i will do it easy stop play most useless class in game and start play most op class in game thief problem solved
As someone who mains thief I will admit their design is the best in game at least to me, I always wanted every class to use initiative it would help with dumb cast times as well, the complete active sustain and etc etc this is a necro thread but don’t go as far as calling us OP.
I am not worried about the changes I’m worried of what comes with it.
To a lot of people, including myself, the thief is OP simply because of the initiative system you mentioned. I realize thieves have their own strengths and weaknesses when it comes to this system, IE you use too much and you can’t use ANY weapon skills, but the trade off is that it gives thieves the greatest strength afforded to anyone, choice. The ability to choose if you want to use a skill over again is amazing, I’d love to be able to use reaper’s mark twice in a row to double the stun duration, or stop a potential condition cleanse and let my condition tick just a bit longer. Of course I don’t really have that luxury. Also sorry, I’m not knocking thief, just seems if you mention anything that could even so much as suggest a nerf, they go nuts, and I’ve seen you in the necro forum a good bit so…yeah…guess you’re my release valve….-_-
Now with this change, if it indeed what many of us necros fear, that movement skills won’t be affected at all by chill/cripple, then yeah, reaper just got shot in the knees on the starting line. HOPEFULLY it doesn’t mean that though, but until we get a definitive answer, I don’t blame anybody for being upset at the current news.
So Anet! Tell me! Um…how are reaper’s supposed to be able to keep people in striking distance? I mean you based this entire specialization around using chill to keep your enemies near you, and now you’ve gone and done this?
….hahahahahahahahahaha, ahhhh anet you had me. What a wonderful joke. You made me think you had finally made necros that supposed class that, if engaged, was hard to get away from, especially with reaper. Ahahahaha. Ahhhh good one.
Seriously, this just screwed reaper over hard. Classes with movement skills (which is EVERYONE except necros) will just run away, heal and reset whenever they get below 50%. Just scrap reaper and throw it in the garbage.
And I just realized how big a buff this is for thieves. Great! Just what else I wanted.
Well, is it anything diffrent on live?
Besides, out of all mobile professions, Thief is the least affected, together with Mesmer.
Most of their mobility are just blinks and other instant teleports, which ignore our cripples, chills, immobilizes, whatever anyway.In fact, only worthwhile Leap Thief has is Heartseeker. Which is currently used very rarely in PvP for actual mobility, rather stacking stealth.
It’s a buff to Warriors with Greatsword, Warriors with Sword, Rangers with Melee weapons, Eles on Daggers and Guardian Greatsword.
I don’t think it will change everything, suddenly
Bah true, just thief getting even more mobility on top of what it has just ticks me off. And while you are right, this is no different than what we’re dealing with now really, that’s because necro never had any pulls or gap closers other than spectral grasp, and dark path. Reaper would finally get a pull on gs5 and reaper’s shroud has Death’s Charge, but that’s just one dash every 6 seconds and most classes have At least 2 to use to get away. And reaper’s grasp only has a range of 600, and a pretty decent cast time and tell. Chill affecting leaps and such would have been a huge help in making sure it hit a fleeing for, now though…not so much.
Sorry, I’m just ticked off, the entire reaper concept was developed around chill being used to help lockdown a foe, and now that’s been wadded up and thrown away. That’s what is really getting me.
….hahahahahahahahahaha, ahhhh anet you had me. What a wonderful joke. You made me think you had finally made necros that supposed class that, if engaged, was hard to get away from, especially with reaper. Ahahahaha. Ahhhh good one.
Seriously, this just screwed reaper over hard. Classes with movement skills (which is EVERYONE except necros) will just run away, heal and reset whenever they get below 50%. Just scrap reaper and throw it in the garbage.
And I just realized how big a buff this is for thieves. Great! Just what else I wanted.
Jesus Christ this thread devolved fast.
I’m honestly a it saddened necros didn’t get access to the ne slow condition, would really help a lot. But I guess we are getting a good damage buff so, not that bad I guess.
Foot in the grave is really powerful. Why don’t you think its worth a grandmaster spot? Makes sense to me. Its an awesome trait. Maybe Up the number of Stab it gives but beyond that it doesn’t need a whole bunch of work.
