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Juggermancer still a thing?

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

Another build related to the Juggermancer is the Abomination build by Nemesis:
https://forum-en.gw2archive.eu/forum/professions/necromancer/Necromancer-tutorials/221328

I think it might help to split your request into two separate threads. Making effective builds for WvW (roamer? zerg? small group support?) is generally going to be different than those for PVE dungeons (which tend to be full-tilt DPS).

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PVE Power and Support Build

Good DPSish soldier build

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

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Minions over powered, at least at low level?

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

I think the scaling has some issues at lower levels. The solution is to fix the scaling, not to nerf the skills.

But I suspect part of the scaling issue is intentional – that ANet doesn’t want new players to be turned off by difficult content at lower levels.

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Fear triggering interrupt?

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

In Aug, it was acknowledged by ANet that it would be “looked at” – that doesn’t confirm it is a bug or not:
https://forum-en.gw2archive.eu/forum/support/bugs/Fear-not-interrupting/2574205

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Dec. 10th Balance Preview (Necromancer)

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

Well folks, perhaps there is some light at the end of this dark tunnel. Looks like they finally took notice. Now lets hope this leads to big changes.

JonPeters:

Many things that were discussed will see the light of day in some form in the future, even though the focus of these topics were about what is going to be seen for Dec 10th. Some big takeaways for the future. We want control builds and condition builds to have more of a place in high end PvE. We want all profession build diversity to continue to increase, which we will do through more trait and skill work. We want to continue to more clearly define the play styles of the professions. We want to make the combat in Guild Wars 2 better for every single person playing.

I’m unsure what he means by “high end” PVE. What part if PVE is “high end”? Does this means Fractals? Open-world champion zergs? Weapons racks?

But the overall gist is heartening.

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Is Death Shroud/Life Force over committed?

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

I think the upcoming change to Vital Persistence, which will reduce LF drain in DS by 50% instead of the current 25%, is a tacit acknowledgement by the devs that the DS pool is somewhat overcommitted.

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PVE Power and Support Build

General questions about necro

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

Your questions all have essentially one answer: change to a power/crit build.

Both axe and dagger scale off of power. If you try to use axe or dagger with low power they will suck.

The 25 stack limit is indeed a big problem with group single-targets (bosses, etc.).

By switching to a Power/crit build, your dagger and axe will hit hard, and since you primarily are using direct damage, the stack limits don’t affect you. In addition, your DS Life Blast will hit hard, and you also be able to destroy structures much, much more quickly than a condi build.

It is the sad reality of GW2’s PVE mechanics.

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Dec. 10th Balance Preview (Necromancer)

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

They don’t want healing to be powerful, that is why most healing skills in the game scale horribly. That’s actually one of the biggest problems with class balance in this game is that they are so afraid of healing and mitigation being powerful alternatives. You should be able to build a 75% mitigation build that takes huge hits and still keeps on ticking. Healing should be powerful and thus make poison a real counter. The whole class/balance system is a complete mess from start to finish. Given a day to revamp the game I’d make all armor available to each class with certain tradeoffs for each one. Make the base health the same for every class. Then make armor/toughness mitigate more, healing power scaling to match power, and % crit and % crit damage nerfed down to reasonable levels.

Agree completely. That would make the game much more interesting.

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(edited by TheAgedGnome.7520)

Did they change Fear of Death?

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

Are you sure you aren’t also running Reaper’s Protection trait?

When disabled (stun, daze, knockback, knockdown, sink, float, fear, or launch), inflict fear on nearby foes.

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Thank you for Trickster armor

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

The only downside I’ve noticed is with the lack of pants under the coat so that when swimming underwater, my gal’s legs are completely bare so that I’m looking at her crotch. Kinda weird.

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Dec. 10th Balance Preview (Necromancer)

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

Even though we wont do it for Dec 10. I just wanted to throw out a wacky possible idea for Dhuumfire that we could discuss…

  • Life Blast has a 100% chance to cause Burning on hit (2 seconds long). 6 seconds ICD.

Obviously the #s are ballpark and not necessarily final. The % chance, duration, and ICD are all subject to change.

Jon

I like this idea. Power builds will not have strong CondDmg and Condi builds that go 30 into Spite will have weak LifeBlasts. The ICD also keeps things under control.

I assume this would also work underwater?

This is not a good idea because it ruins Hybrid spec’s

Moving Terror to GM trait and making it scale with # of conds on target is a good idea. Then they could move that terribad Withering Precision to master trait, which is where it should be, especially because it is single target and has a 20s CD.

