best thing against a lot of professions like rangers, engi, warrior, thief with P/P or SB and more).

That build is more or less the same build I posted some time ago and it really work.

It’s my favorite build for Necromancer in sPvP.

Necro Help

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Posted by: Silv.9207

Silv.9207

Try that build.
http://gw2skills.net/editor/?vRAQNBIhZakjGapxaaw6G4wxRuQNvilYKolxa0swAoBWBA-TBSDgA9K/Y3f44EAkoE8V9HQ9BAm/GeAAAA-e

You can change the runes, I put on Strength why it’s the actual meta, but there’s a lot of Power runes lesser expensive.

Actually with HoT there’s a lot of Specializzation Builds for PvE/Dungeon but there’s not jet a “meta” for them.

If you need to level up try the minion master (same build but with Death Magic instead of Blood Magic and full minion utility set), it’s fast and ANet fixed that pets recive only the 5% of a AoE damage in PvE (in sPvP and WWW they stll die quickly against AoEs), making them more viable for dungeons and big bosses but the common direct damage build is still the best.
I’ve seen a Necro deal 10k of Bleed/sec, but I’m not totally shure about that or about the buid he’s using XD)

gs to slow everything else stronger.

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Posted by: Silv.9207

Silv.9207

The GS is frequently bad also for PvE, the Dagger is better for both the situations as a dps weapon.
Gravedigger is a very high damage skill but it’s also a skill so slow that the enemy can simple outrun you and evade the attack or prepare it’s dodge/evade/block/blind/immunity with a lot of time.
In 1vs1 is really bad, you can use it only in XvsX hoping no one is looking at you or everyone had already used all the skills to evade your damage.

Light Armor user Disadvantaged in Raids?

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Posted by: Silv.9207

Silv.9207

Reduce by 50% the amount of Silk needed to make a Wool of Silk will decrease the price of Silk by 25% (countinf that it’s needed also in other crafting processes).
It’s not a solution but it’s someting that can reduce the price of an ascended armor piece from 100 to 75-80. And it’s still a good thing.
With the same amount of golds you can make 5 of them and you have more or less enough money to make the 6°.

Silk, Danask, Ascended and HoT

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Posted by: Silv.9207

Silv.9207

No, they Expecifically sayd that for the last Raid Boss everyone NEED a FULL ASCENDED EQUIPMENT.

http://dulfy.net/2015/09/30/gw2-ascended-gear-will-be-needed-in-raids/
(an extract of the conversation).

And actually there’s still a large amount of players doing PvE and selling Silk, but I’ve always seen the price of the Silk increase or stay at a price that to make a Wool of Silk buying the silk from the TP you need barely 10 golds.

That will really not help Light Users to make an Ascended Armor.

And components obtained in Raids will help to make a Legendary Armor, not an Ascended. And for a Legendary Armor you will need Months, if you have enough Ascended Armor Pieces to make some different Bosses that will require it (for a not jet definited fight/damage/condition system).

Light Armor user Disadvantaged in Raids?

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Posted by: Silv.9207

Silv.9207

Everyone know how Expensive is make an Ascended Light Armor.
2-3 times more expensive than make a Medium Ascended Armor.

But ANet already annunced time ago that to make Raids of high level every player NEED a FULL ASCENDED ARMOR.

Then, a Medium User will make at a good price. A Heavy user will craft it at a higher price and a Light user will be Mad to craft an Ascended Light Armor why it’s so expensive that a lot of players don’t even try to make one and hope to drop chests of ascended armor to make they’re set.

Can ANet make something about that?

A easy way is Reduce to 50 the amount of Bold of Silk a crafter need to make a Wool of Silk, instead of the actual 100 (that is 300 scrap of Silk, more thana entire stack of Silk!!!).

Please, do something.

Silk, Danask, Ascended and HoT

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Posted by: Silv.9207

Silv.9207

2 days at the HoT Day One!

But there’s something that scare me, something that is a really big problem since months:
How expensive is make a Light Armor Ascended?

