Sounds good, this isn’t super strict, as long as you can help new players, you can be of definite use. I’ll add/whisper you ingame
Really? I heard they make an exception for gay porn.
I’m quite positive that even if I did star exclusively in homosexual porn, I’d still have been with more chicks than you.
Now, before someone starts issuing infractions like candy in an orphanage, I would suggest we stop here.
They don’t allow fap material on the forums bro.
Also, I do believe this has flown so far off topic I don’t even remember what the original topic was.
I’m not even a Ginger, bro. Though some of the hottest women I’ve known were.
I created a Necro guild not too long ago for teaching Necromancers that actually became quite effective ingame, I have helped/aided over 30+ new Necros. I am going to start that for every class soon, and the next class up is the Warrior, I have combined Warriors/Rangers in the same guild (Rangers are significantly easier to teach anyway)
What I need, is for good Warriors/Rangers (Or bad ones willing to learn) to step up, and join the guild (there is no need to represent) to teach/aid new players upon request. If you wish to give your expertise back to the community, to help players learn a class and get better at PvP/PvE/WvW, please use this application and either PM it to me, or post it here:
- In game name:
- What class do you main/wish to learn:
- What class(es) do you play as your secondary/tertiary:
- Are you applying as a teacher, or a student:
(If you are applying for a teaching position, please answer the following questions. Student position applicants may ignore these) - How many hours on your class do you have:
- How many builds have you theory crafted:
- Would you consider yourself a good contributor to your community:
- Are you friendly/helpful:
- Would you be willing to prove your skill/knowledge ingame:
I hope to grow this idea to further benefit the community, and I appreciate any help/feedback.
(edited by TheMightyAltroll.3485)
I created a Necro guild not too long ago for teaching Necromancers that actually became quite effective ingame, I have helped/aided over 30+ new Necros. I am going to start that for every class soon, and the next class up is the Warrior, I have combined Warriors/Rangers in the same guild (Rangers are significantly easier to teach anyway)
What I need, is for good Warriors/Rangers (Or bad ones willing to learn) to step up, and join the guild (there is no need to represent) to teach/aid new players upon request. If you wish to give your expertise back to the community, to help players learn a class and get better at PvP/PvE/WvW, please use this application and either PM it to me, or post it here:
- In game name:
- What class do you main/wish to learn:
- What class(es) do you play as your secondary/tertiary:
- Are you applying as a teacher, or a student:
(If you are applying for a teaching position, please answer the following questions. Student position applicants may ignore these) - How many hours on your class do you have:
- How many builds have you theory crafted:
- Would you consider yourself a good contributor to your community:
- Are you friendly/helpful:
- Would you be willing to prove your skill/knowledge ingame:
I hope to grow this idea to further benefit the community, and I appreciate any help/feedback.
(edited by TheMightyAltroll.3485)
Not quite, actually. A Well-based Necromancer is by far the best teammate for a Warrior.
Properly specced, it’s almost impossible to immob, or consistently chill/cripple a warrior.
Dogged March, mixed with Melandru Runes, certain foods, makes Warriors very immune to CC.
(edited by TheMightyAltroll.3485)
This was taken earlier. Two Warriors dominated a 4v2, and I was also using an experimental build I had theorycrafted 5 minutes prior.
Warriors are viable and even quite good, just not as viable as other classes. Warriors need to be babysat, but trust me when I say, there is no better teammate for me than a good Warrior.
(edited by TheMightyAltroll.3485)
I also feel to add to my earlier post that Plague Form should be a mobile Combo Field. Lich should have a Proj finisher on 1, and a blast finisher on 5. Oh, and perhaps Warhorn 5 could be a whirl finisher, but that’d be asking for way too much right there, it being 10+ seconds and all.
OH Dagger 4 should be a projectile finisher, OH Dagger 5 should be a blast finisher. Scepter 2 should be a blast finisher. Focus 4 should be a projectile finisher. Deathshroud 4 should be a whirl finisher. Deathshroud 2 should be a leap finisher (when teleporting). Deathshroud 1 should be a 20% projectile finisher. Axe 3 should be a blast finisher.
Did, still 40-50 bleed, but oh well.
Weird how you’re talking about someone giving you a typical non-ele response when you’re entire thread implies you don’t play thief or Mesmer.
