We only need more scroll, I have bought my royal pass and I’ll dance between bloodstone fen, ember bay, bitterfrost frontier and lake doric to farm rare gear.
My biggest hope is the creation of home instance asura gate for HoT maps.
Not all classes can have resistance, and for me is doing pretty well.
Maybe it’s cause people can’t figure my build.
Vital persisttence is overrated, the poor CD reduction and less LF drain don’t mean nothing if you always exit from shroud after 4 sec by mere burst damage.
Best combo:
1) Shield Bash / <weapon swap> / Kill Shot
2) Skull Crack / <weapon swap> / Volley
3) Brutal Shot / Rifle Butt / Kill Shot or Volley
4) <weapon swap> for Sigil of Agility proc / Battle Standard
I’m using this build and my staff can be an AoE threat
http://en.gw2skills.net/editor/?vRAQNBmWD7kZTo8GszGw2GgeTsEMYUXhpwvKeIuEjiRJtAQDA-TpBHABA8AAE4CAQwBBQ8jAQSlBGa/BA
You can also use staff 5 for open your condi burst option, spinning on Chillblains poison field to not be forced to use Reaper’s Shroud 5#, wasting your Reaper’s Shroud 3#, wich can let you apply some Dhuumfire, to cover with stability the 5#/4# combo.
How!? Isn’t power necro supposed to doing https://wiki.guildwars2.com/wiki/Well in every aspect of the game?
Sigil of Absorption: Steal a boon when interrupting a foe.
Time to play mesmer or warrior.
You can’t buy viper stats equip from the fractal’s merchant. If you want a “semi-legendary” trinket (ring, back and amulet) you can take https://wiki.guildwars2.com/wiki/Blood_Ruby_Band etc, wich can reset stats with https://wiki.guildwars2.com/wiki/Bloodstone_Capacitor
(edited by Vitali.5039)
In bitterfrost map someone said that necro’s meta is “afk pest control”.. so sad..
If you are afraid of forget the password try to use the same alphanumeric password everywhere changing the first 2-3 letters (es. FB*****.. for facebook, GW2*****.. for Guild Wars 2).. and don’t share it with nobody.
What are the main problems of underwater content in your opinion and how would you fix these?
Low mobility > Underwater Ley Lines
Unfamiliar moveset > Some good Environmental Weapon
Not so much things to do > More events and nodes
[suggestion: pvp sigil system rework]
I’m not here to say how the pvp rune system must work, I’m only here to share my thoughts.
[on hit/sigil for weapon] limit:2 per weapon, 1 per weapon skill
Why not make some specific sigil work for single moves? Not random at all.
With a separate version for thief where 3 initiative = 5 sec, 4 initiative = 10 sec, 5 initiative = 15 sec, 6 initiative = 20 sec we can add X effect to the selected weapon’s move.
Ex.
with a cd => 5 sec you apply 1 stack of vulnerability/8s
with a cd => 5 sec you gain 1 stack of might/8s
..
with a cd => 10 sec you apply 1 stack of poison/5s
with a cd => 10 sec you gain 1 stack of regeneration/5s
..
with a cd => 15 sec you apply cripple/5s
with a cd => 15 sec you gain swiftness/5s
..
with a cd => 20 sec you apply chill/5s
with a cd => 20 sec you gain stability/5s
..
[passive sigil/lesser rune] limit:1
Passive sigils give you a small benefit as long you hold the interested weapon, why not make passive sigils work like a lesser version of runes?
Ex.
with this passive sigil you can run 15% faster
with this passive sigil your endurance regen is 10% faster
..
[on swap/special action sigil]limit:1
The more active sigil right now is the on swap type, that force you to switch weapon to gain a benefit. Why should you be forced to change weapon to obtain such effect? I’m not saying that we can’t use a double set of the same weapon, but why not make the on swap effect activable by the special action button, that let you track when the ability is off CD and make the weapon swap go into lesser recharge, like 5 sec?
Ex.
A druid is turned blue and you know it’ll go into stealth soon, so you go on the druid and with your special action button you are ready to punish the player with the new reveal sigil.
