Dont nerf condi damage
Buff cleanses
rock is fine, nerf scissors
~paper
Dont nerf condi damage
Buff cleanses
Rock is fine, nerf scissors
~paper
http://wiki.guildwars2.com/wiki/Foot_in_the_Grave
Guess what. While it favors power, its also decent for condi.
“Beats”
As in 1v1?
As in team utility?
As in aoe?
As in focus damage?
USE YOUR WORDS MAN
Power nec brings plague signet its game over.
Maybe its time to switch up your build Leeto. (I’m only teasing)
I know its probably better deeps to use spoj’s build but getting 10k life blasts is way too appealing.
It will work the same way anything works, but that doesnt mean it will be effective.
If one takes the “candy” away all at once, there is the risk of crashing the patient and likely causing their death.
I dont care about mobility we need sustain. Siphons and blood magic are a joke that has gone on for far too long. Vital Persistence buff was a step in the right direction, but there is still an entire class supposed mechanic that is completely useless. Anet themselves have stated that they want necro to sustain themselves through soft cc and siphons. Where my siphons at anet. Where they be.
(edited by Stand The Wall.6987)
I hate applied and sigil stacks. Its power creep and an unfair advantage.
you forgot condi regen banner warrior
grawl
ugg make smash
You dont need soul marks. Your life force should be refilling on all of the nearby deaths.
Here here!
/15
+1
get it
/fifteeeeeen
I think it should start with 1v1 balance because there are too many factors in team fights to make balancing an accurate effort.
In WvW guardian and staff ele. If you go all out for guard then it actually does scale awesomely over time.
(edited by Stand The Wall.6987)
I am assuming this is a typo. If not, read up on what Arcane Shield does again.
Ok so take away the stun breaker fact. Do you have a suggestion? If so I would like to hear it.
If you are going to zerg it up, I suggest this.
http://gw2skills.net/editor/?vQAQNBHhZakjmeabpxmG+bTIQPevaxZiKMMUPcn15DB-zQyAYLBRiREpCAJwiox2GKiGraBT5mINsQt3ALAACAbcjbcjbMpAsaLA-e
If you are in an organized guild, then certain traits and gear will change to suit the needs of the group.
I use knights armor (amulet too), cavalier trinkets, soldier staff, zerk axe/horn, ruby orbs.
What if weakness and poison procced every other second with torment in between.
First sec weakness+poison second torment and so on. Shave off 3 sec in duration and 10 sec in recharge. That would be an ideal change imo.
PvE/WvW has been their top priority for some time now, but if they just did 1 tiny small fix/patch/improvment for pvp along with the pve stuff each update it goes a long ways over time. Doesn’t have to be anything big or significant, just the little things.
WvW is not a priority, and the new map is for PvErs. Get informed.
https://forum-en.gw2archive.eu/forum/wuv/wuv/A-Complete-List-of-WvW-Bugs-FOR-ANET/page/2#post3739666
Not to mention population disparity, commander functionality, hard ressing, and others.
Are you allowed to tell us what we want to know or is this an attempt at dousing the fire?
I cant imagine why someone would choose an extra MoB over -20% duration. I just dont see it.
5 to 8 players why dont I just play pvp?
The map should be able to host up to 25 per team.
I’m guessing you pve. This build has the best dps.
https://forum-en.gw2archive.eu/forum/professions/necromancer/Guide-DPS-Necro-for-PvE/first#post3476672
If this doesnt interest you, then thats fine play how you want. Hah. Come get me now zerk haters.
There was datamined evidence that new wvw rank poitns could be spent on a new tier of skill that when you kill enemies it forces them to respawn. That would easily counter this. It would change battles immensely. As someone who runs in a wvw skill group. One problem I find when fighting 3 times our number is once we wipe 1/4 of the group, a group of 5 or 6 will start to rez the rest of them so by the time we wipe another 10, a certain group of 10 will have already been rezzed.
I heard about it too but I’m not going to celebrate until the beer has been served.
I’m not sure what you are going to use this for, but here is what I think.
1. Celestial stacks power horribly.
2. You dont need 93% crit chance in ds, 80 will do (fury included).
3. Might want to consider using focus or warhorn instead of dagger for lf generation.
4. Having high crit damage and low power is a no go.
Cheers and good luck with your hybridmancer.
You cant be in Lich Form (the elite skill) and death shroud at the same time.
If you mean lich form = death shroud then yes you will go back to your original health. You cannot be healed through death shroud.
Interesting, I have wanted to take hybrid seriously and now I have what looks like a good tester build. Thanks.
Only thing I would change is -10 blood +10 death for staff mastery. Maybe Lingering Curse with hemophilia and + bleed runes.
Cheers.
…. most rune sets are just simply bad.
I love it in wvw and I would love it if it got a buff. I dont want its functionality changed to the point where its useless for what I use it for.
Exept if you main necro, then you’re screwed.
Touche good sir, touche…
Stealth should be the thief mechanic. Steal as well.
Do you think that the amount of travel that you have to put in makes the maps feel better? Does it feel like there is a consequence for dying and that you can whittle down an opposing force?
I’m curious what your thoughts are and if you think it would make the fighting better or worse in the borderlands and EB.
Waypoints make no difference when zergs hard res dead players. Fix that, and you practically fix the game mode.
If that was fixed, then the more waypoints the better. Most people dont like running for 5 minutes to find a fight.
The problem is when a zerg ports en masse to defend a structure, while flipping the rest of the map. The smaller force is punished while the larger and less organized force receives no penalty.
So instead of a timer, put a cap on how many players can port per minute or something like that. Something has to be done, because I guarantee that wvw loses more people to hard ressing and no zerg penalties then anything else.
holy hell some people are seriously living in denial.
control (tank) – support (heal) – dps (ditto) IS the holy trinity, something that gw2 abandoned. (in pve)
they said that gw2 followed this “new” trinity system to get sales.
they lied to you. GET OVER IT
Soon
Sooooooon
- sharpens dagger upon hearing that word *
Glad thats cleared up.
OP – spoj has a post stickied for pve, any 30 x x x 30 build for wvw zerging will do.
zerk dps is an answer to a non trinity combat system. some people just dont get that.
I said I think death shroud is a defensive mechanic, not necro as a whole. I never said anything about playing defensive.
I would go even farther and suggest that most points double in size, and a few triple.
Use cleanses wisely, out pressure the conditioneer, disable/block/blind/evade powerful attacks, dont be afraid to call for backup.
come at me bro.
Skyrim is a good break, at least for me.
I guess we differ in that I think necro is built for defense which allows us to be offensive.
Vampiric in its current state is nonviable.
Essentially yes but with longer respawn times.
So many mouths moving
So little words
Sustain boost
Arcane shield now 15 sec cd
Sig of Resto now heals 200 per cast 20 sec cd
Mist form now 60 sec cd
good? bad?