They are better than any other achievement meta so far… what were you expecting?
Are these the rewards for the meta achievement? Or for being 1st place server?
Because if this is for the meta then the rewards are beyond good enough. They are better than any meta rewards to date.
If you mean solo questing/exploring then we are among the best. Minion builds or Deathshroud tanky builds both survive easily and can deal good damage.
Life stealing really isn’t an option right now, as the only siphon traits are pathetic(except for the trait that allows minions to siphon health), so as for a weapon choice, I would go with Dagger mainhand with either focus or warhorn offhand, and a staff on weapon swap.
I am not sure the retal damage this skill’s passive provides is enough to make anyone care about hitting a Necro.
So basically this skill is a healing signet that heals less and requires you to constantly be getting hit for the healing to work… yay ;p
Also, the active isn’t what we first thought. I believe it is 35 sec cd, 1.25 cast time, heals us for 4k in addition to the life steals from the marked target, but the steals have a 1 sec ICD.
Um yeah… I was excited about the potential for this skill but,
If it has a 35 second cooldown, 1.25 second cast time, and a 1 sec ICD… screw it, that wont be worth using in any PvP situation.
Could still be useful in PvE, which is what we really need help in, but with that long of a cooldown I don’t think it will be something groups really seek.
I love Power Necro’s in WvW. If you are talking about Spvp, then Power isn’t as good because there is no Knight’s amulet. Imo Power needs higher armor to succeed, but soldiers amulet doesn’t put out enough damage so yeah.
But if you feel underpowered as a Power spec in WvW you should give it another shot, it can be really good in groups and decent while roaming.
The only build I feel really counters me as a power necro is PU/clone mesmers. Other than that, Hammer warriors/guardians give me the most trouble due to all the CC.
Theres not much else to say man, you nailed it. Necro’s just aren’t very useful for PvE. We don’t bring any really good group utility or support, and our damage isn’t high enough to make up for it.
It is what it is.
Lorelei I think you are a bit defensive hehe. Your build works well, but everyone has their opinion and it didn’t seem to me that Nagato was being too overly critical.
I also would like to say I play a build that is the same as Lorelei’s except for 10 points, and I love it.
I have always wanted Dark Path to be a mobility cooldown… but since Necro’s apparently can’t have any mobility, it probably never will be.
I have always pictured DP as a surge forward type move similar to ride the lightning.
The only time I would say Axe is better than Dagger for a well build would be in large group battles in WvW, where Axe #3 becomes very good for the boon strip and retaliation, and where you may not always be in range for melee.
I use the same build for roaming that I do in zergs, I just switch around the traits. I go 0/20/0/20/30, traited for spectral skills, 50% crit in DS, and siphons on crits.
My stats are 2100 power, 50% crit, 70% crit damage, 20k HP, 2900 armor. It isn’t really a bunker, more like a balanced build that can dish out a little burst while maintaining HP via health steal and high DS uptime.
I run Dagger/Warhorn and Axe/Dagger. I keep a Focus that I swap in for the offhand dagger incase I am not encountering any condition specs.
At first I liked this healing skill, but then I realised something…
If the amount of healing we recieve is too large, it will be overpowered and we won’t be killable in certain situations. On the other hand… if it heals too little and doesn’t provide any healing when not being hit, then our health pool will literally never fill… it just becomes a glorified protection/retaliation passive.
So that basically means that we will have to use the active ability for healing ourselves up, and signet actives usually aren’t very efficient. Then again, it is a team heal, so it may be useful in pve.
I guess a niche heal is okay, but given the name of the ability I was hoping for a better healing ability than this.
I wish it was just on hit. If it was on hit at least you could dance around and try to refill it.
That would make a lot more sense, and it would be a better signet if it worked that way… When I think of a Vampire, I don’t think of a retaliation type thing.. I think of health leeching with attacks.
At first I liked this healing skill, but then I realised something…
If the amount of healing we recieve is too large, it will be overpowered and we won’t be killable in certain situations. On the other hand… if it heals too little and doesn’t provide any healing when not being hit, then our health pool will literally never fill… it just becomes a glorified protection/retaliation passive.
So that basically means that we will have to use the active ability for healing ourselves up, and signet actives usually aren’t very efficient. Then again, it is a team heal, so it may be useful in pve.
I guess a niche heal is okay, but given the name of the ability I was hoping for a better healing ability than this.
