Did you test the necro with the new spectral walk, including recall cutting 10s off?
facepalm
Swiftness alone: 33% MS
Swiftness + Signet: 33% MS
Swiftness + Trait: 33% MS
Swiftness + Everything: 33% MS
What part do you not understand?
It doesn’t do the entire run, but it can definitely shorten your walk by ~10 seconds, and it grants a good duration swiftness.
A well-played necro is harder to kill than some alternatives, so I figure, a player that did not kill the trebuchet guy, did not destroy the trebuchet, and is likely doomed since back-up is on the way, is a man down. His best case: kills the treb and stops it from firing for half a minute max. His worst case: takes too long to do anything useful, dies. This could be a thing.
Does anyone think this could happen? He has the toughness and health required to take a small amount of beating, and his debilitation can make any one character trying to take treb just look like a man down for a short while until back-up arrives.
The Spectral Walk swiftness lasts for the entire duration of the run, and you need to cast it shortly after dropping from the hill in order to recall back in time.
+run signet and any other passive speed boost doesn’t stack with swiftness.
Also, that’s not 10 or so seconds difference, that’s 10 or so seconds every time you do it. And it’s only 10 or so seconds because you’re using an elementalist, possibly the easiest class to knock off the treb.
They also have the advantage of making boss steals or securing bosses on Niflhel that much simpler.
Conditions are steady, constant, predictible damage. They completely lack burst. For these reasons, they make stealing an enemy boss difficult, and they make securing your boss hard. I fail to see how it’s the other way around.
On my Thief I can solo the lord on Foefire with all NPCs up, and even with 1-2 defenders at times simply because I can stack my bleeds, then disengage and focus on surviving. For a direct damage build you have to be on-target to do meaningful damage, so it’s less likely you’d be able to pull this off.
If you’re autoattacking to apply bleeds that tick for 117 damage every second for ten seconds, your autoattack is basically 1170 damage + the 200-400 or whatever you get from the attack power itself. Are you honestly telling me that you, as a thief, have less than 1.3k DPS?
If a player is bringing condition removal, he isn’t bringing something else. Just because it counters -my- build doesn’t mean he counters the 100B warrior next to me. Bringing condition removal to a game is important, but it leaves you vulnerable to other builds. Variety is important, too.
But bringing it is not the issue, and some classes like thieves, guardians and necromancers always have some. The issue is that condition damage is countered by more things, and the nature of condition damage (slow to build, steady, no big spike) affords the target the longest time possible to decide how to react.
Many burst builds are also reliant on specific cooldowns to some degree. 100B warriors can be effective without quickness, but with it up they are far more likely to win. Without it, 100B becomes significantly easier to dodge away from with a stunbreak. Same goes for Pistol Whip thieves. Most condition builds are not reliant on CDs to get their damage out at all meaning they are a real threat at any given time. If a warrior or thief doesn’t have their quickness up, they are typically pretty laughable if you bring stun-breaks or stability.
Tried Ranger, Engineer and Necro condition builds in PVP, and I had to use utility skills to make sure my conditions build fast, stick, and actually debilitate an enemy. Sure, you can apply conditions with just autoattacks. Does that actually matter? Nope. Same way power damage doesn’t matter with just autoattacks.
“Nerf it, don’t make me play”
I’ve been lurking these forums for quite some time now, and I’ve noticed an unsettling trend among some of the players that come here. (Note: Some -not all) A lot of players do not want to learn their opponents’ skills, traits, and methods of play
It isn’t this with most people, or at least I don’t think so. With most people, it’s more like “Why should I, a Necro/Ele/Whatever, spend an hour or two learning the ins and outs of a Mesmer/Thief/Whatever in order to beat him if they don’t have to?”
To get stability, Necromancers can:
Spend 30 points in Soul Reaping
Use Plague, the elite ability.
Use Lich Form, the elite ability.
Can’t use Finish or Revive in Death Shroud, Plague or Lich Form.
Feels bad, man.
I do not understand the role of condition damage fully. In most other games, DoTs suck at burst, but beat any other type of damage on the long run. However, it isn’t so in this game. Stacking a dozen bleeds on someone in a condition build takes longer and deals less damage than just plinking him with a bow or gun in a power build, regardless of the time span used to calculate this. Not only that, but conditions can be cleansed, and some classes even do it with ease. When looking at just the damage done, I don’t see a point, honestly. 25 stacks of bleed on someone is ~2925 damage per second, and most power builds, even ranged ones, can reach that number quite easily. Am I missing something here?
