Showing Posts For Swadow.6213:
iSinner if that were the case a Necro could jump off any height, activate DS before hitting ground and live and that doesnt happen.
I have used it on Thiefs using Dagger Storm, everytime I would do it without using Focus #5 to remove Stability they would just continue spinning. Same with Warriors doing Dolyak Signet/Balanced Stance → Whirling Axe. Stability protects against Fear just swell. Defiant Stacks on NPCs also protect against it.
@Andele I have tested Fear multiple times on players with Stability on them and them doing one of thier Spins/Channels etc. and it has not affected them.
@Knyx the only reason Stability is balanced is because it can be removed/corrupted. If Stability could not be removed/corrupted warriors and guardians would be even more overpowered than they currently are, there would be no way to stop them from using their combos while in Stability.
GW1 did not have traits so they cannot be from GW1
@Andele point b) is wrong. Fear does not go through Stability, it needs to be removed before Fear can be applied first.
No, he just used Corrupt Boon or you were inside Well of Corruption. Stability corrupts into Fear
Same Sigils do stack, but not like that. Main hand has 30% chance to proc, off-hand has 21% chance to proc because it can only proc if main hand does not. So in total it has 51% chance to proc
@VYPER all of the procs etc. are determined at each pulse which is why if you are blinded when a pulse goes through it doesnt hit for example. So in your example the Well would get +20% crit chance for the first 2 pulses only
Sigil of Energy is a very good one on all Necros since we lack Vigor and block/evade abilities. Sigil of Frailty is also a pretty good choice to add another condition into your arsenal, and it doesnt have a cooldown at all.
Actually there is also Mark of Evasion which is a Blast finisher if you dodge straight into an enemy. But indeed, Necromancers are pretty weak when it comes to Combo Finishers, but there is a lot more wrong with Necros aswell.
@Aexrael, okay you are right. However using Sigil of Purity and Sigil of Nullification in same weapon set is still a bit counterproductive. The one in off-hand has only 24% chance to ever proc since the one in main-hand must not proc at the same time.
Considering that they have 10 second cooldown which is shared and such a high proc chance it is better to keep them in different sets and have a certain on-swap sigil together with them.
I would rather use Focus as OH for the Scepter and Warhorn for the Axe. That way you can keep up atleast one stack of Vulnurability on a target always thus increasing the damage output through Target the Weak trait and it makes more sense to be closer with Axe and Warhorn anyways.
Stat stacking sigils arent really that great in PvP because being downed is so common so I would rather use on-crit+on-swap sigils. Sigil of Energy is an excellent on-swap for Necros since Necros have no access to Vigor so Endurance regeneration is fairly slow. Also even with certain crit on Feast of Corruption the damage is still pretty low so I wouldnt recommend using Sigil of Intelligence.
The sigils I would use would be Nullification(Scepter) + Energy(Focus) and Purification(Axe) + Energy(Warhorn). Nullification and Purification as the on-crit sigils because I get the feeling you want to be controlling a lot of Boons and Conditions, and Energy on-swap sigils to counter the weakness of not having access to Vigor as a Necromancer and the low Life Force generation caused by the weapon and utility choices.
10% is the regular amount of Life Force gained when a nearby enemy, ally or player dies. Only Flesh Golem out of the minions is considered ally when it comes to realeasing Life Force at death.
First issue, on-crit sigils do not stack. This means that having Sigil of Purity and Sigil of Nullification in one set is complete waste, the one on OH cannot proc at all.
Second issue, not using Staff. Staff is pretty much a necessity for any Necro build just because of the range, also the Putrid Mark(#4) transfers conditions from allies in the area to enemies when they trigger it
Third issue, life siphon does not scale. Taking Bloodthirst and Vampiric Precision instead of Mark of Evasion(Which works as a Blast finisher if you evade straight into enemy) and Ritual Mastery(20% CDR to wells) is just pure madness.
Fourth issue, 5 points in Soul Reaping. Gluttony is a complete waste of space, it doesnt work at all. You are better off having 20 in Spite to get Signet Mastery for the Plague Signet which is your only Stun Breaker.
Axe’s Ghastly Claws doesnt give 4% Life Force per strike even though the tooltip claims it does. The total Life Force from the whole combo is 8% so the actual Life Force gained is 1% per strike.
What do you mean which? Necromancers have only one healing ability which is Consume Conditions
Staff is a secondary weapon, always. You need the range of Staff to have any meaningful impact
If you are worried about DPS, just reroll. You will just start kicking yourself in the head if you try to compete with any other class in DPS
Spectral Armor? Oh you mean that ability which wants to be Spectral Walk but fails in all aspects.
Wouldnt it be better to replace either rune of Ice or Sanctuary with Lyssa instead of Svanir? Having that extra 25 toughness is a bit better for EHP than 25 vitality especially with the change from Berserker to Knight.
(edited by Swadow.6213)
I really think Necros should be able to do stomp and revive while in DS especially considering we have no access to Stability otherwise and even then it requires 30 in SR.
Spectral Grasp is way too easily avoided or blocked by a shrubbery. If there is one leaf between you and the target you just get OBSTRUCTED.