Hell I don’t play Mesmer but I remember when I did.
They don’t have a condition spec.
Thieves do not have a condition spec.
Which is quite peculiar considering the GW1 Mesmer and GW1 Assassin (Deadly arts/Critical Strikes) certainly did have Denial, attrition and pressure specs.
I’m far more annoyed by their other buffs. I wanted Mesmer to be nerfed, due to their enormous team presence.
Wouldn’t call that much. I still don’t see weakness appearing as a major thing in every team’s ‘must have’.
If I’m going to try and avoid a Thief’s burst, like hell am I going to bring CPC when I could just use a Well of Darkness and hide in a Spectral Wall far more effectively, and still be more versatile.
Also, I’m assuming that by the fact that the Devs haven’t denied these notes, they are probably correct.
It’s a passive aggressive comeback to your anger with one class looking in appearance and minor functionality to another class.
If true once this patch hits minion masters will become completely obsolete ( yes, I know, I’m foolishly implying they already weren’t ) in favor of generic DPS builds. We’re no longer necromancers, we’re just death themed DPS casters. We might as well be hurling fireballs at this point. Oh wait, we are going to do be doing just that.
Minions are only a small subset of our skills and in no way a core competency of the class. Don’t get me wrong- minions should be viable, but they are not special or class defining in any way.
Remember, we don’t know how much damage their Death Nova will do… they might just become quite disposable.
I like how these ‘leaked’ patch notes turn Spectral Wall into almost a mandatory domination utility for Terrormancers. Yet… Corrosive Poison Cloud remains laughably bad.
I’ve gotten 7-8k Crits with Deathshroud 4. I can’t possibly imagine how strong they’ll be with this, IF it’s true.
Well they’re making Necromancer look like an Elementalist, so why not?
Yeah….and you will definitely land that dark path on a non-braindead guy? And he wouldn’t cleanse/teleport out of the root?
Are you serious?
I land Dark Path atleast 94% of the time. Also, if he does cleanse/teleport out of it, then I can simply capture a point or he’ll still be in my wells with one less cleanse. Oh, you’re probably thinking of WvW, the place that balance doesn’t exist in.
Unlikely, remember, it ticks. It’s not a calculated damage or on-script activation like Confusion.
Zenith. If the patch leaks are true: Hybrid Axe
Deathshroud 2 -> 3 (buffering with Terror damage) -> 5 -> To keep them there
Axe 3 -> Focus 4 -> Well of Suffering -> Well of Corruption -> Axe 2
Combine that with the Axe trait, and either the ‘leaked’ burn trait or Closer to Death, that is incredibly strong.
As I said, if these are true, we will become enormously overpowered to the extent that I’d be forced to be screaming for nerfs after I solo 6 Beastmaster Rangers and a Phantasmal Mesmer. Without an amulet.
Dolyak signet will still go unused it doesn’t even have a place in a 5 signet build.
Healing signet going down to 15 seconds is meaningless since the active is piddly and offers nothing really. Might do better with vamp rune active but lol who cares.
Mending and adrenaline surge still heal for way too little.
Riposte is nice but why no love to mace mainhand #2
Whirling axe is still garbage whirl finishers are a joke and 4 stacks of vulnerability is pathetic.
These are all none changes that don’t address the overall gimpyness of the class
I use Dolyak quite often on some of my Warrior builds. You do realize that your Heals will be better than a Necromancer’s heals right? Save Consume Conditions, which Adrenaline Surge would still be better if you keep some condition removal on the side. Also remember, that the Healing Signet can be reduced in CD 20%. So it’s definitely worth considering.
Whirl Finishers are jokes?… Really?
Sorry, 5 seconds off any heal is a huge buff. If you took 5 seconds off Troll Ungent I’d be able to handle more than just 3v1 on my Ranger.
It seems that the warrior its going to remain perma kited and now even worse with the torment condition we are going to die trying to catch someone.
Berserker’s Stance is an immediate counter for that, according to these plausible patch notes.
Here’s a suggestion: don’t take the burning trait. Now take a deep breath and carry on.
My Mesmer sets people on fire all the time and I still manage not to lose it.
Fire is a common theme of a telepath’s abilities to make there foe believe they are on fire. Although its rather hard to simulate making your foe believe they are burning. Fire when it pertains to a necromancer on the other hand who deal greatly with the undead is closer to there bane then something they would use.
