nope, been like that for a while. Tooltip is just wrong…least i hope it’s wrong and not another “unintended function.”
Good day people of the internet! I was just wondering if cooking was worth it. I’m mainly looking to save money instead of buying food outright from the TP. And if so, what would be a good guide? Thank you for your time, and have an internet cookie.
(::)
Flesh wurm is good, but requires positioning and doesn’t let you change elevation. Tele to it when you need to heal as it should give you enough time to use consume conditions before the enemy reacts to where you went. Plus the wurm itself does decent damage.
Spectral walk, also decent, good to go into a fight with to bait things out, then tele back to heal and jump back into the fray.
Not an escape, but using spectral armor and going into deathshroud makes you incredibly tanky.
Deathshroud 2 can be used on critters in WvW and PvE, though you can also use it to the effect of escaping by porting to another enemy and fear them away, then us deathshroud 5 to discourage them from chasing with torment stacks and immobilization.
Necro is one of those classes that isn’t really fun to level through the first few levels…least imo. Minionmancer is a good build for leveling and exploring, who needs friends when you have an undead squad of loyal minions ready to pick flowers at your beck and call!
But yeah, minionmancer is probably your best leveling build, though you might want to mess with a deathshroud build a bit. I run a condition build in PvE even and find it’s pretty fun.
Yeah, thief is best for roaming, or even engie. Necro is so easy to lock down in an outnumbered fight, and against a 1v3, you won’t last long at all since necro’s have no escape mechanisms.
Eh, at the most it could allow for an interesting discussion from others. At the worst, I wasted 15 to 20 minutes of my life that I can get back if I use my time machine.
I’ll throw in my 2 cents. Dangerously long post incoming captain! Man your stations!
Deathshroud is the ONLY DEFENSIVE MECHANIC WE HAVE that can be accessed reliably. We do not have vigor, stealth, stances that make us invulnerable to certain damage sources, mobility, stability, blocks, good sustain, or heal abilities other than of course, consume conditions. Now, what we do have are conditions such as weakness, blind, cripple, chill, and fear. These should help to compensate for our lack of boons (barring protection which we can get from spectral armor, spectral wall, and adept trait in blood magic for whenever we cast a well) however, these conditions can be easily cleansed by other classes, or even just outright ignored.
Our sustain, which we should have a ton of considering we have a whole trait line dedicated to it with bloodmagic, is terrible. It is balanced around optimal scenarios, such as hitting 5 people with an AoE from our weapons, or if you take a grandmaster trait, from wells. This COULD equal to about 500 health a second if you hit 5 enemies with the previously mentioned AoE, 1000 if you take the grandmaster trait allowing wells to siphon. Again, COULD, but how often do you see people huddled close together and standing in one single spot when there is a giant red circle around them telling them to GTFO? That’s just with wells btw, marks are a different story as all of them, apart from mark of blood with a cooldown of 6 seconds, have cooldowns of 15+ seconds.
Also, the entirety of the blood magic line is negated if you enter deathshroud, as deathshroud blocks any and all healing! Not to mention if you are running full wells, you are have only 1 single stun breaker, meaning you are open season for any person running some sort of CC, such as I don’t know, Hambow warriors, engies, mesmers, probably leaving out a few others but you get my point. Also, almost forgot the sustained mobile AoE we have on warhorn number 5, but that is pretty much only in the immediate area around you, so a quick teleport, leap, knockback, launch or sprint away, and you are safe because we necros have no ways to truly stick to you.
While we are in deathshroud we have access to only 5 abilities, 1 is a projectile and our primary way to deal damage, 2 is a teleport requiring a projectile which has heavy tracking but is slower than my cryogenicly frozen grandmother to hit, 3 is an instant one target fear, 4 is a channeled AoE skill which lets us regen our lifeforce, and 5 is an over time AoE condition application into burst damage and 1.5 seconds of immobilization. That’s it, we don’t have access to our utilities, most importantly stunbreakers, nor access to condition removal, and still no stability. We can’t even see our dang utility cooldowns! Also, all healing is wasted on us, so we gain no benefit from regeneration, and once bursted and CC’d out of our fragile dark green shell, are left defenseless.
