We are born of the edge
Made men by the edge
Undone by the edgeFear the old edge
-edgeborne
It can be useful: fear to stop stomp and then “double/triple” ress with Transfusion + normal ress + maybe the traited Lesser Well of Blood proc.
Will the downed target follow the scourge if it’ll cast Sand Swell after Garish Pillar?
Didn’t watch video. Went to see if you used the build editor..you didn’t. Closed tab.
http://gw2skills.net/editor/?vRAQFAWnc0A12gF3Ae2A0biljBLqnttCAULhpwsKOH+DLiA-TJxHABfs/wRlBA4BAo8FAAA
Interesting build, killing things with Staff :p
With might makes right and defense trait line you can have high sustain when running greatsword or axe/shield (with a traited shield you can refill your endurance when blocking).
To regain the damage lost from the tanky traits run arms with a signet build, even more burst/heal/endurance/rage/everything
No need to stay ranged with godly endurance regen (also love signet)
In spvp usually I join fights when foes have already start fighting to “safely” support my mates (blood magic) and they depend on me like I depend on them.
I really enjoy fight when I have a good thief cause I can ask for stealth while passing across me in his rotation (very helpful for ressing and repositioning).
Boonstrip, heal, ress and cleanse on shout: i’m more helpful for my team running a power support build with blood magic than running spite or curses, greatsword traited to have a poors man blighter boons (running reaper’s onslaught) along with Axe/WH gives me enough blinds/boon corrupt/life force generation to not die easily if focussed.
so:
babysitted
tanky build
and not killing anything
and joining fights where your enemies allready used majority of their burst and Utilities….if all this is needed to not get focused down in seconds then the class has issues dont you think ?…
meanwhile most other classes running glass cannons more tankier then you Faster then you with more boons then you with more utility and with smart play can almost instantly take down others….
yaaaaaay Balance……
Really I usually babysit others (but this isn’t only on necro), tanky build it’s necessary for every support class, usually I’ve not trouble 1vs1 if not when starting with very very low life force or if the duellist it’s very skilled, I offer great fight group presence and I can secure stomps. Waiting foes to waste CDs on people who can block it’s just being smart.
GS and Soul Reaping alone can help to survive focus.
I’m not saying that the class it’s fine as it’s now and that others class can’t kill you near istantly (if maybe catch you by surprize), but usually you can manage others boons pretty easily and react to others burst. We have the tools to do it even if not as good as others class.
Of course you’ll have to play a build that let you do it, not the Itotallydependonourelementalistwhocaresaboutselfsurvivalionlyhavetocorrupt metabattles build.
Said so, if we could have a real useful teleport skill or at least a defensive ability other than blind or movement imparing to try to “kite” in a weapon set it could be very helpful for the class. But it should be avaiable for core necromancer, not tied to e-spec.
(edited by Vitali.5039)
In spvp usually I join fights when foes have already start fighting to “safely” support my mates (blood magic) and they depend on me like I depend on them.
I really enjoy fight when I have a good thief cause I can ask for stealth while passing across me in his rotation (very helpful for ressing and repositioning).
Boonstrip, heal, ress and cleanse on shout: i’m more helpful for my team running a power support build with blood magic than running spite or curses, greatsword traited to have a poors man blighter boons (running reaper’s onslaught) along with Axe/WH gives me enough blinds/boon corrupt/life force generation to not die easily if focussed.
At lv 80 you’ll have 398 points to fully buy all the 5 core lines traits.
HoT hero challange gives you 10 hero points while the others only 1.
You’ll need 250 hero points to fully unlock your elite specialization.The suggested crafting disciplines for necromancers are tailor and artificer, followed by weaponsmith.
The best current PvE build it’s condi and make use of viper weapon set: Greatsword Scepter/Dagger, you can easily obtain it with the class collection (for the greatsword, and then convert it to viper stats at the forge) or with a current event (HoT story required)
Awesome thank you. The Current “Event” I have HoT, is it something that requires a specific level? I’m only lvl 12 right now.