They could then leave Dhuum where it is if they did this…

How does making Dhuumfire trigger off of LifeBlast ruin hybrids?

(Not challenging you – I just don’t see how it ruins them.)

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Dec. 10th Balance Preview (Necromancer)

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

Some great ideas in here. We’ve talked about moving Dhuumfire up to Grandmaster in the Curses line, and moving Terror as well.

We also like the idea of making Terror scale with # of conditions on your target, so there’s more “play” to trying to load your target up with a lot of condies before you hit them with Fear. Your opponent can try to keep condies low, so that Terror won’t hurt as much.

Seems like it might be too much of a penalty to do both:

  • move Terror to GM, and
  • have Terror scale off # of condis

I can see leaving Terror where it is and having it scale, by decreasing the base damage to be appropriate for a Master-level trait.

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Dec. 10th Balance Preview (Necromancer)

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

Even though we wont do it for Dec 10. I just wanted to throw out a wacky possible idea for Dhuumfire that we could discuss…

  • Life Blast has a 100% chance to cause Burning on hit (2 seconds long). 6 seconds ICD.

Obviously the #s are ballpark and not necessarily final. The % chance, duration, and ICD are all subject to change.

Jon

I like this idea. Power builds will not have strong CondDmg and Condi builds that go 30 into Spite will have weak LifeBlasts. The ICD also keeps things under control.

I assume this would also work underwater?

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Brainstorming for new Death Magic Minors.

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

but for staff you have to pick a specific weapon and for minions you have to use specific skills.

Every Necro has access to DS indepentend of weapons and traits.

I know, I know – I’m just feeling like I want to be a contrarian right now.

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Brainstorming for new Death Magic Minors.

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

  • Master minor: Fetid Grasp – Staff’s Necrotic Grasp has X% chance to apply Y sec of Poison

No. No minors should be specific to a single skill, type of utility, or weapon. Ever.

So, then we should get rid of Furious Demise?? And Shrouded Removal is likewise not a valid option, since both of these depend upon a specific skill: Death Shroud. Or is DS a special exception to your rule?

Otherwise, we limit the options to threshold-based (e.g., x happens below %health) or hit/crit/etc.-based triggers.

Ok, how about a version of Target the Weak:

  • Embrace of Malicegain X% Toughness for each condition on yourself

… Death shroud is for all Necro set ups, he’s saying that minor would only effect a necro if they ran a very specific weapon. All minors should be able to effect your play no matter what weapons/utilities you run. AFAIK all necros can Death Shroud…

Necros can all use staff, minions, etc., too.

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Brainstorming for new Death Magic Minors.

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

  • Master minor: Fetid Grasp – Staff’s Necrotic Grasp has X% chance to apply Y sec of Poison

No. No minors should be specific to a single skill, type of utility, or weapon. Ever.

So, then we should get rid of Furious Demise?? And Shrouded Removal is likewise not a valid option, since both of these depend upon a specific skill: Death Shroud. Or is DS a special exception to your rule?

Otherwise, we limit the options to threshold-based (e.g., x happens below %health) or hit/crit/etc.-based triggers.

Ok, how about a version of Target the Weak:

  • Embrace of Malicegain X% Toughness for each condition on yourself
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Brainstorming for new Death Magic Minors.

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

Death Magic is a trait line for the Necromancer that focuses on use of staves, minions and favors defense.

  • Adept minor: Shrouded Removal
  • Master minor: Fetid Grasp – Staff’s Necrotic Grasp has X% chance to apply Y sec of Poison
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Dhuumfire necro roaming vid!

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

Meh…I could do that all that stuff too, if I had a good build….and some skill….

Nice vid. Don’t let JP see it, though, or he’ll think we’re beyond OP.

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Please remove Search box until fixed

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

Please remove the Search box from the web UI until the functionality is fixed.

It is both very annoying and incredibly misleading to new users when attempting to search for a valid term and it states that there are no results.

Related thread:
https://forum-en.gw2archive.eu/forum/support/forum/Search-feature-not-working/2200695

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Hallucinatory Kitty Cat noises

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

Same here. Thought something was wrong with my cats the first two times I heard it.

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Trickster Armor Skin bugs

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

My Trickster armor on a female only has 3 dye slots. I don’t think its a bug.