Terror is actually fairly weak as a grandmaster And I am of the personal opinion that it needs to be buffed. I mentioned fusing Master of Terror with terror to really give it some oomph as a grandmaster. And or maybe modifying its damage a bit. But beyond that it doesn’t need much work.
Lingering Curse should stay were it is as it is. Its a perfectly fine grandmaster and it would be a major loss to condition builds to drop that down a tier. Even if it was kept as is it shouldn’t compete with path of corruption.
Parasitic contagion should just be removed. Its not a good trait. If its moved to blood.. Fine.. but otherwise I don’t want to see it in the patch notes.
Personally, I just feel like FitG and Vital Persistence would make better minors since they’re so commonly used and frankly, VP very often out-shines any other choice. Plus they directly have to do with DS which is what the entire line is about, so I just think they’d make more sense as Minors (maybe without the stability on fitg as a minor??).
That’s always sort of been my thing. I don’t really want more baseline necessarily, but I think the minors should very strongly reflect what the tree is based around.
Agreed, vital persistance would make a wonderful minor compared to the first minor we have now in soul reaping.
(edited by TheLastNobody.8319)
Connection error 7:11:3:191:101 [merged]
in Account & Technical Support
Posted by: TheLastNobody.8319
My patience has started to run thin, I never had this sort of trouble back when i was in college, and I didn’t have it either when i first played the game at home. But ever since that STUPID CAMERA PATCH! My game has been plagued with problems and this is the most reoccurring one. Game runs fine for a couple of days, then next hting I know, i’m lagging so hard my skills won’t launch for 60 seconds. I can’t even get to the news screen sometimes. No other game do i have this problem with, just this one! I have forwarded my ports, turned off my firewall, done pingplotter, EVERYTHING and it seems like my connection is always breaking up on their end!
I can understand the new lingering curses competing with terror, but putting parasitic contagion in the same space is just sorta….well it doesn’t feel right. We’re being forced to choose between more condition burst, more long lasting conditions, or having our conditions heal us. We’ll be missing 300 condition damage from what we’re used to, as well as 30% duration. And condition builds for necromancer already have very little LF generation as is, and next to no sustain. It’d be nice if they moved parasitic contagion to the blood magic line, or just somewhere else really. I’m just not feeling it.
Sure burning does more damage, but with Reaper, chill uptime is more important.
Explain why..?
Keeps enemies in range, helps us self stack might easier, enemies deal less damage to U.S. when they’re chilled, chilled target can explode when critically hit spreading chill to more targets.
so what you’re getting with chill is a bit of damage reduction, aoe chill application, more might stacking for blighter’s boon, enemy cool downs increased and they move much slower. While with burning , it’s just straight up damage and nothing more really. So each has their use. I really want to make a freezer burn build and see how that does though.
I would prefer they allow our boon stripping, cc, chill, and fear have a serious impact in fights to where teams are like, kitten would be good to have a Necro right now. I don’t want to be a stacker, just want to contribute more than just damage
^ This man summarizes my post nicely.
What do you mean by ‘support’ here? Is Corrupt Boon, Spinal Shivers, Reaper’s Touch, Signet of Spite, etc “support”? Is Well of Suffering (Vurn + Dark Field)?
Or is support limited to For Great Justice! Time Warp or Portals?
Those are support, but they aren’t quite the support people are looking for in PvE. Sadly, nobody cares if a boon is turned into a condition, they just want it to be gone. And mesmers do that better than us unfortunately. We also have no reflect or even projectile destruction skills, which would be more than enough for us if we could get one on Corrosive Poison Cloud.
Reaper’s touch is just near useless. I like this skill when it works, but it seems very unreliable and is less useful with more allies and enemies around since that means less vulnerability on the target you actually want it on. Regeneration is nice, but its never saved anybody’s life.
Signet of spite is great, but it has such a big tell with the fact it flashes above your head right when it’s about to go off, it will rarely hit. In PvE, the conditions it provides are near useless anyway, and PvP, you need 2 stunbreakers to survive the focus fire you’ll receive as a necromancer against any competent team. That leaves us with corrupt boon to use against the boon heavy classes that are in the current meta right now.