You should complete the story arc
We will lose our debuffer role with the Spellbreaker, with short CD evade/block, ok CC, boonstrip on CC, unblockable AoE boonstrip and adrenaline/damage increase on boon stripped. And also unblockable AoE boonstrip around stripped target and damage on boonstrip.
We will likely only follow our spellbreaker spamming barrier on CD.
The only true scourge corruption come from Unending Corruption that sadly have to compete with Desert Empowerment soooo..
We should chill off (or torment off? cripple!?), our debuffer role will be unecessary or slightly less effective with Spellbreaker around.
At lv 80 you’ll have 398 points to fully buy all the 5 core lines traits.
HoT hero challange gives you 10 hero points while the others only 1.
You’ll need 250 hero points to fully unlock your elite specialization.
The suggested crafting disciplines for necromancers are tailor and artificer, followed by weaponsmith.
The best current PvE build it’s condi and make use of viper weapon set: Greatsword Scepter/Dagger, you can easily obtain it with the class collection (for the greatsword, and then convert it to viper stats at the forge) or with a current event (HoT story required)
QT are against “profession racism” and says to play what players enjoy.. it’s only that if you want to play certain class/build you can’t bring group benefit as if you were playing following optimized builds.
The problem is that Trickery’s grandmaster that gives confusion on steal (+ the initiatiave ofc) makes it a must for even condi builds.
It’s not like the line also give +15% power and condition damage or something
(edited by Vitali.5039)
Wow, seems like the P/P deadeye will only fight vs thieves and daredevils!
can try to vs a spellbreaker , it will eat u as breakfast .
Even daredevil will be eaten for breakfast by spellbreakers.
Stance/Mediation spellbreaker could become one of the most performing PvP professions in the history of GW2.. and this could seriously teach to players how to not blindly mash all the buttons as fast as they can.
Wow, seems like the P/P deadeye will only fight vs thieves and daredevils!
Edgy? All white? None of that for me.
Here’s my charr.
It reminds me my first tauren shaman
I can’t summon happiness but minions
The thing that makes Necromancer/Reaper very appealing to me it’s the transformation from mere mortal to bringer of death (start playing the game after see a certain Hollts video ).. and greatswords. I love greatswords.
I like to experiment with different builds. I know that there are more powerful builds out there. This build is just a fun build, but I think it is pretty cool.
More for solo play:
“http://gw2skills.net/editor/?vRAQNBIhF6kGRodTscTwyGgeTsgLYQXtAwCQqH012XxVxuYYE-TJhIABXs/AAnCg3LD4/TAAA”This version is based on the same idea, but has a little more team synergy:
“http://gw2skills.net/editor/?vRAQNBIhF6kGRodTscTwyGgeTsgLYQXtAwCYqIU2WCxVxuYYE-TJhIABAcKA8/JA8x+DvXGAA”Discuss. Let me know what you think.
You can have trouble without a “true” ranged weapon.
You have to see your playstyle to run signets and not focus on AoE corrupt but..
If you want moviment speed to improve your rotation you can run Speed of Shadows: 33% speed vs 25% of the signet.
Signet of Locus it’s to be actived while in combat, so the movement speed uptime couldn’t be great, Signet of Vampirism with healing power seems good.
Those builds can work but you’ll have low boon hate and less way to deal damage from range.
For fun builds: I’m running a Support Reaper with BM fast ress, SR increased survival and Reaper’s support
- Ranged and Meelee set with high life force generation
- Survivability and party support with Rune of the Soldier
- Also great condition management thanks to Plague Signet + “Suffer!”
- Reaper’s Onslaught to heal, CC, have a better Stability uptime to stomp
- Greatsword’s trait to replace Spite/Chilling Victory/Blighter’s Boon trinity
- Boonhate sigils in the melee set, usually I enter shroud when in Greatsword
- Mobility and sunbreak on shroud activation, heal and 10% ress on deactivation
Decided to make a new post for this since Im half way through.
Chat links are on the wiki pages. Should be ok now.
Some interesting things.Manifest Sand Shade works with all shroud 1 traits for when it does its strikes like we thought ( dhuumfire, reapers might, unyielding blast ) It doesn’t seem to be affected by VP for its count recharge though.