Finally, let’s not forget power necros, who get most of their damage from 1 in deathshroud! So now they have to get into close combat using Dagger/Warhorn, to get life force, Axe 2 which puts them into a long channel and can easily just be outrun, blow spectral armor, which is probably our best defensive tool, blow up wurm which is our only (highly telegraphed and time consuming) teleport, use spectral walk, which is again a highly valuable stun breaker, spectral grasp…there are a few more but again, you get the idea. Pretty much power necros will now have to dedicate their entire build to getting ANY life force for a fight. Yay easy targets! -_-
And just to touch on this point as someone else mentioned it, yes warriors have a similar mechanic with adrenaline, similar being in that both are bars needing to be filled. Key difference though is that adrenaline is gained passively just from using a warrior’s skills, PLUS the warrior has skills that give him even more adrenaline or instantly fill the bar! It’s not like they have to time skills to get adrenaline, they just get it!
That’s my post! Dear lord it’s longer than I thought it would be…yeah sorry about that um, I’ll send you an internet cookie.
tl/dr version: Necros are now bigger sitting ducks than ever before because without that trick, they don’t have access to deathshroud, which is the reason they don’t have many defensive tools in the first place, cause second health bar op!
What is this thread even about now? O.o
Tacos…and nachos.
So negative :P
Yes…I used to be positive, and then the September Feature Pack struck.
It sucks, BUT, it gives anet a change to improve things.
Maybe they re-balance the profession so it is not as dependent on Life Force, or maybe Life Force should always start at 20% when you rezz/spawn.
Either way, let’s just hope Necro gets looked at
Ha, sorry but I highly doubt it. The most anet has done for us is allow us to perform actions in deathshroud, and they still haven’t fixed minions dying when you go down or change level if you have flesh of the master, plus minions not attacking (granted, the last is an ai bug which could screw up the whole game if not handled delicately). Life siphons are still pitiful, dhuumfire got walled off behind life blast, and to help our sustain, they added one second to SoV active and shave 10 seconds off of spectral armor’s cool down.
Long story short, I don’t look to get much if anything from a-net regarding necros other than marginal buffs, and bug fixes that only hurt us.
(edited by TheLastNobody.8319)
For an offensive powermancer build I recommend running spectral armor, and well of power, I use blood is power myself for my third, or you can run whatever compliments your build, such as well of suffering, or even flesh wurm for a quick escape, or spectral wall for more protection and a way to sorta screw around with your enemies. Spectral grasp is another great option to keep people from fleeing, giving you 15% life force as well.
As someone else said, activating spectral armor, then going into deathshroud pretty much makes you invincible, as you take less damage in deathshroud, plus 33% damage mitigation with protection, and gain 8% life force per hit. You can also use well of power as well to give you boons, a friend of mine once hit me with his ranger barrage, I just cast well of power, went into deathshroud, and stood there or the full channel while pelting him with lb. at the end came out with…think it was 50 seconds of vigor because of that.
Also! Shrouded removal, great trait, specially against dang thieves who stealth in and steal your fear, then try to burst you down.
Ill throw in my two cents, I don’t think the necro needs a rework, but tweaks. Let self healing like regen work in deathshroud, let signet passives work in deathshroud, switch out unholy martyr and unholy sanctuary in the trait trees, or give unholy sanctuary greater base heal, but less heal scaling. Corruptions should be more powerful, maybe make masts of corruption apply additional effects on corruption skills, and move it to grandmaster, bumping withering precision down to master and decreasing its ICD to 10. Also, siphons, they need freaking buffs as well, it’s ridiculous that a tree dedicate to aggressive sustain heals less hp per second than healing signet, and only heal as much as healing signet when you have very optimal (and rare) conditions. It would be nice if we had way to use life force in alternate ways as well, like to heal or revive allies, or harm enemies by corrupting their life force. I mean, we’re masters of life and death, so why do we seem to have the least capable way to help our allies? Also, minions….please fix the flesh of the master bug, and their targeting. Hell, just give us a simple attack command, or make calling a target cause our minions to engage. I know they aren’t supposed to be pets, but would be nice if we ya some control over them…necro has a lot of potential to be an amazing profession, and even now I find it to be my favorite, but it does need help as it just lacks the basic synergy other classes have already.