You are a thief, so you’re happy to make the druid exit from stealth without being forced swapping to shortbow.
Q: Why did they remove teamq from ranked?
A: For the greater good
Q: Why didn’t they remove teamq from unranked?
A: To make possible join with friends an guildies..
To not make Guild Wars 2 “I stand alone Wars 2”
How to counter Sigil of revelation:
1) going out of range
2) reentering into stealth after the enemy weapon swap
3) make the proc fail by
3a) dodge – all classes have at least 2 dodge
3b) blind – Black Powder, wich is the most used skill for thieves stealth, blinds
Reveal in 240 radius!? If only thieves could shadowstep away before stealthing..
The on swap type sigils only work while in combat, and with the upcoming sigil balance most classes can’t burst down thieves so quickly before a “stealth reset” (no more free proc damage).
And thieves can stealth pretty well.What could be the next suggestion?
“I have worked so hard to stack my boons and a necro corrupted my efforts, make boon corrupt a 2sec negation to the oterwise converted boons, to have back my 25 might” ?CD on sigil is by far lower than CD on shs…….
I’m pretty shure that Infiltrator’s Arrow can do the job.
You want next suggestion? I want a sigil that disables blocks, invuls, heals and immunities in small aoe on non-thieves on crit hit. Fits just fine with revealed sigil.
A very well designed sigil! You should post it here
https://forum-en.gw2archive.eu/forum/game/pvp/Sigil-Proposals/page/5#post6522437Yeah, IA also locks you in sb for 10 sec, which is one of the worst weapons as game as far as dps capability goes. By the time you can switch back to actual damage, the sigil on the enemy is up again.
That suggestion was sarcastic…. just to show how stupid implementation of hardcounters to entire class mechanic on short CDs is, especially on easy accessible item like sigils.
In a 1vs1+x scenario you shouldn’t come back to fight, so don’t worry about 10 sec on SB.
In a 1vs1 scenario you can also see how the enemy react to your stealth and looking at the current enemy weapon to dodge the proc on the swap, or stealthing only after the swap. Thieves have a lot of dodge.
Reveal in 240 radius!? If only thieves could shadowstep away before stealthing..
The on swap type sigils only work while in combat, and with the upcoming sigil balance most classes can’t burst down thieves so quickly before a “stealth reset” (no more free proc damage).
And thieves can stealth pretty well.What could be the next suggestion?
“I have worked so hard to stack my boons and a necro corrupted my efforts, make boon corrupt a 2sec negation to the oterwise converted boons, to have back my 25 might” ?
CD on sigil is by far lower than CD on shs…….
I’m pretty shure that Infiltrator’s Arrow can do the job.
You want next suggestion? I want a sigil that disables blocks, invuls, heals and immunities in small aoe on non-thieves on crit hit. Fits just fine with revealed sigil.
A very well designed sigil! You should post it here
https://forum-en.gw2archive.eu/forum/game/pvp/Sigil-Proposals/page/5#post6522437
Reveal in 240 radius!? If only thieves could shadowstep away before stealthing..
The on swap type sigils only work while in combat, and with the upcoming sigil balance most classes can’t burst down thieves so quickly before a “stealth reset” (no more free proc damage).
And thieves can stealth pretty well.
What could be the next suggestion?
“I have worked so hard to stack my boons and a necro corrupted my efforts, make boon corrupt a 2sec negation to the oterwise converted boons, to have back my 25 might” ?
always do the same track never open the pvp chest. You should be ok
^this
With reveal and immobilize break sigil druid should be countered easily now..
new sigil category: On stomp and on rally
-Stomping a player cleanse up to 2 condition from nearby allies/360 radius
-Stomping a player allow you to use special action “follow the leader”/30 sec CD
1s casting time: garant 2s haste and 10s swiftness to nearby allies/600 radius
-Upon succesful revival cleanse up to 2 condition from nearby allies/360 radius.
-A succesful revival allow you to use special action “welcome back”/30 sec CD
1s casting time: garant 2s resistance and 10s protection to nearby allies/600 radius
I think that life force should be built each time a player uses a skill. It is controlled by the player ( not based off deaths or incoming damage).