Nefarious Favour appear to work with path of corruption according to the tool-tip when traited. This one works with VP to have a 4s cooldown. Interesting thins is no-matter what my vitality the LF costs seems to be a fixed 1382.
Sand Cascade has a base of 2111 and a scaling of approx 0.76with a cost of 2478. Same as above I cant get the costs to change. VP works though.
Garish Pillar just works with VP. Fixed cost again of 4606. Nothing too special. Doesnt seemt o work with transfuse.
Desert Shroud works with on entering shroud traits as we thought. The chat link for this one for me with 0 HP has a base of 5016 and a scaling of ~0.63. Again Fixed costs of 3685. VP also works here.
Sand Flare has a base of 4208 and a scaling of ~1.51 for the barrier.
Sand Swell has a base of 1618 and a scaling of about 0.75
Serpent Siphon has been done in the op and it all checks out.
^thanks for the tests man
snip
okay, so I’ll admit some of my info is outdated and I currently have some egg on my face.
But when on earth did mesmer gain relevant damage? That is 100% a new one on me.
Mantras: Mantra skills will no longer display their number of charges in the enhancement bar and will instead use the ammo system. Reduced cast time by 0.5 seconds. Mantras no longer grant bonus Toughness while channeling. Ammo count has been set to 2. Recharges between casts have not changed.
Harmonious Mantras: This trait has been removed from the game.
Superiority Complex: This trait replaces Harmonious Mantras and increases critical-hit damage by 15%. This bonus is further increased to 25% against foes below 50% health or foes who become disabled by stun, daze, taunt, fear, knockdown, etc.Phantasmal Force: This trait replaces the slot left open by Ineptitude and has the following effect: Phantasms gain a 1% damage boost whenever might is applied to them, and a 4% damage boost whenever they attack (maximum bonus 25%). This bonus damage lasts until the phantasm is destroyed.
The balance in this game continues to amuse me. This 2 button rotation can pull 30k but Elementalists have to bust their nut doing crazy rotations and wont even reach 28k, but an ele also wont bring any useful buffs or utility to the team. Gotta love it
(edited by Vitali.5039)
Hrm but i thought scepter doesn’t add much condi? hrm.I went for a build that adds loads of might and even healing gives retaliation.
Only Torch and Longbow don’t have to rely on Justice’s proc to deal burning damage (not counting talent’s procs and empowerments) but scepter makes you stack might very quickly and from this will come your increased dps!
Condition damage isn’t your first goal but who says no to free dps?
If you want do rely on retaliation free crit chance you can even try Radiance/Virtues synergy to quickly spam f1 and refresh it at every kill
Retaliation Spammer
edit: if you don’t want to use greatsword you can trait binding jeopardy to gain better damage (only in situation where vulnerability isn’t already capped), otherwise pick Kindled Zeal.
(edited by Vitali.5039)
All of the utilities really feel underwhelming. They just slapped a boon corrupt on all of them to make the traits work and to create some kind of connecting theme.
Can we call it corruption of purpose?
Greatsword skills gain reduced recharge.
Successful Gravedigger grant a stacking ferocity boon on useReaper’s Ferocity (40s): 100 Ferocity
Maximum Stacks: 5
Recharge Reduced: 20%
Attack faster and increase power and ferocity of nearby allies by 225 points while in a reaper’s shroud. Killing a foe while in a shroud reduces recharge on all shroud skills.
Reaper’s Onslaught (9s): Increases power and ferocity of nearby allies by 225 points.
Interval: 3s
Radius: 600
Combat Only
Attack Speed Increase: 15%
Recharge Reduced: 5s
Even this skill seem so anonymous..
Sword and shield for 1 hand and longbow for second hand both marauder
I changed to this build:
Zeal:2/3/3
Valor:1/2/1
Dragonhunter:2/1/3Armor:All of it marauder with runes of divinity:
Weapons shields:Either superior rune of leeching or superior sigil of force.