Bolt of Silk isn’t the easiest material to find, you can obtain it only salvaging equipments, and to make a Spool of Silk you need 100 Bolts of Silk, that is 300 Scrap of Silk.
Make enough Bolt of Silk to craft a Spool of Silk is More than the Double of the amount of material required to craft a Lump of Mithril or any other Ascended Crafting Material.
If you add that it’s needed to make both armor components and Insigna to make a Light Ascended Armor you need a insane amount of Scrap of Silk, that is the expensive T5 material, why is used to make armors component for light users and is also used by every armor crafting profession to make Insigna.

To reduce the cost of Scrap of Silk (and Bolt Damask) the only way is to reduce to 50 the amount of Bolt of Silk required to make a Wool of Silk.

That will reduce the cost of crafting an Ascended Light Armor, making Light User Classes able to make it at the same cost of a Heavy or Medium class.

That problem will be bigger is you look at the HoT’s Raids System, where ANet already announced that to do some of that raids a player will NEED an Ascended Armor.

Why make Light Users (Ele, Necro and Mesm) disadvantaged to make an Ascended Armor why it’s too much expensive to craft? (more or less 2 or 3 times than a heavy or medium armor).

please, reduce the number of Scrap of Silk required to make a Wool of Silk to 50, like for every other crafting profession main material.
That will greatly reduce the problem and make every players able to craft they’re Ascended armor at a high but right price.

Worried about launch...

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Posted by: Silv.9207

Silv.9207

It can be.
A lot of people say that the Reaper is the best specializzation (but I’m not one of them).

There’s a lot of skills and traits on the reaper really powerfull, some combos that deal high damage and the Gravedigger skill will make us hated in some spvp situations, still if that skill have just a little more dps than the Dagger AA.

I hope there will more nerfs on other specializzation than in ours, but yes, it can be.

necro counter

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Posted by: Silv.9207

Silv.9207

A good ranger or mesmer that know how to keep the distance can kill a necro, or classes with a lot of CC like engis or warriors.
Necromancer can’t hace stability and can’t really defend himself from your attacks (only with fear but a stability can eliminate the problem). Actually the corrosive poison cloud is higly used by condition builds to destroy projectiles and inflict weakness, granting them a sort of defence (finally).

To defeat a necromancer you can use high dps to melt them down or range to be untouchable by they’re minions or dagger AA and CC to make them unable to hit you.

Just L2P right?

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Posted by: Silv.9207

Silv.9207

If a condition damage need to deal you 60k of damage with more or less other 15-20k of direct damage from different sources, it’s basically Not a OP damage.

OP can be if you with all the condi removal of the game will die in 5 seconds by burn. But it’s not the case.

If you run basicly without condition remove skills and find a pure condition damage build with a strong condition source like burn is (strong but not really OP) you can’t pretend to kill him!

Actually the game is a little unbalanced in favor of condition damage. Knowing that, if you don’t use at last 2 condi clean sources and don’t evade well the thelegraphed skills of the burning guardian, it’s only a L2P issue.

if you don’t want to change your build why it work well in different situations and you can kill some enemy easy you can still play it, but you have to know that a condition class can kill you easy why you totally lack of condition remove skills.

Cheesebuilds Wars 2

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Posted by: Silv.9207

Silv.9207

If you complain about the name of that game is simply see that the name is completly wrong for that game!

read:

Guild Wars 2.
2!!!
Two, you know????
Where is that “two”? Eh? Where is it?

I want to see that kitten 2 everywhere in that game!!!
Where is it????

P.s. I want to do pillow fight too!!! (I already have a sexy female norn ready to fight)

Protection

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Posted by: Silv.9207

Silv.9207

Protection reduce the direct damage by 33%, a condi clean in the right moment can reduce the damage by 90%

2 stats for condition damage

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Posted by: Silv.9207

Silv.9207

There’s also Vulnerability that now increase the damage of conditions.

And actually there’s a condition damage that grant you the chance to melt your enemy: Burn. It’s a really high (sometimes too much) condition damage.

And classes like engis can output a insane dps why can mix all the actual conditions to deal damage.

if you want to force the condititon damage users to chose more dps builds with condition losing defensive stats, you can do only one thing:
Reduce the condition duration of all existing conditions bu 40% and add the condition duration statistic in an amulets to grant 100% condition duration, giving back the condition duration lost with a little bonus why you chosed a dps build.

That will also affect direct damage builds why influence vulnerability and cripple, but it’s not a big problem for some of them to stack it back.