If I’m an all powerful master of undeath and general magic practitioner, I’d be kitten ed if I couldn’t figure out how to light someone on fire. It’s kind of mandatory for all sorcerers. Explain to me why Liches in almost all mythological forms can launch fireballs at people. Dragon Priests from Skyrim were technically Liches/Necromancers and their fireballs bloody hurt.
So get over it, if you don’t like the trait, don’t take it. (And again, the leak is probably false anyway)
I’m surprised you are mad about Necromancers being able to go all pyro on people instead of the fact that we can’t even perform Necromantics to resurrect corpses to do our bidding. We’re NOT Necromancers in this game. Don’t expect us to start acting like them now.
Mother of God…
Well, these are again likely fake, but they don’t have to believe in the Gods. It’s quite well known that they exist, so a Necromancer would gain his power from death, which is empowered by a God.
Berserkers Stance: Increased recharge to 60 seconds. Reduced duration to 4 seconds. This stance now reduces incoming condition duration by 100%, so only modified conditions can get through.
Dolyak Signet: This is now an instant Stun Breaker.
Healing Signet: 20s→15s
Mending: 25s→20s
Adrenaline Surge: 30s → 25s
Riposte: If you block an attack from range, it no longer cancels the blocking.
Whirling Axe: Increased damage by 50%.
Are all extremely good buffs, and those traits are also excellent. I don’t know how you people see these as bad, since they most certainly are not. However, these leaks are all probably fake.
Temporal Curtain is the best CC in the entire game, and incredibly powerful. The ‘tiny’ nerf wasn’t even remotely an appropriate nerf anyway. Though these patch notes are probably false.
If these are true, we’re going to be considerably overpowered. Though I don’t know a single person whom would take “Dhuumfire” over “Close to Death” having to spend 30 points in Spite. It should be a minor trait.
However, I doubt these are true. A) Most of them are too good to be true, despite having no fixes to vampirism/siphoning.
Several of the format items are different, and the name was off from their official announcement.
If these are true, it’s actually quite a buff. Though I still doubt it will bring you anywhere remotely near to defeating a Necromancer if their ‘leaked’ buffs are true.
I already believe Mesmer to be a bit too strong in tPvP, if this is true, Mesmers will become downright overpowered. Although, if the ‘leak’ in the Necro forum is true, then Necro will also become overpowered. Which does not bode well.
If this is true, then my opinion about Mesmer has gotten significantly worse. Though only time will tell.
Oh, and while you’re at it: Could you please make it so that bleeds from Barbed Precision actually scale with Condition Damage? Tired of seeing 42-50 bleed ticks with over 1,600 condition damage.
Odd new specific build bug? Mine have always ticked same as all my other bleeds.
Hmm, I would suggest you test it out, because I run a condition vampire, Scepter/Dagger for condition stacking, Dagger/Warhorn for survivability, and the Barbed Precision bleeds I get off my Dagger/Warhorn all come out 40-50 despite having 1,444 condition damage.
Oh, and while you’re at it: Could you please make it so that bleeds from Barbed Precision actually scale with Condition Damage? Tired of seeing 42-50 bleed ticks with over 1,600 condition damage.
If you don’t mind, replace the single bleed stack you get from corrupting Vigor into Chill of equal duration, please.
That’s funny, my main method of transportation on my Thief was dodge roll.
this is a full re edit of the post.
After playing some more I have started to get the feel for the build (0/20/10/10/30), taking a more methodical approach has helped immensely, I think my main problem was, I was trying to play it like other classes I previously played (have not played mesmer yet) while they are all unique, the necro offers challenges not found with other classes imo, thus making me food for the wolfs so to speak. I would still love to hear tips on how you guys got better did you just log hours? watch youtubers? any tips would be a great help.
If you are in NA, you can add me ingame and I will aid you there with strategies/tips/builds.
In PvE/WvW it doesn’t necessarily matter, condition application is far more reliable than Well-based DPS Necromancers in those aspects, however it is still somewhat weak. Overall you can’t expect a conditionmancer to compare to other classes.