Skill bar:I got dragons maw at the end with save yourselves as second smite condition spot number 7 contemplation of purity number 6 shelter
Open World scepter build to self might generation, high AoE damage and Aegis refresh
Seems like you want to get rid of all the conditions with utility alone, if you try to run Virtues you’ll gain survivability with the CD reduction on f1 (to not use in my build), f2, f3 along with passive f2 health regen.
In Open World I run Big Game Hunter only paired with Radiance, to refresh f1 on kill.
Hunter’s Fortification can help you to take less damage when you have no condition on you and to get rid of them.
Zealot’s Aggression + Permeating Wrath help you to deal more damage with cripple uptime and with might stacking (wich also greatly increase your burning damage).
If you want a build with shield you can try a heavy toughness focused build with Zeal and Valor!
What weapons/runes/utility/stats were you running?
Valor and Honor could improve survivability but the best choice it’s always to avoid all the incoming hits, so you can try a scepter build!
No more double AoE moa.
Double AoE Moa? Who in the world was doing that? No point taking Elixir X for a condition build, and no point in taking Tools for a PvP power build.
I do miss the double procs for condi Engi, but the new trait is better and I think designed more for the Holosmith.
It was like the best way to stop cleave, ressing and prevent cleanse for core engi.
If the change was for scourge, fearing how the mighty e-spec could have gained “incredible powers” with Desert Shroud’s CD cut they should have just swapped Relentless Pursuit with Speed of Shadows and buffed Relentless Pursuit to remove (on shroud’s activation) and cut duration of movement imparing conditions.
No more double AoE moa.
Impaling lotus applies 1 bleed and one torment on a dodge. The thief tends to have around 4 dodges that can be used in short order any of wich can be dodged or interrupted. This is 4 bleeds and 4 torments if you do not manage to dodge or block or cleanse.
The dangerous part about Impaling lotus isn’t the damaging condition it does but the on demand cover condition and damage boost. It’s like make use of Corrupt Boon after Executioner’s Scythe + Soul Spiral combo to cover the bleeding stack with less efforts and risks.
Since thieves tend to make use of poison as first condition they can’t easily reach the poison by cleansing and this make it “unfair” to their eyes, like to someone it’s unfair Deathly Chill’s 3 bleed in WvW.
Any condition class that can not add covers is not going to last long and a thief that is using his dodges just to add cover conditions is throwing away his best defense. The skill as designed is not op and those speaking against it do not understand how thief works.
A good thief is not going to just spam dodge in order to get those cover conditions on. He is going to time his dodges for the optimal moment and generally this one where he can evade a big incoming attack at the same time.
The evade one gets on dodge to mitigate damage is much more useful in that regard than is the evade one gets on something like a vault or DB since those are locked animations and can be more easily countered so you really do not want to just waste dodges.
To counter counters: smart thieves make use of Black Powder to blind attackers while whirling blinding bolts (even if the build listed on metabattle run off dagger off pistol it’s very good) or dodge just when they can’t interrupt.
Obviously dodge damaging skills it’s better than free dodging but if you need cover condition to waste enemy’s condition clear ther’s nothing wrong with it (no triple duh-dge but smart endurance investiment)
Thieves just shouln’t try to play “all you can dodge and win” cause once the endurance it’s gone all they can do it’s disengage.
Impaling lotus applies 1 bleed and one torment on a dodge. The thief tends to have around 4 dodges that can be used in short order any of wich can be dodged or interrupted. This is 4 bleeds and 4 torments if you do not manage to dodge or block or cleanse.
The dangerous part about Impaling lotus isn’t the damaging condition it does but the on demand cover condition and damage boost. It’s like make use of Corrupt Boon after Executioner’s Scythe + Soul Spiral combo to cover the bleeding stack with less efforts and risks.
Since thieves tend to make use of poison as first condition they can’t easily reach the poison by cleansing and this make it “unfair” to their eyes, like to someone it’s unfair Deathly Chill’s 3 bleed in WvW.
The critical hit chance as well as the critical hit damage appears to be that of the minion’s, while the damage is linked to the necromancer’s power.
I would suggest making it so the critical hit chance is that of the necromancer and the critical damage also that of the necro.
Minion’s power damage isn’t linked to necro’s stats.
You don’t run Plague Signet while standing in LA right?