And that’s my 2 cents.
Just happened now, went against a 3v1 in WvW next to a tower, owned by my world…but did I go inside? NO! I STAYED OUTSIDE! Granted, I got one down, second was on his way, and then from left field THIEF! SKULL FEAR! DOWN! STEALTH STOMP!
….so yeah, I should have gone in the tower BEFORE engaging.
I think deathshroud should allow siphons to work, regen, runes that heal you, sigils that heal you, and other forms of self healing. I mean, running unholy sanctuary, I can see how this would really make the necro a force to be rekoned with.
Also, allow signet passives to work, this would help signet of vampirism a lot, and sigil of undeath if they made if 3% every 3 seconds.
Finally, like someone else suggested, give us abilities that consume life force, something unique. Like what about an ability that tethers defeated and downed players to us, they can fight an oppurate as normal until they would score a kill. The more that are tethered the faster life force drains, and if they don’t score a kill they can’t rally. Could even make it a transform, turning the tethered into risen models and only have a specific list of 1-5 skills.
Life transfer, life siphon, ghastly claws, and I think it might affect reviving yourself or allies? Eh, not sure on that last one. Personally I do find it a bit situational so I opt for shrouded removal to cancel out short immobilizes and fear.
I hope she has gone rogue, and maybe even Trahearne, would love to turn them into firewood, all sylvari really.
I wouldn’t really be getting your hopes up.
Have thieves ever really been fair to fight against in the first place? Yes sorta sarcastic but I had to do it!
Doing map completion and halfway done. Having trouble with the gold part. At 100 of the prolly 2000 I’ll need for mats and for the precursor. Trying to get the predator. Does anyone know any easy way to make decent gold? It’s stressful and any tips would greatly help. I appreciate everyone who comments..
Ahhhh yes the predator, I was going for it…then gave up because I would really only use it on engi since rifle warrior isn’t the best…and i don’t really play my warrior, and engie needs to use his kits to be fully effective, and I love my phoenix rifle!
ANYWAYS! TIPS! Run the world champ train, salvage rares you can, get the ectos. I highly recommend getting the ectos and crystalline dust first. Why you might ask? Well, they are pretty much the easiest t6 to get access to…least IMO. Once you are maxxed on ectos and the crystalline dust, you can then start to make money just by salvaging the rares and selling the excess ectos…man i’m saying ectos a lot…ectos.
Other tips! I’d say go on the wiki, find out which mob drops what, also orr is good to farm of course for heavy moldy bags. DO NOT OPEN THEM! Least I didn’t, they are worth about 8 silver a piece and you can get a good bit from doing the events, heck even just killing mobs for a good while. Depending on magic find of course.
Also dungeons, great source of raw gold and indirect gold. What you can do is use tokens to buy the exotics, and salvage those for more ectos and even the insignias. IF you do a dungeon that rewards level 68+ rare gear at the dungeon vendor, you can get a lot more ectos to unload for gold! (Note, when doing this, buy the cheapest cloth item, reason being silk goes for a good bit on the market, nothing great but you’ll be getting a lot of it, so use it to craft or just sell the dang things.)
Can craft, with you salvaging so much you’ll probably have a lot of mats you can use to make stuff, which you can sell, or if rare quality salvage for, you guess it ECTOS! How many times have I used that now?(might recommend getting the copper salvage-o-matic, really really helpful for breaking down all the green and lower loot you’ll get without wasting your mystic forge kits.)
Also, really, don’t burn yourself out on trying to make your legendary. In a way, it’s a reward for experiencing all that the game has to offer.
(edited by TheLastNobody.8319)
Agreed, might even be nice to have an elite upgrade making all the vets into elites instead of just the level upgrade.
