The way I see it, Lich is heavy artillery. Hits hard, but needs good positioning and/or defensive support. If you have a guardian or an ele (or both) passively assisting you, Lich works well. If you don’t have that support, or if you need to support others, Plague is the way to go
Just to put it out there, I run a Spectral Well build.. And have two transfers just hanging out on dagger offhand and staff 4. And, technically, Lich 5. Not as many, but it can still mess up a condi class
First qq post against how op the necro is in awhile – rip in reapers
There’s one in the PvP forum about how 3 Necros on a team are too powerful.
Three necros on a team is decent. But I feel “too powerful” is a biiiit of an overstatement lol
Personally, I run Soldier gear and Brawler/Fighter(pvp) runes. Granted, the runes are a bit unfulfilling, granting only 3 stacks of might for ten seconds when you use your heal, but a little extra oomph when presumably more of your skills are on cooldown is relatively helpful. Also, Brawler runes are the only ones that have Power and Toughness, at least with Power primary. So both play well into a tanky necro power build. While I don’t have crit chance except in shroud, I will say that I can get up to about 3k power in shroud (max bloodlust, plus the DM trait) so it’s very hard to take down, but still deals enough damage to cut down an enemy (or 2, sometimes) in a 2v1, depending on the classes and builds. With 28k hp and 22k lf, with 2888 armor, it can take a few hits
All I have to say is that you better not be trying to change my Spectral Wells build. Because I swear to Grenth I’ll blow up Tyria if you take away my Soldier Power Tank. glares
Seriously, though, why should any mechanic related to attrition only apply to a condition spec? Why can’t it apply to both condi specs and power/tank specs?
Traited Spectral Armor is a win there. Run out of life force? Pop Spectral armor. Nine seconds later (the cooldown of death shroud, about) you have about 74% life force back. It’s truly wonderful
I do not wholly agree with that the DS is a burst oriented mechanic. While your statement is technicaly true, it also acts as a second health bar. There is nothing bursty with that. It is also, contrary to your statement DS is quite strong in longer fights, using one and a half DS is quite possible and that alone is great for attrition. I also firmly belive that the Necro shouldn’t burst at all. Instead it should be reworked so that the attrition element actualy works, make wells into something similar to inverse banners, long lasting debuffs with large area and high cooldown with low damage slapped on on top, but they are immobile (have fun capturing that point against a necro, nice in boss fights). Give them a condi trait that allows for debuffs to be refreshed (ex. whenever you inflict a condition 15% chance to reset all conditions to their original duration).
Their whole design screams attrition, conditions, 2nd health bar, high base health, mediocre damage, boon management and no mobility. But Anet keeps kittening up (mostly because of the “play the game your way thing”), as this playstyle can easily get out of hand with a few overtuned changes.
The idea to tweak wells to be more like banners is a good one, I think. While WoC has good damage, it’s so… Lackluster. Unless, of course, you’re fighting a melee build. Still, I think it’s a valid idea for sure. And instead of banners, they could be Effigies instead, and could still be traited for life siphoning (because that would still have to go somewhere, right?)
That’s great and all but meanwhile you have bunkers with less than half the HP you mentioned who can survive better than a sentinel necro, more HP on a necro just makes you a tankier punching bag without any positive sustain or offensive pressure.
In teamfights yes, in 1v1s Necromancers will full LF should never lose because that much HP to start a fight off is unbeatable in almost every matchup.
Is there any necro that’s really complaining too much about 1v1s? I mean, yeah, we have a hard time if we have 0 life force, but overall, we already do well in 1v1s. Team fights are the biggest issue we have…. So I fail to really see your point, Bhawb. 1v1s aren’t the issue with necros. Realistically, we should be a class that others are kind of wary of fighting alone (kind of like facing Death.) And we should be able to actually contribute more to team fights than a sponge on the floor (which happens entirely too often)
LICH FORM BUFF! LICH FORM BUUUFFFFF foams at the mouth keels over twitches
Ahem. Yes, well, uh… Yes. As I suggested in another post, basically make Lich form get the toughness and vitality of Plague, and make Plague give you an evade mechanic (doesn’t do much damage, realistically, so I don’t think it would be OP.) Other than that, I’m not sure about the skills. Just.. I mean… Something more useful than what it has. Basically, it needs to be a true counter to Rampage in the sense that the warrior actually has to risk dying in rampage. The two Giants should duke it out, I think.
The Rampager and The Lich, Eternal Enemies
That being said, I think DS could be made more of an actual defense mechanism if it gets more of that kind of augmentation. I don’t see the point of making it less effective than it already is
The point is that Death Shroud shouldn’t (in my opinion) be something you sit in for 60 seconds after building for a long time. You should build it quickly, and then use it instead of building up an effective HP pool of 66 thousand which is what you have with vitality-focused gear and full life force against direct damage. Instead, drop that number so that you don’t have the potential to tank massive amounts of damage in one sitting, and instead be able to build full LF extremely quickly but it also goes away somewhat fast, and at the same time give it proper defenses, like invulns, blinds, etc.
The point isn’t to nerf DS at all, it shifts the effectiveness from DS being something that is extremely hard to build and ranges from useless to insanely powerful while full, to something that is quick to build and used often, but only moderately powerful with each full bar.