Note that I’m only talking about condition damage here, not all the conditions in the game.
I am LOVING the new spectral walk. No, you don’t base a build around it, but it’s great when added into it.
Why do people assume that “target players only” would ignore mesmer clones?
Am I the only one who loves this class?
No.
Already watching the TP streams for the two Necros. I think I’ll add you up too.
The range is something like 1000, he sends a clear signal on when he’s about to do it, and you can dodge it or get behind an obstacle in time, lag allowing.
There are no tricks of the trade on how and when to evade and shut down a necro or ele. None are required.
DS too powerful to make Necro squishy. L2P or something.
Woo hoo!
Rejoice! Jubilate!
dances the victory loss dance
That’s a bad idea. You don’t want to give the best damage over time to the guys with the best up-front damage.
Ranger, shortbow, 60% crit, 60% chance to stack bleeding on crit, quickness. Stacks 8 bleeding in 2 seconds of autoattack spam at a target that is actually facing the ranger. Twice the stacks if the target looks away due to, say, a fear.
That would be awesome. Kinda like a ranger’s pet.
Cpt doesn’t even know that Grasping Dead is 3 bleeds.
Ranger does it better with JUST bleeds on crit and a shortbow.
Any tactic involving singling out mesmers or taking down their illusions falls apart if the mesmers are all running a different build. Some illusions are harmless, others must be killed before they can deal a ton of damage, and others must be avoided because they go boom. One of the mesmers is tanky, two are not, but one of the two that isn’t tanky also goes boom. By the time you’ve figured out which one is which and that to do, you’re 150 points behind.
Moa doesn’t block your skills like a daze or other transform skills, it flat out removes them. This results in all necromancer minions being instantly despawned and the skills used to spawn them go on cooldown.
Not sure if the same happens to mesmers and engineers, but it’s likely.
And this necro rotation never goes on cooldown, right?
True, but the problem isn’t as dire, because each turret has an alternate skill just like minions, but they also have not one but two F skills that DO scale according to the Engineer’s stats.
Staff for the fear and regen and life force building and combo finishing and ally condition removal and chill.
OK, so, proposed solution:
One amulet, one earring, one ring. Each offers one stat. Amulet offers the most. Same stats don’t stack, or you can’t equip items of the same type, or whatever, just to prevent people bumping up one stat to a million and more.
Sorry, I forgot to mention that one. It’s not burst damage, but it uses the same stats to 100% efficiency.
Know your enemies bla bla bla, funny how the mesmer doesn’t need to do that.
1. Drop some illusions
2a. Blow them up for massive damage.
2b. Let them kill your enemy while you’re… I don’t know. Thinking with Portals?
3. Gloat.
4. Tell your prey they just need to l2p, find your weaknesses, etc.
That’s pretty much what it boils down to.
Burst DPS as in thief anything, mesmer shatterer, warrior HB, ranger quickness shortbow etc. Boatloads of direct, non-condition damage in a short amount of time.
I keep hearing this….I just don’t see it. As far as I can tell there are 0 other mesmers playing PvP atm.
You’re either blind or don’t do S/T PVP at all.
Spotting the mesmer is actually pretty easy since he’s the one doing stuff that players do, you then use “shift+T” to call target on him and you now have a massive target above his head, you then only need to redo this every ~36 seconds when he drops a decoy.
This is a bug that doesn’t happen on all systems. For example, the mark is removed for me on my own computer every time the mesmer calls up a clone or goes invisible. Basically, every two to three seconds.
Moa, this has been talked about endlessly. Most bad players hate it and most good players have stopped using it since it’s major function is to stomp bads.
Elite skill that basically eliminates a player for ten seconds with no possible removal. Yeah, mesmers stopped using it because it has a cast time, and they have better elites. Woe to the class that has better elites than this. I feel their pain. The agony must be unbearable.
The condition/boon removal you are talking about is 1) a field, stop standing in it. 2) on a 45 second cd, has a cast time, can be dodged and blocked.
Instantly removes ALL boons if cast inside your face. The cast time is nothing unique. Neither is the ability to be dodged or blocked. And the mesmer can just walk through it to remove all conditions. 45s CD is not long, you’re just spoiled by the class that offers you everything. Go play something else, please.
Play a mesmer for a bit, realize just how little you currently know about their abilities, then understand why you lose so easily to them.