That’s the only way to reduce the stack of conditions and make condition duration more impactful.

spvp + new players = bad times (for them)

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Posted by: Silv.9207

Silv.9207

You speak like in other games there is not that problem.
Always, in every single game, when you go to pvp you die 80% of the times why you don’t know all the mechanics, the skills, the builds.
It’s been always like that.

For shure, hot joins can be used only for practice. I use them only for practice why I know that there’s newbye there that try to practice.

yes, queue for 3 minutes is a bad thing, make you wayt 2-3 minutes for a match of 10 is a really bad thing.

But I still think that hot joins are more for practice than for play.

if you know how to play just play seriously and play unranked and ranked.

leagues going to be bad for PvP Pop

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Posted by: Silv.9207

Silv.9207

You mean the fact that good players will play in iper ranked matches, leaving finally noob players and newbye players in matches that they can fight because there’s not a player that can kill 3 of them at once?

leagues will finally make a difference of spaces between pro and newbye players, granting them matches that they can fight newbye vs noobs, balancing a little the problem of premade teams of pro players fighting newbye and bad players, making pro win easy and new/bad players feel frustrated why they haven’t time to practice and improve they’re skills in spvp whyle slaughtered by pro players.

At the beggining you will see a lot of newbye/noob blood everywhere, but the time the pro players go up in rank and you will see good fights of noobs vs noobs.

Please make Close to Death affect condition

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Posted by: Silv.9207

Silv.9207

Spite isn’t a condition damage based traitline, the reason why I don’t know the reason to make signets convert conditions, but it’s still a good trait both for direct and indirect damage builds to weak the enemy.

That traitline give you a lot of might, that’s true, making your conditions stronger, but it’s not a condition-delated trait. It’s a dps trait.

And there’s a lot of grandmaster traits that need so much more love than a trait that is still good enough to be chose by everyone

Do you feel D/D ele balanced now?

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Posted by: Silv.9207

Silv.9207

Actually isn’t still perfectly balanced, but it’s more balanced than before.
The lost of damage make it more a defensive than offensive build, but there’s still the problem of all the might stack, that grant both high direct and condition damage, making still that bunker build able to deal barely the same damage of a common berserker build.

And the ability to reduce/ignore the damage, clean condi, heal and deal damage, all in a single build and with a high efficence for every aspect, is still a big problem in the hands of a skilled player.

But in 10 deys we will see what the expansion will gring, with new specializzations, builds and meta.

For shure is that if they nerfed the ele’s Burn now we’ll find it back with a big power up in the Tempest Specializzation, that can stack 15-20 burn and might at the same time AoE.

Dps increase from Blood Magic ?

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Posted by: Silv.9207

Silv.9207

It depend on your weapon. If you use staff or use frequently the DS, all that siphoning damage contribute to more or less 0.5% (if you in Ds crit for 4k and add 100 of damage by wiphon it grant you only a 0.25% more damage…).
If you use dagger+horn5+wells, the damage and healing that you obtain, expecially against a good number of enemies, can be more or less 5-8% of the total damage.

My view on PVP as of 13/10/2015

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Posted by: Silv.9207

Silv.9207

1) It’s for shure that if you play in a well balanced and tested team you win, expecially against pugs. But that work in every single MMORPG, it’s not a surprise or something that happen only in GW2.

2) If you play in solo 90% of times you play your favorite class and build. That will always happen because no one that play only for fun (a player that play for win will for shure try to find a party of friends/guild members/casuals to organize a good pvp team before enter the match). And if you play your favorite build you can’t pretend to force other pugs to play what you want only why you don’t want to be the bunker. Sometimes you can find players like me that like to play some bunker builds like necro MM, making me a good add to a team (in that current meta). The other 10% of times the pug is in that match only to do the daily win with a class that don’t know at all, hoping to find a half premade team to win with.

3) Every team have to chose a player to be the support/bunker with a lot of condi clean, expecially AoE, and/or some skills to send back conditions on the enemy or corrupt they’re boons. Some players call that the “Meta” effect, forcing you to chose to focus on degence from the biggest damage source instead of use a defense at random hoping that it work.
ANet can make new builds viable, but players have to chose them to change the “meta”.