Translation: I didn’t comprehend a bit of what MM’ers are telling me about the traits they actually use, Vamp Pre being one of the very least desired.
lol
I agree with you about all those traits, they are great for Minion Masters.
But I am not just talking about Vampiric Precision. Vampiric is picked up by MM’s in Blood regardless, and it is a crappy trait that needs a boost.
The bottom line is that if non-minion Vampire Necro’s got the buff that they sorely need, then the self healing from Vampiric master would be too much for MM’s who spec blood.
I would prefer that this trait didn’t exist, because I feel it forces Necro’s to use minions if they want to play as a siphoner.
I’m not going to discuss it if you all are going to be so closed minded.
Are you seriously telling me a MM would NEVER take Vampiric Precision even if it recieved a substantial buff. Say, a 1000% increase?
Bawb, obviously if someone can crit, they must be using berserkers right? Please.
MM works best with Soldiers, (because 50+% of their damage are from unscaling minions) AND it’s a defensive tree. So, generally speaking if an MM is (in pvp) not speccing for soldiers, they’re giving up too much defense for not enough return.
Meh, I use Knight’s for pretty much any Power build in wvw. I used to use soldiers, but found that extra HP doesn’t really translate into more survival when your build has nice self healing. Plus my damage with soldiers is terrible, with Knight(and a little cavalier/zerk mixed in) my damage is better.
But anyway, as for siphon traits. The bottom line is that Necromancers should be able to viably play Vampire or siphon based attrition specs without being forced to use minions. The best way to accomplish this is by buffing vampiric/vampiric precision to a level that would make those traits useful, then(I would assume vamp minion necro’s would have too much healing), they could nerf vamp master trait to an appropriate level, or remove it.
I’m not going to discuss it if you all are going to be so closed minded.
Are you seriously telling me a MM would NEVER take Vampiric Precision even if it recieved a substantial buff. Say, a 1000% increase?
Bawb, obviously if someone can crit, they must be using berserkers right? Please.
No, because the well one isn’t ran with the MM one, nor is (or really, should) the on-crit one ran with the MM one, and most times just one is taken and coupled with Blood thirst. So, if they buff the crit-leech and well leech and balance those to the MM one, the world would be in a swell place.
If Vampiric and Vampiric Precision got the buffs they deserve(in order to make them a viable choice over other trees/traits), then the combination of those plus Vampiric Master would make the Necro basically unkillable, it would be worse than heal signet warriors.
The well trait I don’t really care about, because in PvP, players don’t stand in wells, so it is pretty irrelevent in my mind.
If you are conditions, just try to keep stacking them on him, poison is especially important due to his passive healing. Try to corrupt boon his stability if he uses it to break out of a fear, and just try to kite him using scepter cripple, DS 5 root, fears, and staff chill.
Keeping weakness on him is also important to survive his damage. Rotate dagger5 with auto AE weakness on entering DS to keep it up.
I wish they would get rid of that trait and just add more healing onto the other siphons. I don’t want to be a MM to be able to play Vamp.
Um how about hell no, I love that trait. Buff the others, sure, but leave the one good one alone. >:(
If they just buffed the others, then vamp minion Necro’s would be too strong. But if they nerfed this trait, then any Necro could play vamp not just minion masters.
Its a win win really.
I wish they would get rid of that trait and just add more healing onto the other siphons. I don’t want to be a MM to be able to play Vamp.
It’s easy to say that oh “you are better off avoiding those players anyway”, and I am not arguing against that…
But the fact is this kind of discrimination does happen fairly often, and it sucks.
Sadly I haven’t really seen any evidence that A-Net cares about PvE balance, they usually just make changes for PvP. Necro has been at the bottom of the barrel for a long time(PvE wise).
Also, I realize that any class can do the PvE in this game, but I still would like to feel like I am bringing something to a team, and to not be thought of as a burden by most of the dungeon running community.
Mesmer, Warrior, Guardian.
Those three are easily the toughest for me to 1v1 as a Power Necro. Thief is easy for me because I can soak his damage and burst him back. He can get away whenever he wants, but it is clear that he cannot beat me either.
Mesmer I just cannot stay on between the constant stealth, clones, and teleports. I have studied this class and I just accept that it is a great 1v1 class and that it kind of counters power necro. Warrior is just OP vs anyone right now… Too much damage, passive survival, and constant CC. Guardian just has so much passive healing and the aegis makes rooting/fearing them really hard, plus they can CC you pretty good too and deal some nice damage.