Play something other than mesmer for a bit, realize how little of everything they have in their abilities, then understand why you roll face so easily with mesmers.
Lol.
Cpt: “Necromancer does conditions better than ranger.”
People: “Nope.”
Cpt: “Doesn’t matter, conditions are useless. Also, cooldowns. Ranger is the only class that has them.”
Please let me have my OP classes for a month or so more? I’m sure people will realize how to counter us after that time, and my rank/glory count will flourish in the meantime.
No, I won’t answer any logical questions, I’ll just post meaningless noise to make it seem like my favorite class isn’t so OP. Hey, we only have one attack! We’re actually UP! Never mind the fact that that attack is Heartseeker, or the fact it’s really ridiculously strong DPS/gap closer/finisher, or the fact that this game has weapon swap for a reason.
kitten noobs, l2p, let the meta evolve, and if you think something is OP, play it to see how to beat it or just exploit it for free rank and glory.
I disagree.
What’s the most popular build style today? Direct damage. You can see it in thieves, mesmers, warriors, rangers, you name it. What does the build need? Power, precision, critical damage. Oh, look, that’s the Berserker’s set!
Let’s take a look at some other potential builds.
What does a condition spreader need? Thoughness, condition damage, condition duration. Well, yeah, no such amulet at all. In fact, there is no condition duration item anywhere outside of specific sigils and a small number of runes.
What if I want to support my team as, say, a necromancer or engineer? I’d need healing power, boon duration, thoughness. Nope. No boon duration amulet either.
Oh look, we can totally play a tank! Thoughness, vitality, power! Soldier’s FTW! Yeah, I’d rather have healing power instead of power in that combination.
Conclusion: Burst DPS is the only role that can benefit from all of the stats of their choosing when doing their thing.
A power and healing power set would theoretically work in a staff + axe/focus build with wells.
Also, it doesn’t make the party immune to conditions eve if it DID in fact work; it pulses once per second, and each pulse removes one condition from each ally and applies it to you.
Minions need to scale because minions are your build. It’s like expecting a Warrior to do serious PvP with white level 80 gear. Necromancer is the only class in the game capable of devoting half of their skill bar to something that they can’t even itemize for.
apples and bananas
can your ranger apply easy 6-8 second duration bleeds (depending on traits & runes), siphon hp on each hit, transfer conditions back to the enemy and spread them around the whole enemy team. has your ranger easy access to poisons, chills, weakness and vulnerability on reasonable cooldowns? can your ranger also do this while have almost 2k thoughness and atleast 20k hp and when almost dead put on the awesome deathshroud to gain a second health bar?
oh wait he cant
1. Yes.
2. Siphoning is lolworthy.
3. Nope.
4. Yes. Yes. Yes. Yes.
5. Yes.
6. Nope. Then again, evades.
Mesmers need some love.
I lol’d.
There are three or four that melt faces.
Mesmer has pretty much every other class’ tools, only better. Thus, OP.
I like that idea, seems nice. Both an escape and a gap closer, let’s see if we can make it more detailed…
Dark Path is now a one-second cast 600 range dash in the direction of your choice, 3 seconds of chill and one or two stacks of bleeding to all enemies in the path. Grandmaster Spite minor trait causes the path to also inflict five stacks of vulnerability to all in the path, plus five stacks at the end point in a small AoE. Master Death minor trait causes 3 seconds of weakness in a small AoE at the end point. Adept Curses minor trait doubles the condition duration of chilled and bleeding.
That could work… right?
Bleeds is game lingo for causes bleeding. See half the risen mobs, some predators etc.
There is just no way with all the variety of play a necro can have that a single skillset capability on them is going to be able to balance out for the different ways necro can play.
We went for the same thing in two different ways. You tried to give the necro the chance to pick what skills he takes into the Death Shroud, I went with traits that drastically change the functionality of those skills.
Whoa!? They have BLEEDING!? DUDE! That’s OP! Minion master conditionmancers rejoice!
Alternate suggestion, sorry for the steal: https://forum-en.gw2archive.eu/forum/professions/necromancer/I-never-asked-for-this/first#content
I have a low-level Elementalist alt, and I know they’re not in a great place. I also have an Engineer, who is doing well, and a Warrior and Ranger, who are lulzworthily strong in questing and WvW (haven’t yet dared to enter S or TPVP with them). Necros are, I think, the worst off of the bunch, but Elementalists aren’t far behind.