But why? Basing it off incoming damage directly fixes the problem you just mentioned:
Like others have said 6K health means nothing when players have 30k DPS. But 6K health is huge when it comes to PVE.
Also, it shouldn’t be a extra health bar anymore because it’s too complicated to balance. It should be a window of time where the Necromancer does increased DPS.
But HP isn’t hard to balance at all. HP is literally the simplest of all mechanics. The only reason shroud has balance issues is because it doesn’t scale with incoming damage.
If only Spectral Armor could work like Infuse Light and Defiant Stance but with LF instead of health (and 2 sec duration) could be a great thing.
It can be done if you put the stats on weapons, armor and trinkets. You put devensive option on armor.
Would look like:
Weapons:
Power 1050
Condition 1050
Power + Condition 560Armor
Toughness: 1050
Vitality: 1050
Healing: 1050
Healing + Vitality 560
ferocity + vitality 560
ferocity + toughness 560
ferocity + Healing 560
ferocity 1050Trinkets:
Precision: 1050
Expertise: 1050
Concentration: 1050
Precision + Expertise: 560
Precision + Concentration: 560
Expertise + Concentration: 560
^This but..
with only one selectable stat for every weapon set: otherwise it’s unfair for who can’t have more than one weapon set and promote bunker/burst weapon swap combo.
Look at this thread
https://forum-en.gw2archive.eu/forum/professions/necromancer/New-qT-benchmark/first#post6516577
posted by Demoria.6745
https://www.youtube.com/watch?v=KGbHsmaiE4I&feature=youtu.be
posted by Orku.1546
https://www.youtube.com/watch?v=uV_LsQdJb_A
I’d like a well that:
-Deal damage
-Trap foes
-Steal 5 endurance on pulse
-Increase the damage taken from all source by 10%
Sigil of the skritt: 60% on crit/10 sec
Spawn near your feet a random shiny treasure.
Mass whirl blind could be a bit OP..
Chilling Darkness has a 3 second internal cooldown
I’m not talking about traits but about blind in PvP.
Nightfall already blinds and if we can also blind with the “new” field combo you should expect to never take a hit while channeling soul spiral or while chaincasting gravedigger on the downed. And to me it’s a bit OP.
Deathly Chill proc only 1 bleed in PvP, so the blind>chill>bleed isn’t a problem.
Mass whirl blind could be a bit OP..
The only thing that could be expected would be a possibility for the necromancer to break the 25 stacks wall with a trait that would create a new unique debuff when you try to put vulnerability on a target that have already 25 vuln. Well… thought that might be a good idea…
We share the same thought.
I hope they add a 3sec pulsing condi to rending shroud that double vulnerability effect instead of pulseing vulnerability.
My current build:
http://gw2skills.net/editor/?vRAQJARWnMbCVbidbC22A0biFcBLuK2FDjQXtAQLQqHIsB-TJBFgACXAgy9HAeCAMHCAA
I pick necromantic corruption + marauder amulet if ther’s some condi class,
otherwise i take deadly strength + demolisher’s amulet.
other new build arise?
My favourite list
1st place [weapon skill]: Gravedigger
2nd place [utility skill]: Spectral Walk
3rd place [elite skill]: Lich Form
4th place [healing skill]: “Your Soul Is Mine!”
We totally lost it because the necromancer is not made to inflict good damage or have defensive skills…
Seems that the evil necromancer is designed to always die by the good warrior’s hand.
What is the theme of Necromancer? Weaken enemys.
Necromancers 25 stacks vulnerability like ps are needed for 25 stacks might. Simply change high impact.
Well, in pve 25 vulnerability uptime isn’t so out of reach with 3 player.. if only necros could increase the value of vulnerability x2 (with a change to rending shroud) could be a great utility.
Traits sinergize too well with each other, 4 trait lines could make a great mess.
To me Death’s Spiral should be like Warrior’s Whirlwind Attack and Elementalist’s Fiery Whirl: Whirl Finisher, Evade and Mobility.