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Dec. 10th Balance Preview (Necromancer)

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

Dhuumfire
We know there are problems here, but again this condition helps those conditionmancers get over the top and is really what brought them into play in a lot of parts of the game. I think the real problems with this trait are:
1) Having to put 30 points into the power line as a condition necro.
2) Requiring crit on a 30 point trait in a line that does nothing to improve crit chance.

We talk about a lot of different versions of this trait including moving to master tier, making it on hit instead of on crit, and reworking the numbers to making it more reliable to use and to counter.

Mind… blown.. O_o

I can NOT belive that you feel this trait needs easier access. The real problems with this trait… is the trait! It needs to be erased from the necro trait lines forever, unless you plan to make it the second gm Curses besides Terror.

Let’s get one thing straight: Dhuumfire is stupid op even if (!!!) you run full Carrion or Dire with less than 20% crit chance. It will always proc reliably (you get fury with 15 in Curses), it requires no skill and has absolutely zero drawbacks defensive wise.
The fact that you go 30 in Spite to get it doesn’t make it weaker at all. It actually makes the necro stronger, because most skills (especially DS) have strong hybrid tendencies anyway. And there’s Chill of Death and some really good adept traits, nothing that a condi-mancer wouldn’t want.
Move it down to master tier so you can have 20/30///? Not sure if I want to laugh or cry at this -_-

Dhuumfire is an embarrassment to the necro profession!

Agree with this: Jon’s comments illustrate the kinds of unnatural contortions required to make Dhuumfire acceptable.

If it were reworked (on hit, etc.) , would there would not still be the issue of covering bleeds, which might lead to more bleed nerfs?

The best way to stop having issues with Dhuumfire is to stop having Dhuumfire!

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Reanimator changes

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

What i’d like to see: ’Every 30-45 seconds a jagged horror spawns (again, a limit 1-3 maybe). if something dies near the necromancer, the internal cooldown is reduced to 15 seconds).

The downside to that: imagine being in LA where numerous necros are standing around and listening to an endless barrage of minions dying.

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Dec. 10th Balance Preview (Necromancer)

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

Necromancer:
For the necromancer, we felt that a few traits and skills were too powerful, while others were lacking in efficacy. We brought down some of the raw DPS conditions that necromancer enjoys, while also maintaining their pressure and sustain elements. The necromancer’s mobility will remain where it is currently, as we want the Necromancers to be focused on sustaining themselves through death shroud, siphoning health, and slowing down their opponent’s ability to act.

Source: https://forum-en.gw2archive.eu/forum/game/gw2/Dec-10th-Balance-Preview/first#post3133116

The bleed reductions don’t seem to make much sense when halving the recharge on Reanimator will result in what? More bleeds.

The cross-line traits (Deadly Strength, Blood to Power, Death into Life) might sound good in theory, but they are trivial-to-minor boosts for Power-based builds that opt for more tankiness. In effect, two of them improve DPS slightly for tanks….I thought they wanted to reduce raw DPS? Or does direct damage = pressure and condi dmg <> pressure?

Banshee Wail & Chill of Death – big thumb’s up!

Vital Persistence change is a great boost, but really just reinforces again the point that’s been stated so many times on this forum: Death Shroud should not drain at all!

In general, improving sustain cannot mean more on-demand defenses that reduce incoming damage while we are at full health and can make us OP. Last Gasp and Chill of Death are examples of traits available only when at reduced health – i.e., where sustain is needed.

To me, sustain also has to mean more ways to recoup lost health. This keeps it from being OP at high/full health. One way might be to change Bloodthirst to scale inversely off of health: the lower my health the more Bloodthirst siphons.

Another might be a Major trait which reduces damage inflicted (i.e., reduces Power & Malice by x%) when one is under 20% health, but which instead causes AoE siphoning of health. So it would be very helpful 1vX, but at the cost of making it much more difficult to finish off a target while under 20%. This is the kind of self-inflicted dilemma Anet seems to like necros to have to choose between. So, for example:

Vampiric Focuswhen below 20% health reduce Power & Malice by 33% and AoE siphon health (900 range) every second for 10 seconds. Recharge: 15 seconds

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(edited by TheAgedGnome.7520)

Thank you for Trickster armor

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

I love the new light armour set, except for the mask, I really dislike the endless stream of eye covering masks.

Agreed. I don’t get why light helms can’t be…helms.

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WvW build for me

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

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Thank you for Trickster armor

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

Yes, I mean it. I like this armor on my Norn female necro. There’s been alot of flak about some of the other armors in this patch, but I’m glad to see a non-stripper light armor added.