New grandmaster trait: increase damage, decrease DS effectiveness?
in Necromancer
Posted by: Swadow.6213
And exactly why would it be necessary to do this? Especially considering that DS isnt actually that great of a survival tool anyways with the ridiculous amounts of damage being dealt by all the other classes.e
No class is ever useless in WvWvW, this is because in WvWvW all that matters is how big your zerg is in comparison to the other servers’ zergs.
@Daiva, or one could just reroll a Guardian and be a much better support while still having decent damage.
If any weapon were to have summoning abilities, killing those minions must NOT activate Second Wind. It is already bad with the Death Magic 5 Trait
Necro Trait Synergy, Damage, Builds, Tradeoffs and Greatsword (PVP perspective)
in Necromancer
Posted by: Swadow.6213
I feel that Necro is a reminiscence of old design logic and was balanced with something else in mind than the other classes. Necromancer as a whole feels slow and clunky when compared to every other class, it’s like if someone took a class straight from a tabletop RPG and ported it straight into an action RPG.
Axe needs overall the flat damage increased, as in fact pretty much every Necromancer weapon. It is just plain awful when it comes to dealing damage.
Also as you said Unholy Feast just seems out of place for it, it really feels like it should be more of a melee focused weapon’s ability. Also Warhorn’s Locust Swarm needs a complete overhaul, it is so awful for anything. Swiftness doesnt last, the damage is nothing and it’s so easy to get away from the Cripple.
(edited by Swadow.6213)
I think it is much better now than it was, but it made Spectral Armor completely useless. 6 seconds of Protection and 6 seconds of LF on hit and 90 second CD vs 30 second swiftness+8 seconds of LF on Hit or until return on 60 second CD is pretty much a nobrainer on which to choose.
I have these same issues, it seems to happen when there are too many sound sources at one point. This bug makes it really impossible to play WvWvW as it always happens during sieges.
Question to Jon Peters if i may. (or to someone else who might know)
in Necromancer
Posted by: Swadow.6213
Jesus clean up your freaking post please, that is absolutely horrible to read Tony.2150. Paragraphs, USE THEM. Also, what kitten stubborness? It seems you are the one who is too stubborn to realize the situation at hand.
Pray tell what other options do we have other than Scepter+Dagger OH/Staff? Axe? The damage is so laughably low and only tickles. Dagger MH? Good luck surviving in melee with Thiefs and Warriors. And also yes, Wells are bad against opponents with something called brains as they actually move away from them the instant they are dropped.
You also seem to say that you do not use Epidemic nor Plague Signet, so you arent getting invited into many groups are you? Or if you are they either kick you the moment they notice you don’t have Plague Signet to be a useful asset or Epidemic to have any AoE presence.
Question to Jon Peters if i may. (or to someone else who might know)
in Necromancer
Posted by: Swadow.6213
@Tony.2150
So Dagger MH and Axe MH should remain completely unusable? Epidemic and Plague Signet should remain as absolute necessities? What will happen when the inevitable nerf to those two skills happen? Will you still stand and say Necromancers are okay?
Most people still do not understand what the whole argument is about. We know that Scepter+Dagger OH works, we know the build with Epidemic and Plague Signet works; the issue is that it is the ONLY thing that works. Necros have no other options, and even this working build can be ruined by other bleed stackers as bleeds can only stack so much.
Asmodean, ANet actually has released a class breakdown but it was most likely missed by many. Here at the bottom of the post is an image with class, gender, race and crafting breakdown and it shows that Mesmer and Engineer hold the least played class while Necro comes as the 2nd least played class
There is absolutely no reason to go just 25 to Curses and then 15 into Soul Reaping instead of 30 curses and 10 Soul Reaping. You are giving up 25% chance of weakness on crit just to get some Life Force for a short while after you hit 50% hp.
If Bone Minion is killed with Putrid Explosion it does not trigger Death Nova
I don’t get it. I did find many issues with some traits not being as cool as they could, but I don’t see why people think this class is completely broken. Mind, I suck at PVP (always have, in any game) but PVE, I find people telling me how useful I was after a hard champion fight, more often than not.
People saying Necro has no burst damage… Use an axe. By the time ghostly claws is up again, the mob is already dead.
I find myself getting GOLD in all events, even when part of a huge group of people swatting at that mob. I also find myself impossible to kill in PVE unless I try to take on 5 veteran mobs 10 levels higher than me.
The game just came out. Give them time to fix the minor issues. Also, for those of you without the ability to think for yourselves, give good players the time to write guides you can follow as sheep, so you can make the best out of your class.
Thank you.
You do realize that channeling is not burst unless all of the damage comes at the END of the channel? Axe is not burst in any shape or form, it is just sustained damage and pretty bad at that too.
Getting Gold in an event is not hard, you barely have to do anything for that. You could get Gold in an event by leaving your braindead minions and go AFK and come back and get the Gold reward, probably the only way to get just Silver or Bronze is to arrive late or die at the beginning with no-one to ressurect you.
Also, the only PvE that could be considered when balancing should be dungeons. That’s it. Events in the overworld are zergfests that are almost impossible to lose no matter how badly one player of a class does or the 10 or so other players of the same class.