4) Power Burst > Condi “burst”.
Sometimes I see players posting images of them suffering from 80k of Burn, screaming that it’s a OP damage. But that make me laugh because if they survived to 80k of burn (plus…20k, more or less, of other damage sources…?) they barely have been recived a total damage that had to be able to kill them 5-7 times or more before they died. Where do you see all that “burn burst op damage” that everyone mention? I really don’t see it.
If Burn was OP they will read more or less 15-20k of Burn damage before fall dead, for shure not more than 5-7 times they’re hp.
Like when a direct damage meditation guardian focus a thief: 4 seconds and the thief is downed, with lesser than 20k of damage.
How can be that 15-20k of direct damage that can kill you fast lesser dps than 60-80k of Burn + other sources of damage that you need to recive to be killed?

5) A stat that make you not easy to burst down is always good, expecially in not organized teams. Then, a condition damage build have alreasy a good amount of vitality/toughness, making it really good. But a Barbarian or Knight amulet can make the same effect, only reducing a little more in % your damage. But a good dps will still be able to deal more burst damage than a condititon build (fighting against an active player, not a golem doll that keep all your conditions without a single clean/block/dodge/bling/xxxx skill or movements). A good example can be the dps mesmer, that can deal insane damage by far without any problems with a really easy build.

6) Burn is good, deal good damage, but if you’re a pug and the enemy is a premade all your mental work go into the toilet why you will have not a single aoe condi clean while the enemy will have a lot of them, making your pug burn strategy a waste of time and damage source.
Basically, Burn work good only in PugVsPug fights.

At the end:
Yes, everyone in sPvP that join in solo want to do dailyes with classes that they don’t know how to use, sometimes don’t know how to fight in team, or want to play they’re favorite class and build and don’t want to change they’re class or build only to make you happy. And frequently they follow the “Meta”, using builds that don’t always work like supposed (the burn guardian in metabattle, for example, isn’t for shure the best burn guardian you can make, the same about other builds listed in that site and frequently used by bad/mediocre casual players) and increasing the spam of condititons everywhere, sometimes with really bad results (expecially if the enemy team have a necromancer or a bunker guardian to clean or send back conditions).

Actually the “condi meta” isn’t the best meta you can do. Is a good choice, but not the best, not for every classes or situations.
Guardians, warriors, mesmers, thiefs, rangers, necromancers can deal better damage in direct damage builds (with variations from berserker to barbarian/knight or soldier -expecially for necromancers-).

Actually in sPvP there’s much more direct damage builds than condi builds. But there’s a good 60/40 division that make every build viable (in favor of direct damage), both to fight against direct or condition damage. And that increase the build variety of the game.

Burn builds are like turret engis

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Posted by: Silv.9207

Silv.9207

All of these people trying to defend burning, afraid they will have to play something else. It doesn’t matter weather or not you think its easy to counter, a single condi being able to do http://imgur.com/a/htcVX that isnt balanced.

I really Love to see people try to argument they’re problem to kill burn builds (expecially guardians) posting images where they suffered by 60-80k of burn damage.

But that’s the proof that Burn IS NOT OP.

The reason?
How can a OP damage need to deal 60-80k of damage to you to kill you? How much time a guardian to stack enough burn and make it last to deal that 60-80k of damage???
If a guardian will stack on you 9 stack of burn and keep it on you (barely impossible for more than 4 seconds why skills recharge and condi cleans), the guardian need literally 20-30 seconds to deal all that damage.
But frequently the damage have a “burst” of 12-15 and then fall down to 3-6 (if the enemy let you stack and mantain burn), making your damage fall down.

Then, if you are a Warrior (that can use berserker stance to be immune to conditions for 8-10 sec) survived all that burn damage, how long that “OP Burn” needed to take you down, adding that you was in teamfight and there will be other conditions and direct damage sources that dealt damage to you?

I can say that the guardian dps is “OP” when I see that with the GS skill 2 dealt me 8k, plus another 3k by skill 3, some xK by 4 and 5, killing my berserker pg in 3-4 seconds with a insane burst (is really funny when I kill zerk thiefs in that way with my dps guardian). That’s why I’m been killed in 4 seconds with 14-16k of damage burst hard to evade (GS skill 5 is the best to kill noobs).