If you wish to go that route, I’d recommend a full-rabid Vampire condition build, as they work very well for roaming/dungeons compared to normal conditionmancers. Scepter/Dagger for the condition application, Dagger/Warhorn for the leeching.
(edited by TheMightyAltroll.3485)
Conditionmancer is the 3rd worst class in the game at a Condition based style. Thieves, and Mesmers are below us.
Necro power specs are inferior to other classes’ spec — their damage and survivability is bad compared to mesmer/thief/warrior.
Actually, a Wellmancer is the second strongest burster in the game when specced properly, second only to a Shatter Mesmer. However, we do lack the survivability other classes get with high damage.
Necro condition specs are outdone by specs that have access to burning, because burning is supremely better to bleeding as a condition.
Very true, we are infact the 3rd worst class in the game for condition application.
You bring the necro for the rez signet and aoe fear, period.
Not quite, I know many people that bring me in for group AoE and heavy pressuring. I also am one of the few Necromancers that uses Lich effectively enough to easily turn the tide of a team battle, even when outnumbered.
Everything else, including boon stribbing, a class like mesmer or sword thief can do better on top of having much better damage.
Actually, we have the best boonstripping in the game. The problem is that S/D Thief is more useful for that since they can use the boons to kill enemies and aid themselves, which is better than corruption in most instances.
I agree thakittens worse than optimal bunker, I’m just saying they’ve very survivable. But to the Necro bunker thing, I agree we can bunker- but I’d say to an extent. We can solo bunk (1v1) decently, or at least I can as an MM bunker, but I feel like even then, we lose our shine when we try to bunker when vs multiple enemies. We can’t bunk multiple enemies like a S/D thief, Regen ranger, Guardian, Engi and ele can. (And maybe on par or alittle worse than Mes on multiple, because they have target drops and 25% uptime invuln).
As far as I’ve ever noticed because our lack of ability to regain a proportionate amount of health, we can’t hold off multiple enemies nearly like other classes can (save warrior).
As I have said, the bunker build Spazzcromancer created is just as effective as any Guardian bunker. Capable of holding off multiple enemies. I cannot post the full build but it focuses on protection, and deathshroud.
This is incorrect. You are exaggerating, which is why you don’t provide examples. Necros have far more mobility. They have easy access to swiftness and a signet to increase speed. They also have a lot of control, especially for AoE, that the mesmers lack. Mesmers have an unreliable immobilize and cripple
That is completely false. You just stated that Necromancers have more mobility than a Mesmer, which is nonsensically ignorant. You have teleports, portals, just as much swiftness on focus (Necro only has swiftness if he chooses Warhorn too), Mesmers have an extremely good AoE CC (And another incredibly good, infact BROKEN CC on focus), and they too have plenty of CC that Necro has, even without building for it. Your point is moot. Necromancers have only one immobilize on a much longer cooldown.
Where necros fail is in defense. Despite so much condition removal, they are very vulnerable to them. This is because their condition removal is so slow that they are wiped by a burst before they can cleanse themselves. A necro is very useful in a zerg, but must always stay in the back or will die quickly.
That is also false, Necromancers are not vulnerable to conditions, they are one of the least vulnerable classes to conditions. Like any other class, a Necromancer can choose to add condition removal, or go with what they get naturally. Plague Signet is an incredibly strong utility, despite having an somewhat long cooldown. The problem with Necromancers is that they are incredibly vulnerable to CC and standard bursting, which Mesmers have in spades. (Mesmers are actually a severely bad matchup for Necromancers)
Necromancers are less useful in Zergs than any other class save Warrior, considering an HGH Engineer will do far more than any condition Necro can, much easier.
Mesmers and most other professions can jump into the fray and have enough tricks to get out.
You simply contradicted your earlier mobility statement with this one. Also, only Mesmer, Thief, and Elementalist can leave combat whenever they wish.
In order to perform an attrition role, you need to deny an opponent these things for an EXTENDED period of time:
- 1: Damage (Obviously so that you can last long enough to see them through to the end)
- 2: Mobility (So that they cannot escape your attrition)
- 3: Healing/Cleansing (So that they cannot survive your attrition)
All whilst providing a steady stream of death at them, which is not an easy thing to manage, but at the current state of the Necromancer, impossible. We have no way to keep people from teleporting/running away. We have no way to keep them from healing/cleansing or even a way to punish it. Lastly our ability to shut down their damage to us is incredibly limited, since our best shut down options last for incredibly short times, have incredibly long cooldowns, cause us to lose our other 2 attrition requirements, or are simply bad (well of darkness, weakness, plague form, minions, fear, deathshroud, etc.)