Our wells in general are on just too long of a cooldown, and they are dark fields, one of the least desirable fields in the game. People want fire, water, and smoke fields, sometimes even light fields. We have none of those, except a light field, on what is probably our weakest heal, Well of Blood.
Now we can flip conditions using Well of Power, but again, people just want the conditions gone, and Well of Power takes forever to work and provides no protection against enemy AoE.
Now these wouldn’t be a big issue at all if we were truly a self sufficient class. But right now at least, base necro is not self sufficient. We can’t protect ourselves, we don’t stack might on ourselves very well unless we spam deathshroud 1. Now conditionmancer wise, we can output a good bit of condition damage, but we need time, and we don’t have that in PvP. And once our conditions start kicking in gear, they usually get cleansed. We do have some good condition skills like epidemic, signet of spite, corrupt boon, even Corrosive Poison Cloud, that skill is better than people give it credit for in PvP and WvW (small scale fights for objectives) but again, we NEED stunbreakers.
But I’m hopeful for Reaper. We are finally getting a reliable source of stability, I can’t wait to see how much might and vul we can stack with reaper’s might, unyielding blast, and death shiver. We will finally be able to use siphons to heal in deathshroud, as well as provide an aura to allow our teammates to take advantage of the siphons, which will help our and their sustain. If the siphons are strong enough, we could become much more useful in dungeons. But we still have a ways to go, and i’m not even talking about getting in the meta. (there is a whole lot of other factors other than just our shortcomings that factor into that)
Now on a personal note, I DON’T think we need a suite of blast finishers like engi and eles, nor do we need to be boon bots like guardians, or banner wavers like warriors. But we do need to provide something unique, siphons are a good start, but something like protective minions would be good too, or you know….an actual resurrection elite for our allies (no i do not consider signet of undeath that, takes forver and it takes up a utility slot, maybe if it was an elite yes, but a utility, no).
Focus 4, builds a good bit of life force if it doesn’t screw up, axe 2 will sort of help but I’m not a big fan of it. Staff’s AA is great for life force generation, but I’d only recommend it for something like a MM build, I’m not a big fan of staff on my power necro. Soul marks makes it so each mark gives you 3% LF. Dagger is great for building Life force IF. You can trade with someone. And warhorn 5 is amazing as well.
Spectral skills are the way to go though for quick life force generation. Spectral grasp will give you 15%, spectral armor gives you 8% per hit plus protection. Spectral walk gives 2% per hit and swiftness, and a teleport for if you need it. Not a big fan of it though honestly, requires set up and most classes can still catch you I find even after you teled.
Flesh wurm and shadow fiend give 10% life force on their respective skill usage, though flesh wurm will die….hm might have to experiment with this myself, for a possible life force build.
Also keep in mind your life force scales with your health pool, so the more health you have the more life force you’ll have. There is also a trait in the precision line that increase the length of spectral skills by 50% in addition to giving you 5% life force on spectral skill activation.
Oh! Another thing, well of corruption will also give you life force, 1% per enemy hit, it’s strange, yes, might be a bug so don’t tell anet!
What if they made it so we no longer degen lifebforce while in shroud, and get 6-10 skills. 1-5 would be our normal skills but 6-10 woul be powerful abilities that consumed LF….just a thought.
I’ve never liked metas much, but will say that we do need the ability to support our teammates at least a bit, or at least be more self sufficient in fighting for ourselves. Reaper will fix a lot of problems I have and had with necro, but I know it won’t for everybody. I do think we will be more accepted in dungeons, or at least not kicked, provided a net doesn’t nerf the hell outta reaper before launch based on best case scenarios.
Or you know, this ^
Endless teleports? Please … blow initiative and utilities to teleport around and you are sitting duck. What can you do with low initiative and utilities in reuse? Absolutely nothing, that’s what you can do. Pray for your passive traits to trigger on time. That’s all you can do
And please, the guy above that played thief 2 years ago. You do realize the fact that thief has been nerfed almost exclusively on every patch every since. Did this thought ever cross your mind? When was the last time you saw pistol whip thief owning everything in 2 attacks? The player skill bar in thief is super high. A single mistake can get you killed. Don’t twist it around because it is a fact. The thief has no blocks so if they kitten up and you know how to press anything other than auto attack, you win.