I did opt to keep the necro Demon mask for a helm, and chose Student mantle for shoulders (the Trickster ones were just too much), but otherwise I like the armor. Color scheme is Midnight Yew, Envy and Ash. My screenshots always come out dark, so I lightened them with MS Picture Manager.

Attachments:

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A levelling build for my necro?

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

Thanks man, how do I acquire this carrion armour? I searched it on the wiki but couldnt find anything simple to explain it. I dont have any inscriptions that let me craft them.

I think this may be the single best page on the GW2 wiki. It will really help sort out the stat varieties available for armor & weapons, and where you can get them:

http://wiki.guildwars2.com/wiki/Equipment_acquisition_by_stats

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What necro builds can I choose?

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

So many choices….probably the best place to start is to point you to the tutorials by Nemesis (in the stickied thread). He covers alot of different build types, as well as PVE,WVW & PVP:

https://forum-en.gw2archive.eu/forum/professions/necromancer/Necromancer-tutorials/221328

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like a norn fart at a moot

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

That was a good one – completely caught me by surprise.

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Time for a serious answer on staff #4

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

Throw it into the bug forum.

From a quick Google search (since the forum search is utterly broken).

So, maybe they know, maybe they don’t.
Maybe its a bug, maybe its not.
Such poor communication.

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Time for a serious answer on staff #4

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

Maybe they just want us to spend the 25 skill points for Antitoxin Spray instead:

https://forum-en.gw2archive.eu/forum/livingworld/tower/Antitoxin-Spray/3113093

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Time for a serious answer on staff #4

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

Agreed. ANet needs to make a straightforward declaration about Putrid Mark.

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Help with my Necromancer build

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

You have a hybrid there. A condition build would generally have much higher cond dmg (e.g., 1200+). The problem is, you have mediocre power and mediocre condition dmg so its not going to be very effective or synergize well with utilities.

A hybrid isn’t a bad idea, especially if you like to do events, champions and such, where condition stack limits are an issue but at the same time you’d like to d some decent condition damage. I’ve been playing with this one and really enjoy its effectiveness:
http://gw2skills.net/editor/?fQUQNBHhZakRrSvdTZjhPhIVAbieQMBzyQ9wdKnPE-jgyAYLAEWEJLQEBQqAQKsIasNjioxqWw0rER1+kioVLFQEjBA-e

Swap out locust signet when you are not running around for Blood is Power or another well, depending on if you want more Might and condition dmg to Epidemic, or if you want more Protection.

Lots of critdmg, lots of uptime in DS, and good DS recharge from wh5 and axe2. The protection from wells and lots of DS offset lower health and Toughness.

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(edited by TheAgedGnome.7520)

Comment on my build Please!!

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

I think you’ve got the wrong link. That looks like Spoj’s dungeon power build.

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[merged] Error code=7:11:3:191:101 issues

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

Tarnished Coast.

Been getting 7:11:3:191:101 errors roughly ever 20-30 minutes this afternoon it seems. Happens in Orr and LA.

Never had them with this frequency before.

Edit: After rebooting I did not have any further issues.

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(edited by TheAgedGnome.7520)

hybrid (condition damage and crit)

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

Interesting. I’d probably replace CPC with Epidemic for two reasons: 1) the 9 sec self-weakness is very counterproductive on a power build or you must use CC or dagger4 to clear it; 2) Epidemic will almost certainly result in more total damage dealt than CPC.

Edit: I just noticed you selected WvW in the build editor. To me it seems kinda squishy for WvW.

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What is my build called?

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

Sure looks like a hybrid to me.

This is your build, I presume:
http://gw2skills.net/editor/?fQAQNAW3djMaV6ZaeaM8JAJFX/M0DAq15IFDHMA-jwwAIMB58XR0Y1mER1A-e

I personally like to have some more Toughness and Vitality, but that’s just my personal taste.

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PVE Power and Support Build

Power Necro

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

Its kind of interesting to read a thread like this on the necro forum – squeezing out the last ounces of DPS, competing with warrior DPS, etc. It’s all so eerily WoW-like.

I’m not dissing the discussion; maximizing one’s effectiveness is a legitimate goal and it shows that some of the negativity about necros is misplaced.

But as much as they might resolve some of the DPS questions, I am glad that there are no meters or gearscore inspections in GW2.