Actually, no. Even the toughest bunker builds for Mesmer are less effective than an Acrobatics S/D Thief, but are infact far superior to a Warrior attempting to bunker. However, I have said before in Necro forums, that there is a way to bunker with Necro just as effectively with Guardian, so I cannot lie there, we can bunker. We simply cannot tank, and we lack NORMAL survivability that other classes have in spades WITHOUT having to spec for it.
I would consider myself an above average Warrior, I love using the class and I am quite effective on it imo. You are infact quite correct, Warriors are by far absolutely pathetic in survivability.
It’s literally impossible to bunker correctly as a Warrior (even a Mesmer can bunker better), and if you want to be able to do any damage, you will be easier to kill than any other class, even with the high HP. I have been able to be a bit tanky, but again, at a sacrifice of damage. Again, what Warriors need, is higher healing/access to protection. Necromancers need more blinds, chills, poisons, weakness, and much stronger regeneration (Vampirism).
(edited by TheMightyAltroll.3485)
You do understand you can still hit people in stealth right? They don’t get some sort of immunity. Theirs a reason you can use your 1 attack without a target or you could just put an ground target aoe on yourself their is literally hundreds of ways to deal with stealth and qqing on the forums isnt one of them
Another one of these posts I see.
First of all, if you’re a Stealth based Thief, the only way you’re going to die WHILE stealthed, even against an entire zerg all rolling AoE, is if you’re simply bad. Period.
This thread is somewhat biased, but it still hits a key issue.
The highest damage mitigation skills in the entire game, Evasion, Stealth, Teleportation, and healing were given to classes that were (atleast I think) meant to be glassy, making them far tankier than High HP classes that I thought were supposed to be tanky. Especially when you consider that In order to be tanky on a High HP class, you HAVE to build for it, often sacrificing quite a bit in order to do so, most low HP classes are naturally tanky.
For instance, a Mesmer is naturally tanky because it has high mitigation: Evasion, Mobility, and Stealth – In it’s class mechanic/weapon set. A Mesmer can, and will survive far more than any high HP class because of that.
My regen Ranger can heal for 1,500 HP per second using Troll Ungent and normal Regeneration, for 10 seconds. On a 15 second cooldown (25 (CD) – 10 (Dur.)). WHILE having 1,500+ condition damage. WHILE having 2,500+ toughness. WHILE being able to crit 3k+ physical damage due to the pet. WHILE having some of the best condition removal in the game. WHILE having some of the best condition application in the game on AUTOATTACK ALONE. Which is complete, and absolute nonsense.
I suggested a while back that Necromancers, should have more access to offensive mitigation conditions, and high healing capability. Blindness, Weakness, and heavy regeneration/vampirism. I also suggested that Warriors should have more condition removal, but ultimately have far more toughness, through traiting, at the cost of some burst.
(edited by TheMightyAltroll.3485)
Man, you are talking about perma vigor given to professions like Guardian, Mesmers and Elementalists like they don’t have any other defensive mechanic.
It’s kinda ok when a Thief, which doesn’t really have any other defensive mechanics, have more dodges than other professions. But it is sad when Elementalists, with all their boons, damage mitigation skills and heals have their ridicolous access to vigor too. Same we can say about Mesmers (with their 20% invulnerability uptime thanks to BF), stealth, clones and boons or Guardians.
If you don’t see the problem, you might want to try out the Necromancer.
Nerf is not the reason of why people stop playing this game. Nerfs are the reason of why people keep playing it. Just imagine if Thieves did not get their nerfs. Hell, we would still see instagibs thieves all around tournaments, hotjoins and WvWvW. Nerfs are needed as are buffs. Your vision of balance is incredibly spoilt.
Fast dynamic doesn’t mean spamming dodges. Spamming dodges mean just… spamming dodges. It is harmful to the competitive side of this game.
The game needs to reward well timed dodges, not people who just get their endurance bar always empty and when dodges are that easy to access, they usually reward the latter kind of players.
This is a very competent statement, and it pleases me.