But if I recive 60-80k of Burn damage plus a large amount of direct and other condi damage before I fall, that’s not to call OP, because to kill you I needed to deal you 60k of damage, making me take a lot of time to kill you, a really big amount of time.

Seriously: don’t post stupid images of “OP Burn Damage” why all that is only a proof that Burn is not enough strong to kill you fast like you sayd.

Seriously: if to kill a warrior you need 60k of burn (counting that almost all warriors use Berserk Stance and have a lot of condi removal by skills or traits) is like you need to kill him 3-5 times before he drop downed at your feets.

And that all don’t seems to me to be “OP”.

Guardian burn is only good to kill noobs in unranked.

If you want to kill good players with burn you have to be really skilled and know all the enemy condi clean, timing and evade they’re damage skills to survive enough to kill them with condition damage.

Necros, reapers and group support

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Posted by: Silv.9207

Silv.9207

I seen videos of Warriors deal 110k of damage with 100Blades… Before the patch that given them the GS that increase the damage by 20%…

Necromancer have good dps, really good. Really high if well used and in the right situation.
But don’t trust all the streamers you see. Nemesis is really good but the necromancer have for shure not the best dps of the game.
And in the calculation if I don’t remember wrong there’s still be the add of ice Bow and a lot of Quickness. And that, expecially after the big nerf of IB, make the necromancer unable to reach the best dps of the game.

Necromancers and HoT metagame

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Posted by: Silv.9207

Silv.9207

In PvE the reaper is very good, but is still with lesser dps than a lot of other classes, like engi, guardian, ele, warrior, and it’s melee, making it harder to use in dungeon if you have to stay in range. And if you have to stay in range we have only bad weapons to dps by range (axe is still bad, but the scepter is a little better than before) why RS is only melee.
But in melee the RS can deal insane damage! Lesser insane than other classes… but still better than before XD
The GS is good in PvE but it work well only if the enemy is under 50% HP, making you able to spam Gravedigger. But if you need to move, dodge, flee, active other skills, making you unable to spam Gravedigger everywhyere you lose a lot of dpd, much more than other classes or weapons. (if you interrupt Gravedigger to dodge and it go in partial cooldown you can waste 4-5 seconds before GD hit again, losing a really big amount of damage, that other weapons like the dagger don’t lose why it’s damage is all in it’s AA).

In sPvP the GS is more or less useless why it’s really slow and it’s damage become lower than the dagger AA. It’s good in big fight if you start to spam Gravedigger unseen and hit your enemy (a gravedigger can deal 8-10k!) or the only situation I’ve seen it good is in skyhammer to break the glass on the floor and grab the enemy with the skill 5, making him fall XD
But there’s a lot of builds that you can do with the Reaper, both dps (in direct, condition or hybrid damage) and bunker. it will add a lot of diversity to our builds.
But not all thatt efficence like we hoped or like other specializzations grant to other classes.

I’ve not tested it in www but I don’t like to use a total melee build that don’t have a single defensive skill into a zerg, it look like high risk and low reward. I will still play the old ranged build to be more shure to survive to the fight and deal better AoE damage.
But in roaming it can do great things, I belive.

In PvE the necromancer will not become a part of the metagame for shure why still don’t give anything to the team, deal lesser damage to the enemy than other classes/specializzations (in all condi, direct or hybrid builds), and if the rairds will be hard a pure melee build will for shure have some problems to deal it’s full damage and with a total lack of defensive skills will find hard to survive like others, expecially why the necro in DS/RS will not be able to be healed (reason why ANet add Blighter’s Boon trait, to make necromancers more able to obtain heal while in RS).

In www the reaper will be ok.

In sPvP the reaper will be funny.

Necros, reapers and group support

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Posted by: Silv.9207

Silv.9207

All the necromancer’s support ability is:

-Heal when res someone
-Vampiric aura (or Life From death)
-Heal with DS skill 4 (trait that no one chose because on the same line there’s the frait for wells)
-8 might for 8 sec every 30

Then there’ the indirect support for the team:
-Poison to reduce the enemy healing ability (actually useless in PvE)
-Vulnerability (there’s also a large number of classes that stack vulnerability, making stack that condition useless)
-Weakness (the necro can stack a insane amount of weakness, making the enemy deal lesser direct damage, if it work, but no one care about that because everyone want to kill the boss before the bass will be able to deal big damage to the team)

About the heal support, the necromancer is more or less useless, expecially if you look at the new specializzations or at old healer builds on eles or engis that can heal AoE and Make and Blast Waerfields repeatly.
About the damage support if you have a ele and a warrior on the team you don’t need more to have 25 stack of might all the time and is really easy to stack 25 vulnerability.