QFT, also, would just like to add that Thieves don’t have a mode where they can become invulnerable to damage and keep fighting. We can stealth but that means there’s a pause in fighting not pop actual temporary god-mode and try to melt someone as fast as possible. Warriors and Guardians primarily are the ones who do this, but other classes can as well.
But hey, because Thief has stealth longer duration stealth but with no truly powerful AI, pretty much the only thing separating them from mesmers, they’re OP as hell! The tears in this thread … we might need to channel the tears into a new lake, the current one is too full. >:
By God mode I’m assuming you’re talking about berserker stance And endure pain yes? Endure pain is on a 60 second cool down after use so if you see a warrior PPP that, I assume you can just back out using your stealth to wait it out, then come back in with full or near full initiative again. Of course this is for if the warrior pops it at the beginning of a fight, mid way in he pops it, you might be in a bit more trouble if you haven’t managed your initiative and cool downs right. And also the warrior will probably try some AoE attacks to keep pressure applied.
Now if you’re talkiing about the guardian, you might mean his elite, during which he nor you can really do anything until his elite ends. But bothersome, but if you know what you’re doing, not saying you don’t you should be in a position to take and vantage of that slight downtime.
Now finally if you mean necro and deathshroud, well this is pretty easy to counter, just back off a bit and he’ll have to exit out or loose precious life force. Now you still need to avoid the tainted shackles of course and the 3 second channel of life transfer, but getting out of range again shouldn’t be too much of a problem, especially since necros in ds have no teleports or gap closers excet for dark path which requires a target to hit, is slow to cast, and is a slow moving projectile.
It just takes too long to do anything, the vul on AA is nice but it’s so slow you’ll die before you stack up any meaningful amount: the 2 is great honestly, but the fact it’s a channel hurts it’s viability horribly because one stun or dodge and you loose a lot of damage. The 3 I love, just wish it granted life force….
There is no berserker problem. -_- The problem is the meta has been so stagnant it’s divided the community like this. Look at any game, when a new meta comes out, it does take a while to spread in catch on usually, be it in Mobas, shooters, or RTS’s. It starts at the top (hardcore, theory rafters and the like, not knocking) , then slowly but surely works it’s way down to even the lowest level, that being the casual gamer.
The zerker meta problem is the simple fact that PvE has not changed at all. Heck, dark souls, tough as hell game, becomes easy after you’ve learned the enemy attack patterns from playing for a couple of playthroughs. I got to where I could solo ornstrin and smough in my sleep.
Now in gw2 the same problem is happening. Everyone knows when lupi is gonna do what, when the big attacks are coming, what you can dodge, what you can reflect, what you can block etc. etc.
Now, other problems, healing power is unrewarding as hell. Most things that scale off it do so at a horrible rate, and usually the base heal is pretty beefy in and of itself. So why would you? In addition, I play a dire necro in PvE when roaming…..yes strange, don’t worry I go soldier’s/zero when people call for it. Even though I can take a good beating eventually, I will run out of DS and out of dodges. So I will get hit, and when I do, it still hurts pretty bad. In short, your active defenses are limited. So you want to kill them as fast as possible before the boss gets in a nuke.
Then you have the whole stacking mess dungeons are. Really, I think this is the biggest, underlying cause of the whole thing. The game wants to reward you for staying close to and helping allies. So people stack up, and the bosses, having no more than a point A to point b mentality, don’t try to dodge or move out of the way of the burst that is going on in their faces, or try and draw you out and seperate you by finding cover. So people stack, get 25 might, perks fury, quickness and then just go to town, and if they see the boss wind up, make use of their active defenses like wall of reflection and blinding powder to avoid damage and keep attacking.
There are other things, some bosses being dps races, direct damage increasing traits, the condition cap, but those above problems are, I belive the biggest causes of this “zerker meta”.
it was mentioned in the thief forum that they can now do a range F2 on us by using their fear bundle + their F1 steal together to blink to us for the fear to connect
meaning they don’t need to be near us anymore to activate fear
your thoughts? too OP?
Oh no, nothing is op or ridiculous on thieves cause they’re squishy!
Still no where near as toxic as most mobas. I think everyone is just really really REaLLY wanting HoT to get here because of the content drought we’ve been having.