Yeah you shouldn’t have much trouble killing a whole camp with a well necro, heck I can do it just slightly slower on my MM necro. Just round up all the enemies, throw the wells, and use axe or dagger cleave to finish it up. Be sure to use flesh golem charge or staff #5 if you see the npc’s going for a heal, though if you poisoned them, that won’t be an issue.
I wouldn’t mind this as well. Perhaps a timer that sends you to the nearest waypoint after a specified amount of time. The timer stops of course, or resets, if someone has started reviving you.
I remember trying to craft the lidless eye. I did NOTHING but kill all the giants I could find, in every location, mainly down in orr. I got one…ONE. I did this for about…2.5 weeks. I understand they are a rare drop, maybe people have better chances with higher magic find, mine was around 150% when I used boosters. But still, those things should not be that rare, I don’t see how they are even on the trading post!
Freakin love the priory armor for my necromancer. Though once I can, I’m going to get the Honor of the Waves boots and Inquest leggings to replace the bottom half.
I got the Crossing this past Halloween, so yeah, glad for the boost… rockin’ mah Crossing now all the time
Cause… The Crosssing.
Unless I get the Spire of the Sunless soon i’m going to get the crossing….that lamp….
Yep same here.
these are my suggestions for making stealth mechanic more understandable
lets apply stealth ability to real life situations1. Damages taken should remove Stealth.
If you turn all the light off in your room and swing a bat in the darkness with your eyes closed, you will be able to feel the impacts whenever you hit something with your bat
this means when we hit a foe in stealth with melee attack we should be able to locate the foe in stealth or at least we should see the white damage numbers pop up
lets say there is a crystal clear wall of glass in my backyard
I throw a baseball and if the baseball hits something and bounces off it means I know there is something invisible
this means when we shoot a bullet or an arrow and if the bullet or the arrow gets stuck in the middle of the air it means the bullet or the arrow is stuck inside something invisible and we should be able to locate the foe in stealth unless the foe pulls out the all the bullets and arrows or at least we should see the white damage numbers pop up
No, this would make AoE against stealthed opponents, especially thieves, really really overpowered.
2. Some Conditions should remove Stealth.
(Bleeding) If the foe in stealth drips blood we should be able to see the blood dripping
we should see the red stuff spouting out like a fountain or is it too gruesome?
(Burning) If the foe in stealth has flames all over its body with black and gray smoke we should be able to see those flames and smoke and the foe in stealth should be turning black like ash
I have sort of the same idea as this, but making them spurt blood like a geyser would be too much. If it was just a small blood drop once every maybe 2 seconds it would be ok I would think. Same with burning and other damaging conditions, not non-damaging ones though. A small puff of flame for burn, drop of blood for bleeding, and poison puff for poison. Only one would be displayed however, that being the one that was applied most recently. Very small, like you would have to be watching to notice it.
3. Animals should remove Stealth.
npc monsters or pets with a well-developed sense of sound or smell should be able to locate foe in stealth
this means most pets should be able to apply reveal effect every second within ~1000 radius with unlimited number of targets
No as this would render stealth near unusable for dungeons, and rangers would be able to make thieves and possibly mesmers into pin cushions. They already have Sic’ Em to do this.
4 Blocking should remove Stealth.
you are wearing a football helmet with eyes closed and if someone hits your helmet with a bat, you will be able to feel the impact and you will know which direction the bat came from. this means blocking stealth attack should remove Stealth.
Agreed with this, or at least have that BLOCK floater appear to indicate you have been hit by the thief. I mean if you were able to time a block to the point a stealthed enemy was about to hit you, I believe you should be rewarded.
If they did some of these changes I agreed with though, classes that rely on stealth as a defensive mechanic, so thief, mesmer…maybe ranger, would need to have appropriate buffs to compensate. Thief could be rewarded for better timing their dodges I suppose, as well as making it so venoms were actually usuable by giving them a usuable cooldown, and perhaps giving boons depending on which venom was activated. Mesmers…I don’t play one nor have I played against that many, so I won’t comment. They however seem to use stealth as more of a tool rather than a defensive mechanic…least from the little experience I had with them, same with ranger. Engi has stealth as well I know, but it’s less on demand, they can’t just press a button and boom! Stealth! I flee! Well unless they use toolbelt elixir s.