Even if they changed it to work at 50% health, and grant more Might, it would still be crappy compared to most classes GM minors.
We need a trait that works reliably in combat, not when we are in danger mode. Necro isn’t really boring to play atm, I think it is very fun. What we need is a consistent performance increase for power damage specs. Siphoned Power would be a great place to boost power damage without making conditions too OP.
We already have enough interesting traits and skills, just give us a plain +10% damage buff for an easy requirement like plenty of other professions get. Maybe then Necro will be an option for competitive PVE groups?
I run 0/20/0/20/30. Curses uses Weakening Shroud and Banshee’s Wail(sometimes I use targeted wells, but normally I don’t like them). In Blood I take Well cd reduction and either transfusion or mark of evasion. In SR I switch those traits a lot, but generally I use cd reduction, +50% crit in DS, and DS cd reduction.
I use mostly Knight’s gear with a little berserker and cavalier. My final stats with food is 2100 power, 51% crit, 73% crit damage, 20500 HP, 2800 armor.
Works pretty well for me. Sometimes I choose to drop 20 in Blood and put them in Death for Staff traits and condition removal on DS(I like this trait a lot for removing random cripples or weakness).
On Dec 10th I think I will run 0/15/25/0/30. With my armor level, Death 25 point will give me 290 power, which is pretty awesome and worth dropping 20 Blood.
Good thing to replace 25 Spite trait, which completely dumb and useless
According to Jon Peters, Siphoned Power is a good trait lol. The Devs scare me sometimes.
Yeah, I have to call nonsense on 8k Lifeblasts against 2k toughness character. Even if the stars did align for the best possible damage with all the multipliers you would need, its just not possible vs that high of armor.
I normally run with 2800 armor and I have never been hit with anything over 7k, even backstab.
Not sure this warrants a thread but grats I guess!
Sounds like you just want to login and have your rewards handed to you. I’m from Blackgate and I had the meta in the first few days. I worked for them and contributed to my server whilst getting the achievements.
This, I’m not from BG, but this. (So many threads going up now of ppl that wake up to wanting to complete the Meta but dont really play WvW…
I pretty much only do wvw when I play GW2, which is usually only a few hours a night, maybe 3-4 nights a week with guildies or common server groups.
I am finding finishing the meta to be very difficult, specifically the 100 camps, 225 dollys, or 225 sentries.
Well there are 19 available achievements and you only need 15, if you only find these 3 the hard, you should not really have an issue. (and usually supply camp is not that hard, what server are you on?)
I have 13/15 and the achievements I have left are world ranker(I am 29/50 on this, and I think I will resort to using alts to gain the last levels, because on my main I am barely even gaining one rank a night in wvw), 100 camps, 50 mercs, 225 sentries, 225 dollys, and 500 repairs.
I think my plan will be to use alts to get the rank achievement, and then just try to do nothing but cap supply camps for the rest of the week and hopefully I can finish the meta in time.
My point is, I have been done with most of it for a long time but the last few are just so much harder. 225 dollys? Good god.
Sounds like you just want to login and have your rewards handed to you. I’m from Blackgate and I had the meta in the first few days. I worked for them and contributed to my server whilst getting the achievements.
This, I’m not from BG, but this. (So many threads going up now of ppl that wake up to wanting to complete the Meta but dont really play WvW…
I pretty much only do wvw when I play GW2, which is usually only a few hours a night, maybe 3-4 nights a week with guildies or common server groups.
I am finding finishing the meta to be very difficult, specifically the 100 camps, 225 dollys, or 225 sentries.
Okay for those that say the meta is easy to do in a few weeks… Tell me what is the best way to go about getting the last few…
I have left: 225 Dollys, 225 Sentries, 100 camps, 50 merc camps.
All of these seem pretty horrifying to grind out. I am 51/100 on the camps, and I guess I can stomach getting those done in a few nights but… I fail to see how this meta is supposed to represent “minimal wvw contribution” or whatever. I join larger groups in EB for 10-20 hours a week and I still only have like 45/225 dollys and around 75/225 sentries…
Sounds like you just want to login and have your rewards handed to you. I’m from Blackgate and I had the meta in the first few days. I worked for them and contributed to my server whilst getting the achievements.
You got 225 sentries in two days? You got 225 dollys in two days? 100 camps? 50 merc camps? Really?