I’ve been more trolly and on edge myself I noticed, and my thief hate has increased as well in WvW. Probably because I’m just looking so forward to the expac and reaper for my necro. It’ll hopefully get better once HoT is released.
Isn’t there a trait that lets eles ignore conditions as long as they have 90% health?
Diamond skin on ele, but it doesnt always work as intended. And if the attack which lays the condition does damage as well and takes you below 90%, then the condition affects you simultaneously.
As for Jormag, there are plenty of counters for the fear spam. It cam be annoying, but it just involves bringing stun breakers and stability and timing the fire shield to his animation. The reason most ppl get affected because they dont use the right skills or ignore the fireshield ( which is still effective without the exploit). That is not The fault of Anets QA.
Ah well than, I’ll be sure to bring my well of power for you squishy eles! Praise grenth!
Long as the make condition builds more viable I’ll be happy. Love my conditionmancer.
For zergs, just use wells and the build you’re using.
. For roaming, I prefer using well of suffering, spectral grasp, and spectral armor with pack runes, mix of zerk and vitality, ferocity, and power armor. 4/4/0/0/6. Does good against thieves, and with pack runes you have 100% swiftness uptime just from a trained warhorn. Also have a good bit of crit, 40-50%, so can prof the air and fire sigils quite often. The vitality I like because deathshroud scales with vitality, so you get more outta that as well, and going back to warhorn, you can have locust swarm up for a pretty good but, 15 out of 24 seconds, along with a 3 second daze. This build is mainly for fighting thieves though so keep that in mind.
I usually just run around and flip camps, and as a terrormancer, can do it pretty dang quickly. That usually seems to attract some roamers.
Isn’t there a trait that lets eles ignore conditions as long as they have 90% health?
I think starting with 0% is fair. It’s the neutral state of your class. You must build up life force in order to use it. Imagine a warrior, they nerfed it that way he has 0 adrenaline if OOC, so I assume the same should be with the necro: build first up, then use it. I don’t think it’s fair to have a full life force bar at the beginning of a fight. Same with a mesmer: he must build up the illusions and it’s even not possible if you don’t have a target.
The difference between us, a warrior, and a mesmer though is that adrenaline and clones can be built up fairly quickly, adrenaline being gained just passively and clones are on a lot of mesmer skills. Life force on the other hand requires very specific skills that grant not that much life force. The only ones that do are utilities spectral grasp, armor and walk, and armor and walk require you to get hit.
In addition, even an empty warrior still can defend himself using endure pain, berserker stance, and balanced stance, as well as have healing signet healing him for about 400 go a tick. Mesmer has access to a healthy amount of teleports and stealthed to reposition themselves while they produce more illusions. We have….fear…and weakness. And spectral armor. Point is, clones and adrenaline are more tied to a warrior and mesmer’s offense, while deathshroud is mainly our defense.
Like any thief fight the key is to deny them their ability to disengage. If you’re running something like terrormancer, use your staff marks as a sort of detection field. And try to always be standing on at least one when the fight begins. Any fight with a thief in WvW roaming is going to be them stealthing up, using steal, fear you with skull fear for a 3 second window of free damage. Now as others have said here, you can use deathshroud to fear them away and stop the damage, but they’ll usually just wait it out and come back once you’ve exited deathshroud.
So, that leaves one option, fear. Thieves don’t usually run with many stunbreakers, least from what I’ve seen. If you can make the fear stick, you can burst them down before they have a chance to reset the fight. And as the people above me have said, unless trained they don’t have much condition removal except for their hide in shadows heal.
Now if running power, I recommend fire and air sigils, and maining dagger/warhorn with whatever weapon you wanna use as backup, I prefer axe to staff for power builds personally but hey, each his own. For power, I run spectral grasp, armor and Plague signet. The biggest reason for the proc sigils is not only that added bit of damage, but also the fact that if hit, even in stealth, it will show their location and let you just wail on them. With trained warhorn, you can have locust swarm up for 15 seconds on a 24 second cool down. With a bit of boon duration, you can have 100% swiftness uptime. Combine this with the fact you have dagger AA, life transfer, tainted shackles, possibly well of suffering if you’re will to sacrifice another stun break, you’ll find you’ll be pricing those sigils a lot, plus the spinal shivers proc helps too. even downed thieves won’t be safe as long as you get your down 1 off before they stealth as it will track them through their stealth. I’ve downed and killed a lot of thieves this way.