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Build help

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

But what i want to try is a condition based wellomancer. So basically i wanna run with scepter-??/staff. And i want to find a balance between the tank/heal im running now into more dps.

This what I’m running in PVE right now. Its a well build with decent condition damage:
http://gw2skills.net/editor/?fQAQNAW7YjMaV6ZaubMcKApCYPpw7xhUcruRKIOYA-jwxAIsIj5AShFRjtZUENW9CmelIq2nUEtaZA8HDA-e

Its possibly too squishy for WvW, but its hard to get both good survivability and higher DPS. The Protection on wells helps alot with survivability. I’d also probably swap Hemophilia to either Enfeebling Blood or Focused Rituals for wvw.

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Regeneration?

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

Regen only occurs if the Mark is triggered.

However, I do seem to find that regen occurs on me even if I am not inside the mark when it triggers (this is in PVE). There was a thread about this a week or three ago. I’ll have to test some more and verify the regen is not related to the Full of Life minor trait instead.

EDIT: After testing, regen only triggered if I was inside the mark. I must’ve been mistaking the regen from Full of Life as being from the mark. Doh.

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(edited by TheAgedGnome.7520)

Collaborative Development- Request for Topics

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

1) Condition Damage – stack limits & ineffectiveness on structures

2) More Light Armor – more actual armor (i.e., non-stripper, non-fluffy) choices; or let all professions wear all armors

3) Chat UI improvements – customizable sounds, popup alerts, etc.

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Which race for Necro?

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

I have Charr, Asura and Norn necros. Each has their benefits. The Charr is most menacing, but the armor looks are not so great. The Asura animations are great, they dodge like Yoda hopped up caffeine and the male Asura comments are mostly amusing and clever. Radiation Field is a nice racial skill. The Norn female looks good and has decent armor choices, as well as the tattoo choices. The female voice (Claudia Christian) seems to be a love-it/hate-it thing; I love her voice.

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Regneration

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

I seem to recall the same as drukai – I didn’t have to be inside of MoB at all and I’d get regen. This was in open world PVE, btw.

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Necro Speed Broken?

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

Also, Runes of Speed (I assume that’s what you mean by “speed runes”) are bugged and don’t give the 6th bonus. This is supposed to be fixed today:

https://forum-en.gw2archive.eu/forum/support/bugs/Runes-of-Speed-not-giving-6-piece-bonus/2947715

Stealth nerfs are the perfect fertilizer for mistrust.
PVE Power and Support Build

should terror be a grandmaster trait?

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

Leave Terror where it is, for Grenth’s sake.

Stealth nerfs are the perfect fertilizer for mistrust.
PVE Power and Support Build

Necromancer Underpowered?

in Necromancer

Posted by: TheAgedGnome.7520

TheAgedGnome.7520

yah no, that build is quite weak compare to my build, i use marks and wells.
more specifically, i use wells combined with minions using marks to support both the minions and the players joining up.
it’s more powerful then you think, it actually allows you to wipe out zergs in a few seconds.
takes practice, but it works.

Can you provide a link to your build?

Stealth nerfs are the perfect fertilizer for mistrust.
PVE Power and Support Build

Spectral Minion PvP Build

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

This is a really weird build with a lot of discordant elements. Nothing really looks like it gels together that well.

From a stat/trait view, I agree. From a CC view, it works. However, whether that really suffices or is a winning approach is questionable, especially since it necessarily gimps my outgoing damage, and since the CC doesn’t seem to always be effective enough to turn the tide.

Stealth nerfs are the perfect fertilizer for mistrust.
PVE Power and Support Build

Necromancer Greatsword. Want?

in Necromancer

Posted by: TheAgedGnome.7520

TheAgedGnome.7520

No GS.
No GS.
No GS.

Stealth nerfs are the perfect fertilizer for mistrust.
PVE Power and Support Build

Spectral Minion PvP Build

in Necromancer

Posted by: TheAgedGnome.7520

TheAgedGnome.7520

As I stated in my first post: I was primarily going for alot of CC along with good survivability.

I agree (as did Nay) that having more condition dmg would be preferable. But running the Plague signet really calls for alot of vitality to handle aggregating incoming conditions.

If I swap the signet to WoP or SA, then I could go with the rabid amulet and gain condition dmg & toughness at the cost of vitality and power. The downside to WoP or SA is that I’m no longer throwing the conditions back to the opponent as I would with Plague signet. Its all tradeoffs.

Stealth nerfs are the perfect fertilizer for mistrust.
PVE Power and Support Build