Then, the necromancer can’t really do something that another class can’t do and can’t do it better. (with the reaper you will stack a lot of vulnerability but that will not make us wellcome on teams only for that).

The only thing that is requested to a necromancer to do is damage. But 6-7 over 9 classes of that game can do mathematically better damage than us…

Then… basicly we’re good to nothing, in PvE XD

But we can inflict easy high AoE damage in www and there’s some roles as debuffer and anti-condi fighter in sPvP that we can chose.

Actually if you want to be a support keep your main and be a Druid XD

people constantly leaving hotjoin

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Posted by: Silv.9207

Silv.9207

Hot Join is a test area more than a real match.
If I go in hot join is only to test a class/build or practice a little.

If you want to do some matches where no one is autorized to log out or swap team, try Unranked or Ranked matches.

Just play Burn Guard

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Silv.9207

My friend playes both direct and condition guardian.
At first when he tryed the burn damage he was like “omg that burn deal a insane damage!” and played it a lot.
But doing ranked tournaments he was more and more realizing that sometimes hes condition damage kill himself or his allies why tranfered and that it’s not effective like everyone think.

Now after 1-2 months he tried back the direct damage and his reaction was something like “omg it’s so much etter than burn! Look how I kill them quickly!”.

Burn can be good for a “burst” but is easy to dodge/block/evade/blind and really easy to clean, convert or send back. And if a necro send back to one of your allies that isn’t ready your 12-15 stacks of burn, he will die quickly by the damage you grant to your enemy necro, mesmer or everyone with a generosity sigil.

A direct damage Guardian si much more efficent to burst down a enemy why it’s high damage that can not be easy blocked/transfered and can fight so much better why have cooldowns so much short than with a burn build.

Seriously: a Direct damage Guardian is much stronger than a Burn Guardian, expecially in team fights.

I miss the fast/fun Power meta

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Posted by: Silv.9207

Silv.9207

Actually the dps still exixt.
Guardians can deal really high dps with direct damage more than with burn. Burn is more a burst build, but the direct damage is still efficent as always and grant so much better damage in time. (expecially in spvp where every build have some condi clean skills).

Thief can deal insane damage if the player know how to not be killed istant.

Mesmer can do a really insane damage by a really long range using berserker why, if is a good player, there’s so much skills to save it’s kitten that a mesmer can survive to everything or flee from everything still in a berserker build, dealing really insane damage.

Ranger pewpew can deal really high damage by range. (but need to know how save himself when attacked)

Necromancer can inflict a really high dps while in DS or with Dagger (with no defensive skills and DS that is it’s better offensive and defensive skill at once, making it “weak”, but some builds can reduce that problem)

Actually the only classes/builds that play bunker is: Necro MM, Guardian Bunker, Engi Soldier/Celestial, Ele Cleric/Celestial. All the other professions/builds play in dps or at last hybrid or with lowbunker stats like valkyrie (necro?), Knight, Cavalier and more, depending on the build.

Actually 6/8 of the classes play at 80-100% in dps with direct damage and sometimes with hybrid or condition damage.
And they’re not really bunkers or defensive classes/builds.

There’s for every class a lot of skills that grant a chance to play as a dps (direct or condi) and more or less everyone want to play as a damage dealer more than as a bunker, expecially with immunity/block/evade skills.

The only class that is totally witout a real defensive skill is the Necromancer but I alqays see a lot of them with dps builds play really well and make it’s part in the fight, killing a lot and surviving a lot. (they die quickly if focused but they can still do they’r role).

I don’t see all that bunkers in the game.

There will always be a bunker in a good party to help the team, healing and ressing allies, but almost all the others can be dps or hybrids.

Wow we do terrible dps...

in Necromancer

Posted by: Silv.9207

Silv.9207

Actually a Necromancer can do a large amount of damage. But compared to other classes, the damage (direct, condition or mixed) is “low”.