When it comes down to it, fighting a thief is all about telling them no. No, I won’t let you disengage, no I won’t let you hide, no I won’t let you burst me. It’s tough really, especially as a necro as we don’t have acces to blocks and blinds and just flat out “nope” skills like other classes down. But it can be done if played right and denying them the ability to choose when to disengage and hide.
Yeah the corruption skills just don’t do enough. Blood is power is decent but if you don’t clear the self bleed, it will take its toll. CpC i WANT to like, but weakness is a horrible condition. Just make it 25% reduced damage, or the just straight up inflict glancing hits. Hopefully the new condition system will make it worth using, but projectile destruction on this skill would be perfect. Corrupt Boon, that’s fine. Leave that as is, it’s perfect. And epidemic is great…or would be if we didn’t have to have 2 stunbreakers to have a slight chance of surviving being focus fired.
Honestly, this game just isn’t that interesting to watch, play yes, watch no. All the fights are just blurs of particle effects, so it’s hard as heck to understand wtf is going on. In most esports type games, it’s relatively simple to see and understand what a skill does and who used it. Here, not so much. It’s so fast paced you can’t keep up.
Because I am so kittening tired of ONE ranger auto attack taking away almost half of my health. 3.5k Long Range shot + 1.5k lighting strike. No thanks.
The range of the attacks is insane indeed. But I’m not gonna stop because of one class attacks.
Yeah, if that were the case I’d have stopped a long time ago due to thieves.
Thieves……sorry I had too.
Honestly I feel that one thing that would be great would be to make it so that Weakness just causes enemies to deal 25% less damage period. Would also be nice if there was a condition that made it to where you couldn’t CC people while applied, one can only hope though. Yes I understand what I’m asking for is pretty much just a Condition version of Protection and Stability still. Plus with all the cleansing in the game it would just punish players and builds who rely on nothing but CCs to win the fight.
Like one guy suggested, you can use necro’s spectral walk as a sort of retry option, although engineer might be better for you. Jump shot allows for pin point accurate jumping on a relatively low CD. Just point, click, boom, no problems.
(steps out of cryo-tube) IS REAPER RELEASED YET?!
I am eagerly hoping for a god armor release like they had with balthazar…but please don’t make it an outfit. ;-;
Don’t get me wrong, the advantage of outfits is that you don’t have to use transmutation charges, but they have such limited customization. But I know you can’t just take out transmutation charges completely, because of the way you all use money from the gemstore to finance the games progression.
For me, I’ll probably be taking staff for MM, Axe/warhorn for my Pursurer build, scepter/dagger for Conditionmancer, though idk if i’d even use Greatsword for Conditionmancer, might just stick with staff.
Lliandri of the concealing dark for necro, steam minotaur for engie.
While not a trait, I think that lifeforce should be given for all skills, conditions giving less but more steady life force, and direct damage giving greater chunks based on damage dealt. IDK, might be op but would fix a lot of our problems in the defensive department.
Alrighty, that helps. I have more experience as a condition necro but did run a power roamed build for a while in WvW. First, you need to get rid of that stability, bait it out with doom or reaper’s mark, but do not chain them! Chaining then means with one stunbreaker they burn two of your fears.
Now, as for the stability itself, that’s simple, corrupt boon it or spinal shivers, or well of corruption, or chill of death. If that doesn’t work, try to stall them with dagger 3’s immobilize.
After stripping the stability, you’ll need to look out for their berserker stance as well, since that will block your fears. Your fear timing is key to secure the kill, as well as interrupt their numerous bursts. You might to run spectral grasp as well to keep them from running away, as well as have another CC. If they try and tray with you using AA, I think (think) you can outdamage them with dagger. Plus I you haven’t burnt through you DS entirely, you’ll techinically have more health.
Try and keep locust swarm up as much as possible to make it harder to get away from you, as well as because it adds a good chunk of damage, and is great with sigils such as air and Fire nova.
Really, that is all I got, so seek advice from others. I’m not the best necro on here, I’d say I might be barely average.