Raids are irrelevant when Fractals yield better rewards (from what I’m told) while being open to far more classes than Raids.
Raids are another aspect of the game and even if were less rewarding than fractals are funny and we should be accepted with our class.
After the jadded horror’s nerf only with my guild i’ve been able to play raids with a necro without beign forced to swap class.
Did you know that there is a 15,000 point cap on daily achievement
Yeah, and are way too much. What’s the point of gain ‘achievement’ points for things you can do all the time? Isn’t the AP something that show how many aspect of the game you have succesfully experienced?
But sure is convenient for my wannabe radiant set skin.
We don’t need to be top dps but to have a spot in a minmaxed raid we should have something to add to the table.
I’ve suggested a condi that increase by 10% the critical damage taken to add in reaper’s onslaught, applied critting while in shroud, and they added a personal ferocity buff. (good selfish buff)
I also have suggested a condi that give double value to vulnerability for rending shroud, while in shroud.. I hope they make that change.
If we can’t do top dps and can’t have unique buff why can’t add unique condi in a trait related to the class mechanic?
(edited by Vitali.5039)
You’ll find them easier as you play more. However, necros will have a harder time against them than some other classes.
Necro wrecks mesmer when necro don’t get moad and if he does… Its necros play mistake
If you go in shroud vs mesmer expect moa , and D’s does not take away your ability to dodge..
Condi necro can beat mesmer but usually they wait to use the moa when the necro is unable to react. Or when it’s out of dodge.
Suggestion for Rending Shroud trait, to make necro required in endgame pve content and promote shroud (and life force) management:
https://wiki.guildwars2.com/wiki/Rending_Shroud
Rending Shroud
Touch of the death (3s): double vulnerability effects on affected target
Number of Targets: 5
Interval: 3s
Radius: 600
Touch of the death it’s unstackable ofc.
I’ve prepared some gear for my Character, as it’s light Zerkers, I want to be able to trade it to a – soon to come – Mesmer or Elementalist.
Would Rune of the Scholar or Strength be better?
Elementalist make use of Scholar runes but only ascended gear is account bound.
Surely the minion can be useful to maintain the bonus in small fights but I usually chain-fight 6+ mobs and I’m often in need of active heal before going into shroud.
Full zerker is awesome, since usually i go versus champion without many players i can cap my crit with some vuln, wich isn’t always at 25, and fury gained by some source. GS3 help to get the vuln needed and raise your durability with extra life force. YSIM is great cause scale (more hits, lesser CD). My “extra vitality” come from life steal only, that help me to stay above 90% hp
To me with the same power/ferocity it’s better to have 127% crit chance, not 99% :P
My current life steal build:
http://gw2skills.net/editor/?vRAQNBhQD7kZTolGsmGwbTgeTs8LYT3gfwRAKpFA+AxHxo4VE-TBSBABXt/o8DPdHUq+T5HMg8uAAUcEAA4BAYmSQA-e
I’m using this build in Lake Doric map, where some sustain is needed.
Heal: “Your Soul is Mine!”
Utility1 :Well of Suffering
Utility2: Well of Corruption
Utility3: “Rise!”
Elite: “Chilled to the Bone!”
All the skills make use of life steal, the wells and “Rise!” lower incoming damage, good life force regeneration with “Your Soul is Mine!” e Well of Corruption.
The minion from “Rise!” can also steal life.
But my best life stealing damage come from Soul Spiral in dark field and..
https://wiki.guildwars2.com/wiki/Signet_of_Agony :P
Champion pocket raptor incoming.
The hide option for maps roulette.
[Suggestion] Rending Shroud: when in shroud nearby enemy gain the condition Touch of the death
Every 3 seconds
600 radius
5 target
Touch of the death
vulnerability effect is doubled
Duration 3 seconds
No more handicapped dps when in shroud, great group utility and more skill required to manage life force.
(edited by Vitali.5039)
Lady Wisteria Whiskington will always stay near Bloodstone Crystal Node in our home instance? I hope that my node can’t be eaten :P