Lesser condition damage and main conditions that will not affect (by damage or/and effect) the enemy in raids (chill and fear). Condition damage work in spvp why you can corrupt enemy boon and send back conditions, granting you a new source of conditions, out of your skills.
Good dps in direct damage but melee and still lower than other classes and with no defensive skills to grant you to stay melee all the time (I can simply mention Endure Pain or ranger’s signet).

With the Reaper, our strength will be the ability to spam vulnerability and chill, plus a 50%hp related spam of Gravedigger (not so much high damage than RS1 spam but still better).
The problem is that chill will probably not affect a lot of bosses (I mean the recharge rate of they’re skills) making that condition bad, it’s damage by trait is really low and vulnerability is over spammed by almost half of the actual pve dungeon builds.

Then we obtain a class with lower damage then others, that spam “useless” conditions (fear?) or over stacked conditions (vulnerability), that bring nothing to the team and is hard to heal (the reason why ANet give Blightered Boon to reaper, a “OP” trait that will grant him a lot of heal in team still while in RS to c ompensate the no-heal state), making the reaper always in risk to die if ANet keep the promise to make PvE Raids really really hard.

The only thing a Reaper can give to the party can be: Vampiric Aura, useful and useless at the same time why depend on the class and skills someone use, and is anyway a low effect buff. And the DS/RS skill 4 that heal AoE and grab the downed allies to you to make you heal them better. (that go totally against the ideology of a necromancer XD),
Other than that the necromancer can give… 8 stack of might AoE? Really usefull in teams that focus on spam might with eles and warriors by blast and guardian by staff.

Actually the necromancer is not really welcome in any high level teams, just a little lesser hated why vampiric aura seems to work as a good thing (while work really bad).
But with the reaper we will compete against classes like the Berserker that can still give banners to support the damage and spam the Rifle F1 to deal incredible AoE damage (or axe F1, really wow), with the Tempest that can spam might and Burn everywhere just pressing wh5+F1+wh4, the Druid that will be the best healer of GW2, and more.

The Reaper add a little amount of damage to the necromancer, but not enough to be chose instead of a warrior, a guardian, a engineer or a elementalist.

i will still play the necromancer and try the reaper, but I know that I will always be a second choice for every high level teams i want to join to do Raids in HoT.

CPC - this has to change

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Posted by: Silv.9207

Silv.9207

That depend on your build.
I play condition, the same kind of damage that skill inflict, and I’ve not a single problem about that skill.

But yes, I also don’t like the high cost/low effect of corruption, expecially when add other conditions.

That make corruption lesser viable

CPC - this has to change

in Necromancer

Posted by: Silv.9207

Silv.9207

It’s a condition based skill with high efficence against the enemy, making that skill a powerfull one.
AoE with big radius, spam poison and weakness, making the enemy with lesser healing and direct damage (if the hit go wrong the enemy lose 75% of damage, if you count that can’t critical hit).

Compared to other corruption skills, it’s one of the powerfull skills of the necromancer.

For me it’s not a problem why you can transfer easy the weakness with staff or dagger offhand, or signet.

i miss pre trait patch necro

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Posted by: Silv.9207

Silv.9207

The main problem of the necromancer, expecially dps one, is that we have not a single block/evade/immunity skill,c making us the first cass to target why we fall quickly.

And the Reaper will not change it.

We’re doomed to be a defenceless class forced to play in midbunker (and really able to do it) just to not die.

i miss pre trait patch necro

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Posted by: Silv.9207

Silv.9207

The Bloodl Magic Traitline is one of the best for me.
I play a MM condi build, an unusual combination, but it work.
I ndon’t use Soul Reaping, for example, why I don’t need it to win. It’s a build choice.
But BM grant me a minor signet of vampirism every 20 seconds (3500hp heal + 1200 damage) plus 2k aoe heal every time I exit the DS (it’s good, expecially for a MM or in team fight why I enter and exit the DS quickly) and make me to heal 5,5k to my allies (or minions) with my DS skill 4 and grant a good chance to move and heal them when they’re downed, making also them don’t lose hp while downed).

It’s not a dps traitline but it’s really good if you know how to use it.

But yes, we lose a lot about bonus damage (curse don’t grant it anymore, only bonus critical chance) and LF passive generation of 1% like you sayd.