Well first what’s your build? Power or condition? We need that before we can help prepare a counter strategy.
Yes and no I think. Yes in the fact a lot of the reaper traits help to fix the core necro, but no in the fact reaper is very strictly range. Though I am looking forward to reaper condition…ohhhh the fire, the chill, the scepter. The damage reduction…..
pat pat. Just be glad you’re not fighting them in WvW.
My necromancer, I have spent and farmed a small fortune for his look. First went with the Arah armor set. Then once I got tired of the dress, waited patiently until the grenth hood came back. Once that came I got it, the priory chest and leggings, the Arah gauntlets and shoes I kept. I made due with the dark shadow shoulders, until I got enough gold to buy the bull ones, and the for some reason the deathly mantle skin went down to 300g for Halloween, so I scooped that one up, glad I did since it’s now 2000g and only one left.
I got the crossing afterwards and now have the eye of rodghort, as well as ascended staff and scepter, and I just crafted the Shadow of Grenth last night. Heck I even have the minion harvesting tools.
The only thing for my necro now is deciding on the GS for him when he becomes a reaper. Still having trouble with that. Plan on going for twilight but if the new legendaries match my theme then I’ll probably go for one of them.
I have, but the thing I found with flame turret’s 5 is that an enemy has to be nearby for it to activate. So if you do a damage you’ll only get reveal and no stealth. Hope that helps.
This thread…just wow, I’m dyin of laughter here.
I am probably gonna stop trying to WvW very soon, least till the new borderlands come out.
ZvZ never really appealed to me much, even as a necromancer. I know I’d be wanted for my wells but honestly, it’s just so boring running with a Zerg.
Roaming I am not having much fun, as 99% of it is just thieves who’re are looking for easy kills, and they all have the same exact build, weapon and play style. Dagger/pistol with shortbow, hide in shadows, shadowstep, shadow refuge, and infiltrator’s signet. The fight is usually decided by if I can CC them long enough so they can’t run away. If I cant, they just reset and come back with full initiative.
I don’t find any point in upgrading anything because I know the enemy night zerg is just going to come through and take everything after I spend the time and effort to upgrade it.
There Arent really any true rewards for defending, as compared to attacking. Just time, energy and expense. And the bonuses you get from WvW in PvE are negligible at best.
Eh, it’s kinda like the unsung rules in dark souls PvP I guess.
Personally though if they want you to start with half life force, you should ask them to start with half initiative/1 virtues/2 attunemens on cool down etc. etc. that’s the way I look at it, though I don’t do much dueling. DS is how primary survival mechanic and the reason we don’t have acces to blocks, vigor, guards, or very reliable blinds after all.
I once saw a magnificent sight…a guild raid of 15-20 charrs take on a Zerg about twice their size and only lost a couple of people, while the enemy Zerg lost about half of theirs. They used timing, coordination and tactics to overcome the odds. This was before the stability changes however.
Nowadays, if this sorta thing happened, the smaller raiding party would probably be annihilated. I’m sorry, but that is dumb, to have been coordinated as they were, to time things as well as they did, and if the enemy Zerg is filled with nothing but a bunch of brain dead lemmings, then yes, the smaller party should win. Am I saying it should happen all the time, no only coordinated group efforts should be able to pull that sorta thing off. I do think stability should be reverted back, or another boon put in place that has the effects of old stability, but would only be on elite skills or skills with enormously long cool downs.
Honestly, glad to hear it is depressing. I mean heck, Orr is always happy happy yay we’re going to kill zhaitan. The pact didn’t really suffer any huge losses it seems in troops. So glad to hear it’s the opposite in the jungle!
I still run terrormancer in WvW roaming from time to time, and in there it’s not as reliable as it used to be. As others said it takes a while for us to ramp up the damage, and most of the time the enemy will either cleanse or just run and reset because terrormancer only has ds2 to gap close, and that thing is not reliable at all unless used within 600 range.
The other thing is I run this build in PVE and can usually make my conditions hit pretty hard. Sure it’s not zerker damage but I can still kill most bosses pretty quickly. But that’s running BiP, CPC and Epidemic. So no stunbreaker a which is just not viable at all in any way shape of form in PvP.