Ele would blow static and everything they had on inc and of course the stability would roll over that, maybe they should have timed their CC a little better instead of blowing their load on inc.
That!
The stab issue was a l2p issue, due to poorly cc and debuff timing.
Now the stab issue is a l2p issue due to a poor stab timing.
Before players were spamming stab now they are spamming CC; it is exactly the same thing. Bad player are still bad player only the meta changes (to a boring one sadly).
Because any time a game introduces a new class they make them completely OP for several months to get people to buy them. Revanants will be giving out stability like Oprah and will be running around with a wall in front of them to block projectiles.
QFT
With the range meta, nerfing the stab just hits the frontline in the nutts confirming the actual meta. Some players complain about random stab spam was OP but now we have random AoE CC spam and i really don’t see the difference.
Look at the bleeds, torment and fear a necro applies. Now look at the engineers bleed, and torment. Now consider that the engineer have a multitude of ways to apply long burns. Now also consider that burn do not stack in intensity. Now combine the two professions condition damage output and you see why necros after the dhuumfire implementation where a bit silly.
IP is strong as it allows an engineer to have offensive even when going with a P/S and defensive setup.
It actually used to be adept, but they rightfully moved it up a tier.
Engi can stack bleeding as easily as a necromancer with the right spec and has many sources of confusion.
The reason why Engi does not stack a lot of bleedings is because most of them play condtion bunker and not full burst conditon Engi.
it is funny, Dhuumfire has been nerfed because it was too easy, no brain etc and devs want it more skillplay.
Engie has a pre nerf Dhummfire as master trait when Dhuumfire is a grand master one but devs don’t really care about.
Where is balance? My main is a necromancer and I don’t even play it in sPvP, i am not really found of being a ping pong ball for other players, now i play my engi has condi bunker it has lot more sustain than my necromancer, can handle 1vs1 and 1vs2 more easily than my necromancer and brings heals and condi removals for my team.
the PPT, server vs server vs server and the weekly MU is an outdated system for me. As i already say, we should switch to a system with only reward when you attack/defend a tower/keep, faction vs faction vs faction (each guild chooses the faction) and forget the MU.
+1
each guild should choose a faction and fight for it and not for a server, rewards should be linked to your victory and guild victory when you are in WvW not to a server.
After that, this game will be a Guild Wars!
I don’t really think supply bring from one BL to another is a problem, if you don’t want that happen don’t leave the ennemy garrison without pressure.
I am more concern about the supply from the EOTM, where the most part of the WvW players don’t go and you easily find supply.
I have noted something which is actually killing the supply war in WvW. In fact when there is no queue for the WvW map you can easily supply your player in the main castle of your colour in the EOTM.
For me, the EOTM should only be a casual WvW and have no impact on the real WvW and MU. The supply in the spawn is already a bad idea but the easy access to a huge amount of supply in the EOTM (during offpeak) is a terrible mistake.
if you think barrage is OP, meteor shower must be the apocalypse for you!
My main character is a necromancer and i barely don’t play it anymore in sPvP. Because I am bored with all the immune condition and being controled to hell.
So now i play a bow hammer like everyone in this game and no match all the necromancer i fight because i know i am immune to its control and he has no stab.
The condition mancer at the begining of the game was much more enjoyable to play but now with all the dispells and immune condition we are forced to play the only spec which has enough condition burst to kill our opponent between 2 dispells.
I will not play minion master because it is too easy to counter with AoE and depends on AI to much and the power mancer wich only kills ennemy when using leech form.
We have seen clearly less full map blob the last 2 days, thank you for that!
My point was more: there is not any guild on elona or riverside? Because i can see none!
Always no brain full map blob from both servers, sometimes we found a group of our size the fight is won in 2 min and then you can see that group sticking the full map zerg…
I was not expecting that much from riverside when i have seen their gameplay during the league but Elona was much more challenging to fight before giving in to the full map zerg.
Woot another week of full german map blob trololololol!
Fighting 2 servers of cowards who always back in their tower when they are not 60 vs 25 succeed to make this match up more boring than the 3 weeks of SFR/Piken/VZ.