So if we stopped channeled skills from hitting stealth targets all together, what would be another solution/counter play to stealth? There are already very few counters to stealth, apart from revealed which only 2 professions have access to I think, and aoe which is not very reliable agaist stealth as you can’t really tell if you’re hitting the guy or not…apart from marks and traps.
Yes. This would help to add counter play to them as well with it being more telegraphed. It’s a win-win for us and the enemy.
Been playing necromancer since last December and I never remember it giving stability per pulse….would be awesome though.
Pretty much the topic title. Mainly this would be for solo to small group (5-6) roaming and camp taking. I’m debating between a power or condition damage variation. I used to run carrion back when I started necro and it seemed to work pretty well for what I like to do, but am now thinking dire armor and trinkets, but am unsure of what rune set and sigils.
Still would like to know what MM variation you guys like to run and why you like to run it. So please bestow upon me your infinite wisdom forum masters! And yes I am aware of the Flesh of the Master bug that plagues us still. Shouldn’t matter much in WvW, honestly when we go down, we pretty much stay down….
Oi…I’m helping a thief….I hate thieves.
Engi got a 6 second reveal on analyze, the toolbelt skill for utility goggles, it is instant and 1200 range if I remember tight, along with applying 10 stacks of vulnerability. Most don’t use utility goggles from what I’ve seen, but if a thief is being really annoying, they’ll slot.
Also your poison bomb? Sorry don’t play thief…at all, that got a small damage process, so you’ll be forced outta stealth and into revealed. Ummm, sic’ em also applies revealed, think it did that before though. Crud what else, am I missing something non thief related that would affect thieves?
Heals for each enemy hit. So up to 5 and I believe it is improved by the bloodthirst trait.
I used it a bit just in some pve bosses…and wow I can tell a big difference. The hand actually feels threatening now instead of just “ohhhhh, spoooookkkyyyy”. Building up life force with it should be a bit easier. Now if only they’d make dark path as fast or faster…
Don’t honestly seeing it being that useful, maybe for some weird deathshroud burn build? But then you probably won’t have any sustain…eh just have to see what people come up with.
It will be fixed the same time Flesh of the Master doesn’t cause all necro minions to take a dirt nap when the necro goes down, or changes level….so NEVER!
Might put chill sigils on my staff now for my condition Minionmancer since the AA moves faster. Would help in keeping up with the target.
An unrelated but also serious bug is where if the Necromancer is downed, his minions will sometimes also all die at the same time. (This only seems to happen occasionally. I have not yet managed to pin down how and when it happens.)
Again, flesh of the master is the culprit.
Well, necros do have stronger condition and boon management than other classes, if they ever make content where a lot of condition cleansing and boon stripping is absolutely mandatory (e.g. constant 15 bleed stacks or boons where if you dont strip it, boss wipes party. Maybe in the raid.), necros might see more action.
even with that, necros still wouldn’t be wanted, probably even less so. Guardains have way better group cleanse, necro only has well of power, unholy martyr, which requires major point investment into a traitline which relies on siphons, and the…crud, one sigent that transfers conditions every three seconds.
Necros will not be wanted in dungeons until they can provide real group support in the form of heals, revives, dps boosts, or stability, which they just simply do not have right now. They only have deathshroud, and that seems to only be holding them back…
I think I read a post somewhere stating that Minion AI is tied into the whole AI system, and they are afraid if they mess with minion AI it would screw up all AI in the game…which I honestly I don’t understand. i mean a freakin mob will chase me halfway across the map (exaggeration) but my golem won’t attack a target that’s next to him, and is has been attacking me for a minute straight! But if it is true I understand their hesistation.
Now another issue that needs addressed right now is the dang bug with flesh of the master! I don’t think that has been fixed or even addressed by them yet!