I have been 12/15 for weeks now, but I am probably not going to finish this meta because my god, trying to cap 50 more camps in however much time is left isnt going to happen. If I spend a full night doing WvW I might cap like 8 camps.. it just doesnt happen that often unless all you do is roam around trying to take camps, which is hard because if anyone finds you then you’re screwed.
225 dollys/sentries is just crazy to me. There are usually like 10 sentries to kill on any given map and that would require hoofing it around the entire map, and hoping no enemies gang up on you while you are trying to get them…
I found most of the wvw achievements pretty easy.. I think I was 5/15 on the first day. But the last few are just insane. 500 repairs? 225 dollys/sentries? Good god.
I tried using it in wvw yesterday for the chill and the 20% lifeforce gain when traited…
It didn’t land once… literally, never pulled anyone.
I think I tried it like 10 or 15 times before I swapped it out. Couldn’t pull anyone off keep walls, even when they were on the edge, couldn’t pull anyone on seemingly flat terrain, or anywhere really.
It always just said “obstructed”. Pretty lame. Why even have a skill in the game if it doesn’t work?
^ Yes that is the build you want.
Warriors and guardians are just ridiculously strong even 1v1. Definetly even more so with OP stacks.
Mesmer has always been also strong. Clones/shatter AI trashing with imbacc is just lawd???
Condinecro is just op because conditions in 1v1. Staff/scepter is so OP it should be removed until fixed. (yeah i mostly play necro atm)
And yeah those rangers.. if you have found some other buttons on your keyboard than barrage button you’re so strong it’s not even funny.
Thieves not generally that great not sure if with OP stacks. s/d thieves are pretty good though, but really needs experienced guy playing it.
Good eles are also strong 1v1, near impossible to take them down while they still do enough dmg.
If something is really OP it’s burning condition followed By needlessly added torment with ridiculous stun/daze/immo/fear stacking. (omg pls kitten nerf thief steal fear to 50% duration)
All this is irrelevant though because WvW isn’t even close to any kind of balance atm.
^This is correct.
So I remember a long time ago someone made a build(I believe it was called Mr. Freeze) that focused on maximizing chill uptime on single targets and also AoE.
The search function doesn’t seem to be working for me, and I was just wondering if such a build/playstyle was still viable in todays WvW.
I’m not sure it would work well considering how frequent condition clears have become, but it sounded like a fun build so I am just looking for any info on it.
Not having more reliable stability as an attrition class with zero mobility just baffles me. A-Net is really disappointing me.
It’s not that bad IF blindness, cripple and weakness would actually work but with current condimetaspam everyone runs like -1000% condition duration or straighforward immunity or permacleanse whatever so they don’t really help so much. Not to mention retaliation was nurfed so it doesn’t punish for bursting at necros anymore so well.
Also some builds just have too much stun/daze/immo spam hurting not only necros but like everyone who doesn’t want to run with so much "anti"conditions.
Condinecros can survive a little better 1v1 thanks to fear/blind/chill spam, power necros got to struggle a bit. I generally give up when I see a decent warrior even though I somehow manage to win sometimes, I’ve no clue why maybe they just go to take coffee when they see necro..
I play Power mainly and I actually find my survivability is just fine. I am able to kite around/tank 3 enemies pretty consistently. The only issue with this is that without stability, I get CC’d every 2 seconds, making my damage output very low.
I just don’t understand how you can make a class that is neither mobile nor stable… it just doesn’t make sense.
I don’t do a lot of roaming, but whenever my guildies aren’t on I do solo roaming through the ruins and sometimes camps, and I haven’t really encountered too many zergs in silver league.. then again I play at night!
We already made 2 ele specs that are going to be pretty much immortal after patch for our guild team…just waiting for 10 dec to unleash them….at least we all know who’s going to be next insane fotm spec…bunker meta is coming, remember those words…
bunker meta will be countered by spike damage if the right teams play it
but i look forward to playing against your team thenWe already went for some runs with a lame 5 bunker/condition comp just to have a little test, 4 runs (Even getting vs mmr 100-150 guys) worst match 234-500 for us…bunker meta is already here, spike dmg can do nothing vs 2 bunkers at mid + 2 at close with one roaming…too much healing, blindness, weakness and condition removal to cc someone in order to put out a decent spike (30+ secs restacking stability on everyone…no joke)…and even if someone goes down other 2 ppl with runes of mercy can rez him up in no time (Under dps too)
We know it’s lame and i we all felt dumb for going like that…fact is that it already works, and after condition nerf and some buffs is going to be even more powerful..and even more lame..but as i said to someone (Obviously) complaining bout that…since they had those wars, necros and stuff just spamming around everything is legit…wanna play lame? Let’s play lame then..