There are a lot of guilds on VZ with that kind of roster!
Nice monoblob SFRJ and you were crying 2 days ago? Really nice karmatrain for the reset.
(edited by Silverthorn.8576)
you know what is funny? Necromancer is supposed to be the condition manipulater and he has no immune condition when he has to face 3 classes with it and a bunch of dispell.
I have done a lot of solo queue that past 2 days and i can tell you facing 2 bow/hammer warrior with “berzerk stance” and one bunker engi with “automated response” in the same game when you are Conditionmancer is really boring.
The big problem is our power specs are pure crap in sPvP if you play zerker you will be killed really quickly because you don’t have any immune damage/block etc that other classes can use in that situation and with a soldier amulet you will need too much time to kill 1 guy so he will just run away or call for help.
may be santa will fix it!
The passive is a good idea and should help in attrition fight but the big problem is the active which can be counter play during and after casting…
In sPvP Necromancer is far away from the result the devs want when nobody want to engage a necromancer alone but still needed for corrupt boon.
In PvE Necromancer is undesirable in all the content because they bring nothing to a group but dps.
In WvW the Necromancer is in a good spot due to its high capacity to debuff in zerg group and its burst condition spec in roaming (which becomes out of control with the righ consumables).
I could have done 25 superior siege weapon :’(
GL and HF everyone! Lot of VZ players are expecting this MU for weeks now!
\\o o// \o/ VIZUNAH! \o/ \\o o//
Yep it was just a question of timing, you were just starting your golem rush when we were incoming with ours , I try to rush your golem and put them in fight with my necro but they already had a mesmer teleporter.
Strong and enjoyable fights with you PS as always, even if it was hard for our PuG.
(edited by Silverthorn.8576)
Good luck and have fun everyone!
Really good reset on Red map, thanks to Piken for the good fights!
I didn’t remember dev gives thiefs a taunt… vanish in shadows reset your aggro sorry.
Good luck and have fun everyone!
Good start for BB, i already enjoy this MU with lot of action everytime and everywhere.
GL and HF everyone!
Nice fight tonight on Elona home map.
it is a really good idea, we clearly need it!
No point to blame a whole server just for an individual.
I don’t want to blame all the server of Riverside but the guy on the AC leave it when the wall was destroyed and nobody has seen his guild tag.
Nice dezoom hack from riverside in bay on kodash map! Destroy 4 weapons close to the wall with an AC wich was behind the gate…
The problem with the conditionmancer in zerg is the huge capacity to a zerg to dispell really quickly all your condition. So yes versus mob you will have a good AoE damage but not versus zerg.
Conditionmancer is perfect for a roaming group, you are strong in small PvP fight and can solo supply camp easily.
Necros, NGs, Rangers can pull of good dmg with vit/tough/cond gear
We are talking about sPvP and there is no vit/tough/cond gear in sPvP. The warrior can do big damage with control skills while being tanky and immune to condition that is the problem.
Good luck everyone!
Thanks to BB for the good fight close to Askalion on Vizunah Home Map at the begining of the night shift.
yep it is a support build for zerging (20vs20) with this build your job is to debuff , blind and snare the opponent team and leave the damages to the war and guardian with their hammer (.
The purpose is not really to do damages with conditions or apply long duration condition because versus a strong zerg conditions will be dispell with combo, guardian shout etc…
In fact you just have tools which reapply chile and blind every seconds so you don’t really need condition duration.
If you are looking for a roaming build (lone wolf to 5vs5) a standart condition mancer will be fine.
Forget the condition mancer vs zerg, i mean good zerg. There will too many AoE condition dispells and combos that will clean all your conditions in few seconds. The purpose of a necromancer in a zerg is to debuff the opponent team and AoE controls (snare, blind, fear…)
Here is mine: http://gw2skills.net/editor/?fQQQNBIhZakRLUPTzSjfPBI946nheSB3jHpo4hB-jgBBcAERjZPFRjtDoIasKbYqXER1WzFRrWKAZVGB-e
Very strong build for zerg vs zerg, use your well of darkness to snare and blind the ennemy then well of corruption for debuffing and well of suffering for aoe dmg. Use your staff for AoE control and your elite to rush into the ennemy zerg with more than 50k hp and spamming blind and chile you will be a pain in the kitten for your opponent team.