I only play necro and engi, but i’ll always take my engie. I love my necro for what all it can do, but when it comes to teamwork it doesn’t hold a candle to my engineer.
I don’t blame him, tbh. Gambling is addictive. We all know it. Just look at all the people who have opened thousands of ToT bags, hoping for the mini.
Difference between that and this though is that the ToT bags are easily farmable, at least until the halloween event ends, even after that there are enough on tp to keep people going for maybe a month or two.
Suspension was a bit much, but if the guy was only doing it to annoy the other players, then yeah he should’ve been punished.
Balance changes are never permanent. The hit to adrenaline may have been deserved at high levels of play, but the majority of warrior players took it a lot harder. There will be compensation, Anet isn’t cruel.
No no, they aren’t cruel, not cruel at all. sits in the corner with my necro
But on a serious note, how quick you warriors lose adrenaline when ooc is ridiculous. The loss on miss I agree with, that not so much. You need a grace period.
I consider myself a gambling man…but yeah I’m sorry, what were you thinking?! 1k gold?! Why not just save it, or buy things you know you wanted or needed?! The odds of you getting a precursor in the Mystic Forge are just flat out terrible. So bad it is not even worth considering. Hell, with that money you could’ve just bought a precursor and farmed the materials you needed in the course of a month. Maybe even less.
Death Shroud cannot be allowed to continue countering other defensive mechanics. If this requires a nerf in some ways, then so be it.
Please don’t give anet any ideas. We don’t need anymore nerfs to our profession than we already have. They might do something like allow 10 percent of a heal to go through deathshroud, but make us require 50% life force for us to enter it and a cooldown time of 50%!
It is ok to take 1 step back if you get 2 steps forward. Give Anet some credit, their recent balance patches have all been on point overall. The only absurd thing I have seen recently is the nerf to Well of Blood. If you aren’t willing to accept some nerfs than the class will probably never see the buffs you want. Either that or they will get the buffs and then get massive nerfs later because it is too strong.
Honestly would be fine with that, still just a bit hesitant after that September patch. Major plus, we can finally interact in death shroud. I was really disappointed in that they really didn’t do anything with siphons though when they said they would buff our sustain…and all they did was shave ten seconds off of spectral armor and add 1 second to signet of vampirism. The buff to axe was nice I’ll admit, but didn’t really seem to do much, for me at least. The nerf to lich i’m cool with now because I don’t think there was a time I stayed transformed the full 30 seconds. Plus the bug with flesh of the master…could go on with minion AI as well but I won’t because they do need to be careful with that. Don’t want them accidentally messing up the whole game just to rush a fix for us.
If they wanted to do something with terrormancer, I’d be fine with it, think the biggest problem is Reaper’s protection and just how well nightmare runes synergize with us because of terror, least that’s what I think.
I am looking forward to the Staff #1 buff and the dagger #2 buff, but am still cautious. Annnnd that is my rather long winded two cents.
Death Shroud cannot be allowed to continue countering other defensive mechanics. If this requires a nerf in some ways, then so be it.
Please don’t give anet any ideas. We don’t need anymore nerfs to our profession than we already have. They might do something like allow 10 percent of a heal to go through deathshroud, but make us require 50% life force for us to enter it and a cooldown time of 50%!
Unshakable, makes blinds only 10% as effective, meaning you have a 1 in 10 chance of that boss not wrecking you. Also reduces weakness and vulnerability duration. It’s a passive buff that every champ and up has.
(edited by TheLastNobody.8319)
We just have no team utility worth using or bringing in over the other classes. Nowadays people just want to go through dungeons quick and easy as possible, so that usually means classes that buff themselves and allies efficiently, or provides unique support such as stealth or the mesmer portal. We don’t have anything like that, yeah we’re tanky but most higher level bosses will one shot you, or just nuke your health to where you are barely living. We only have 2 dodges and no blocks, and blinds are useless on bosses so good luck with that.
I do agree it’s pretty ridiculous, but apparently this is the way anet wants necros to be…