Sounds extremely boring lol.
Mesmers are the most difficult class for me to beat… I just cant get past all the stealthing, condition spam, teleporting, and clones.
The clone on dodge spam plus staff clones, decoy, sword leap clone, phantasms is just too many for me to keep up with. And you cant constantly kill them because you will be perma crippled and probably rack up stacks of confusion.
Like anything else that gives me trouble, I made a mesmer myself and tried playing it in spvp… and even though I learned a lot about their abilities and what they have in their toolkit… I didnt really get any better at killing them because I still cant find a weakness.
I only spent 5 minutes playing a phantasm/PU mesmer and I thought the class was super easy and overpowered. Clones, phantoms, stealth, shatter, clones, teleport, stealth, teleport, sword #2….
Sorry i got a little off topic but yeah I hate mesmers.
I hate this stupid map. As if the holes in the floor and points being close to the edge wasnt bad enough, you cant even dodge the laser! Lame!
I feel like I get skyhammer 50% of the time, but it might just be that I hate it so much that I notice it that much more.
but no one was complaining about healing signet’s “passive play” previously when the health regenerated was about 200+ per second.
This is relevant because…. ?
because healing signet was too weak previously, no one bothered.
and now it is better, a lot people suddenly has a lot of things to say about it.
Why would anyone complain about a skill that is weak? You aren’t making a point here…
They will have to balance the professions much better before spvp becomes an E-sport.
Back in the day when I used to watch WoW arena tournaments, some of the class imbalances could be clearly seen, but for the most part every class had a viable comp they could run.
Well this games balance is 5x worse than wow arena. Not to mention there being only one game mode… that promotes AoE spam.
They will really need to work hard to make this games pvp competitive and esport worthy.
Remove damage from poison? Remove the slow from… CHILL? Good lord… Also, I don’t think you really get the intention behind torment…
The only part of your post that really made sense to me was your evaluation of Warriors. Other than that, I’m going to have to say your post seems somewhat biased. As a mesmer, I can see you really hate conditions. You also seem to dislike thieves, even though they are stuggling right now in spvp are they not? You didnt even mention the nerf to sword and vigor, which is the nail in the coffin for sword/dagger.
are you serious man? whats wrong with my torment suggestion? do you agree with punishing players for moving lolz
That is the entire point of torment, to punish you for moving!
Why would they make a condition that rewards you for doing what you normally do anyway?
but no one was complaining about healing signet’s “passive play” previously when the health regenerated was about 200+ per second.
This is relevant because…. ?
Thieves deal a lot of burst, but also take a ton of damage(a trade-off). Their skills have counters.
warriors are supposed to be the “tank” in guild wars 2.
healing signet is working as intended for that purpose.
remember, guild wars 2 is a team game.
A tank that also hits like a cannon and has jet fueled engines! Right.
I see your point though, its a team game so its only fair that a warrior should be outnumbered in order to lose.
Remove damage from poison? Remove the slow from… CHILL? Good lord… Also, I don’t think you really get the intention behind torment…
The only part of your post that really made sense to me was your evaluation of Warriors. Other than that, I’m going to have to say your post seems somewhat biased. As a mesmer, I can see you really hate conditions. You also seem to dislike thieves, even though they are stuggling right now in spvp are they not? You didnt even mention the nerf to sword and vigor, which is the nail in the coffin for sword/dagger.
A class will be overpowered in any MMO if it has too much of the following things: Damage, Survival, Mobility, CC immunities. The current GW2 warrior is no exception.
Highest base HP + highest base armor(other classes have to sacrifice a lot of damage to reach the same level of HP/armor that warriors start with), High direct damage, high passive healing per second, high mobility with greatsword or sword, lots of immunities to CC and damage from zerker stance, stability, endure pain.
I mean its just crazy. How delusional do you have to be to argue warriors are fine right now. They take the meaning of the phrase “trade-off” and throw it in the trash, they have everything!
Another fun fact: A Berserker thief can spam ranged attacks into a warrior and healing signet alone will outheal the damage. The warrior could be afk and never die! Lol.