Fighting a thief underwater is so enjoyable too: avoid, avoid, avoid, avoid, avoid, avoid avoid.
When you see a ranger waiting for a water combat don’t fight him, there are so many rangers exploiting the underwater pet heal.
QFT
Khadorian, Necromancers are infact weak in comparison to the capabilities of other classes in PvP.
But who cares, the game is not balance, we have only a domination mode and we are playing the class with the less mobility.
Sure when you are a necro you are always fighting thiefs with a 3sec fear, because everybody knows that thiefs have not enough control.
If you want to start tPvP as Necromancer I hope you like to be the guy who will be focus the whole match.
you should try to fight a P/D thief if you like stealth. Beeing kill by a guy who mostly do 11111 5 11111 5 111115 and who is invisible more than 10 times in a fight is really a pain in the kitten
Even the fight against that spec is boring you spend your time to retarget the thief each time he is back and each time he comes back with more life.
Ele are not really OP but when you have only one game mode which is a conquest mode and you give a high mobility to few classes it is stupid.
Atm in TN you have most of time 2 tanks and 3 roamers with a high mobility (mesmer, ele, thief).
More game mode like HoH or GvG could balance the game and allow different efficient team build.
dueling guys who are enouth stupid to go through a spectral wall more than once in a fight is not WvW.
May be an AI to the golem will buff him a lot! It spend half time of the fight looking at you. The path finding of the golem is so bad that you can wait for your golem more than a minute if you go from an objective to another.
A thief has backstab me for 8k then hit me with an heart stike for 6k and i don’t remember the following hits. My necro has 2k7 armor and more than 19k hp but that thief just killed my char when i was under the effect of its basilisk venom (so he needs less than 3sec).
Nice class balance… fortunately we have a leaderboard and the super magic box!
In a group fight in tPvP, Necro are really often the first guy focus. Why? because our lack of mobility and stabilyty make us easy to control and to kill even with “2 hp pool”.
But i don’t really know why we are arguing because for the devs team DS is made to counter a spike in necro wich must be actually 10% of it use.
I think the most stupid think they have done is that some classes have a high mobility (DD ele, mesmer, thief) and others close to nothing in a game where moving from an objective to another quickly make you win the match.
We’re working on a Leaderboard F.A.Q. that might answer some questions/concerns here. Keep an eye out!
Thanks for the feedback
Does the FAQ stop people from dodging a loss of rank by alt + f4’ing out of the match before they lose?
They still take a loss, as well as a rating hit.
no
When people will be in full ascended gear the difference will matter. In WvW when you will fight a full zerg of people in ascended gear may be you will not find the stat so low.
Clearly that way to grind ascended items is too far away from the spirit of GW1 where there were only skins to grind. I have already grinded in fractal for few weeks, done my daily etc i will not spend more time to grind for ascended gears. Seriously, more than 2 months for 2 earings, no problem dear devs I have 3 specs and gears on my main, and two 80 rerolls… one year of grind is just what i have expected!
For me there will be no more PvE and WvW where gears matter and only sPvP, thx again.
Moreover, at the beginning of the game there was a good idea: the karma; we could earn karma from different way (event, donjon, wvw) and spend it in what we need (exotic armor, ascended gear) but instead each new patch bring us a new kind of token. The number of currency we have tend to be really funny: gold, gem, karma, donjon tokens, fractal token, daily fractal token, wvw token, laurier, ecto, guild mission token and glory…
(edited by Silverthorn.8576)
Here is the template i use for RvR in zerg group.
http://gw2skills.net/editor/?fQQQNBIhZakRLUPTzSjfPBI945rheSB3jHpo4hB
First i snare and debuff with my wells, second AoE with the staff and finally rush in DS use life transfer and then locust swarm+plague.
The purpose is to do massive control on the opponent (spamming plague of darkness).