If the new skills have a fixed amount of life force cost (no more affected by % of life force degen) we’ll end up to stack some vitality. Maybe the free expertise we get from traits have to become vitality.
With Torch Trait, another 109 Expertise for +7.266%
If it’ll be like Guardian’s Kindled Zeal conversion 52,5 expertise will come from 25 might alone
We have to see how the burning application and skill dps will go (torment conversion to burning vs punishment damage + burning application)
Power reaper need a ferocity buff on Soul Eater trait for every succesful Gravedigger, similar to warrior’s new signet trait.
It’s good to have the trait changed as it is now (mender healer) but in pve we suck..
(PvE) Scepter/Dagger -/Torch with Terrifying Descent, Master of Corruption and Lingering Curse confirmed?
With Fell beacon, Sadistic Searing and Demonic Lore. And probably Soul Reaping and Dhuumfire (once we see how it interacts with Scourge).
You could always go Terror + Fear of Death given scourge has a 15s cd on garish pillar for fear.
Isn’t better to run MoC for Blood is Power and Plaguelands?
(PvE) Scepter/Dagger -/Torch with Terrifying Descent, Master of Corruption and Lingering Curse confirmed?
Usually it’s best to go or power or condition.. but ther’s not the point.
If you feel fragile just change build!
The most tanky warrior’s Open World build I’ve tried (while wearing full berserker gear) it’s a Strength/Defense/Discipline with Greatsword and it’s pretty durable.
For organized PvE isn’t performing but for Open World it’s great!
I went for raid shroud instead of reaper mode and I think reaper is overall better.I am running axe/warhorn
Spite:1/3/3
Soul reaping:3/1/3
Blood magic:1/2/2Reason:Axe with spiteful spirit for spiteful spirit and it adds cripple.
Unholy fervor reduces recharge of axe skills and adds vulnerabilitySoul reaping for dhunnfire fire effect speed of shadow and vunlerabilities removed plus movement impairing conditions spectral mastery for longer and life force on use and gain life force from using.
Blood magic 1/2/2 for healing my group and warhorn because i use warhorn
This is a raid build by the way.
Well, raids nowdays don’t require 10 man or 100% meta builds to be succesful.
After foods nerf Scourge’s free expertise it’s the key to deal more Condition dps than Reaper.
Now it seems the fisrt time ever im thinking to go over to my second most played class the guardian.
Guardian was my first class and it’s my second choice to do everything when not playing my necro.
Guardians have gained very good buff but most peoples can’t see them.. too busy crying for the lootstick’s nerf.
My heart is bleeding..
stop using blood is power and a tip transfer it to anet ^.^
jokes a side its a sad day to be a necro main
I have tried to transfer my bleeding stack to a necro’s dev but I can’t without a target.
With this I hope they’ll undo the dumb PvP nerf to “Rise!”
Relentless Pursuit it’s now even more useless.
thats not true! we buffed something powery power thing!
here have a new updated greatsword trait which you cannot pick cuz it is crap compared to the other twotrololololol
shhhht, if they read it they’ll think to nerf the only viable alternatives!
My heart is bleeding..
So, the new Soul Eater trait:
1/2% Life force
200 (+.05 Healing Power)each second while wielding a Greatsword in combat. Also reduces recharge of Greatsword skills by 20%.
Well, this is better than what we had. Thoughts?
Only good for Openworld condition builds, when surrounded by minions under trees.
Justice Is Blind: This trait now grants you light aura when you activate Virtue of Justice, in addition to its previous effects.
Retribution: This trait now grants Ferocity while you have retaliation, in addition to its previous effect.
Symbolic Avenger: This trait now converts 13% of your Toughness into Power, in addition to its previous effect.
Radiant Retaliation: This trait has been reworked and renamed Righteous Instincts. Righteous Instincts increases your chance to critically strike and grants 1 stack of might for 6 seconds every second while you have retaliation.
Perfect Inscriptions: This no longer grants light aura but instead shares the passive effects of the activated signets with your allies.
Great times for PvE radiance DH with Bane Signet, Signet of Wrath and Procession of Blades!