The condi necro by itself is really the worst condition ever. No good stack of conditions and have only the weakest conditions ever (bleed and poison) with a little of torment. Poison is good why reduce the healing of the enemy, but don’t deal damage. (unless with the reaper that can spam 25 stack of poison XD).
But have really good trait synergy and can corrupt the enemy boons and transfer conditions, making it deal condition damage with the enemy “stregth”. it’s a sort of kungkittenideology in a condition playstyle version XD
“Make the power of your enemy be it’s weakness!”

About the direct damage, a necromancer can really burst down a mesmer fast. DS, skill 4, focus the real enemy after killing all the copy and burst him down in 3 skills. I’ve a friend that is happy when he find a mesmer in 1vs1 with it’s necro.
About thiefs, you can’t pretend to kill every single class/build of the game.

About our traitline choice, yes, we had a lot of nerfs regarding our choices, expecially about terror. You can still use it and do great things but everyone will always take the chance to convert 2 enemy boon with DS skill 2 or with the change to the Corrosive Poison Cloud I prefer to use the corruption trait to active a AoE barrier that deal damage and weakness and block projectiles every 20 seconds that last 8 sec. Really good.
But anyway, it’s a nerf to condition damage, yes. Like we have enough condition damage to be really dangerous with it…

Actually play berserker will always make you die quickly, but the same thing is for all the other classes/builds. Exeption for mesmers that can inflict insane damage by range and move, stealth, be untouchable for so long that they can play berserker easy just why you can’t find/hit them XD

Anyway before the patch we had also lesser traits to be appreciate for, like heal, boon conversion and self might stack.

Actually I play necromancer as my main and I really like it.
I love the bunkers and condition damage then I play it in a MM condition version, but I really like the dps version why can give a insane amount of damage.

What's wrong with burning (screenshot)

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Posted by: Silv.9207

Silv.9207

There’s always a funny aspect to all that “Burn OP OMG” treads:
If Burn is OP how can you survive to 54k of Burn Damage????

The problem is not the amount of damage but the time that damage need to kill you.
If you survived to 54k of burn is why you used all your healing skills, more than once, and someone else healed you. )or you’re a iper bunker necromancer with a insane amount of HP and LF + heal.

When a dps guardian burst you, you can’t read 40k of XXXskill why that guardian will kill you fast, leaving you not so much time to heal all the damage dealt.

In that image the thief survived to 54k of burn, 10k of bleed, 4k of poison and 6k of the ele skill + a large amount of damage dealt by other random skills.

A thief more or less have 16k of HP, right?

Then how can that burn is OP if it dealt you enough damage to kill you more than 3 times and you’re still alive?

The thief is really weak against conditions, we all know, but if Burn is strong like you say, how can you be able to survive to 3 times your life, only of Burn damage?

If you fight a dps guardian you recive lesser numerical damage bur you die quickly. 16-20k and you’re dead. Not so much time to survive like you have 3 lives (and much more if you add bleed, poison, and the other skills).

Seriously, me and one of my friend that play both dps and burn guardian can simply say that Burn deal a very high damage but direct damage kill so much better and frequently inflict so much more damage. But it’s lower than what you can read why you die before the damage reach the 54k!

Please, don’t look at that screnshots, they’re useless, futile and misleading.

If you can survive to 54k of Burn damage (+ a lot of different conditions and direct damage) as a thief in a XvsX team fight, the Burn damage is NOT OP.

Balance is non-existent with new specs

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Posted by: Silv.9207

Silv.9207

Actually is a Beta. Druid and Scrapper will be toned down/up where needed and we can hope there will be a lot of changes for every specializzations.

But actually no one know how to use and, expecially, how to COUNTER that Specializzations.
There will be a large amount of build diversity in HoT and every specializzation will bring us a large amount of skills to learn and fight to win against them, or to win with them.

There will be basically a Total change of Meta in the future.

Think when ANet changes the traitlines and make burn and other conditions more viable than before. Think from there to now how much has happen.
Fix, nerf, power up, new builds, new team formations, new playstyle.

And everything will change more and more. If you compare that change to add a new class and specializzations…

There will be a nice future of fix, bug and nerf in the GW2 future XD

Everything will change.

Brace yourself, hearth of Thorns is coming.