If those changes really did make it balance out and (potentially) improve it with more effective defenses, I’d be perfectly happy with it. However, I don’t see why getting rid of the Not So Secret 50% damage reduction would help it. Unless it were replaced with something equally as powerful, DS would be gone in about 2 seconds (you mentioned invuln, but I’m not sure how that could be made to work)
Also, side not… A good way to make it easier to build LF would be if Spectral skills were more effective on builds other than Spectral/Spectral Well tank builds. Because, kitten . Those skills are good at LF generation (well.. SA and SWalk are. Wall… Not so much. Though SG can give you 20% on hit when traited so not bad there either)
I think they need to remove DS’s “hidden” power with 50% direct damage reduction, maybe even lower it to 50% of our HP, but then give us better life force generation options, maybe some extra ways to spend it, and some good generic defenses like invuln.
I think DS would just get burned down faster with those changes. As it is, you can get up to 9 sec of pseudo-invuln by using Spectral Armor (added 33% damage reduction and 8% LF every second when hit.) That can survive focus fire fairly well in my experience (you’re still outta luck if you don’t wear down your opponent in that time frame, but eh)
That being said, I think DS could be made more of an actual defense mechanism if it gets more of that kind of augmentation. I don’t see the point of making it less effective than it already is
Lifeforce should just regen out of combat, because with this meta, a necro with no lifeforce is a dead necro. They’ve used this “second life bar” as an excuse to not make us better time and time again. Well then, give us that 2nd life bar. It should by all means regen out of combat.
Ever tried to fight a Mesmer or Thief without lifeforce? You might as well not try, seriously.
One thing I’ve never understood is, well… If it’s a second life bar……… What does your hp do outside of combat?
……….
It regens
It’s just that nobody has managed to use DS to it’s full potential. If people would finally learn how to use DS it would negate all the shortcomings necromancers have.
I… what. What are you talking about? Seriously. Because I’m pretty sure there are plenty of players here on the forums that use death shroud fabulously, and still have glaring weaknesses in their builds. Not just regular old weaknesses like every class should have, but blatantly obvious ones that are as broken negatively as the Ele Elite is broken positively (for them)
Exactly. Lich should get some of that Toughness increase that plague gets. (Speaking of plague, briefly, it should get distortion or some kind of evade. Why the hell would a disease ridden cloud be tough? or vital, for that matter? It just shouldn’t be able to be hit) Frankly, if Lich is meant to be intimidating, actually make it that way instead of a joke
Don’t tell the PvP people that, apparently they think Rampage CCing you into oblivion, WHILE you take reduced damage, have 3 stacks of pulsing stability, and have stances is absolutely fine because it’s melee, but lich is OP because it’s ranged and can burst you in just a couple hits.
The only PvPers who say that are, hopefully, not necros. Because holy hells. If Rampage exists, Lich form with higher toughness, vitality, power and precision shouldn’t be an issue. I mean, hell, Rampage can be traited to be a significantly lower cooldown than Lich can be traited to be (About 20 seconds if i recall) and they get huge benefit. Including gasp skills while in Rampage that are actually useful other than the auto. Lich needs to be the kitten good skill it should be
I actually had a thought about how the current Lich form works. Currently, it gives one stack of Stab every three seconds for three seconds. What if, instead, each stack of Stab lasts for a full twenty or so seconds and stacks up, and lasts after Lich. That way, Necro would have a legitimate source of stab on what is suppose to be a powerful elite. i don’t know how well balanced that would be, but it would almost (aaaalmost) make up for the ridiculous squish factor in Lich form
It never really made sense to me that Lich form was squishy at all. Seeing as a Lich is supposed to be really hard to kill.
Exactly. Lich should get some of that Toughness increase that plague gets. (Speaking of plague, briefly, it should get distortion or some kind of evade. Why the hell would a disease ridden cloud be tough? or vital, for that matter? It just shouldn’t be able to be hit) Frankly, if Lich is meant to be intimidating, actually make it that way instead of a joke
I use a pretty similar build, though I take Spectral Mastery and Foot in the Grave as two major differences. Here’s mine: http://gw2skills.net/editor/?vRAQNAoYWjk0QLNWTD22AHOOsGKZAEy/6MBigMg2C1wIA-TZRBwAbOEAlLDs4EAYd/BAPBAA
Basically, the reason I take SM is because over the course of the duration, you can regenerate 78% of your life force which means you can burn through shroud, pop SA and then do it all over again (downside is that you don’t get the decreased CD of Shroud skills that Vital Persistence gives you.) A positive though, is that in a 1v1 scenario in DS, you’re essentially invincible for 9 seconds.
Also, I take D/D and Staff for the condi transfers, Dagger offhand for multiple blind and AoE weakness and Staff for unblockable AoE to combat classes that have Aegis access as well as weapon blocks.
I take Lich instead of plague mostly because I can get about 21% LF just from going into it and popping out, but also it is good to use if you see an enemy coming towards you, so long as you drop out when they get close.
As for Vampiric Presence, I take that because I don’t need the other traits. And it just adds to my siphons.
I take Sigils of Force because flat damage increases are great, and a sigil of bloodlust and hydromancy (on staff) because I mostly swap to it for the condi transfer or PBAoE.
Anyway, that’s how I play it, for a variation
You think the damage loss would be worth the survivability? Ik dead dps is no dps haha.
It absolutely would be. Necro is a build to keep others off-point and to wear them down. You can still get plenty of power, so even though you don’t crit much, you still hurt whoever you’re fighting (barring something like a Medi Guard or Ham Warrior (the CC.. Uuuughh))
Try it out, anyway. You might find it works better for you
Soldier’s ammy. It, combined with LF especially, can outlast most bursts And still let’s you hit fairly hard
Allow me to provide a soundtrack for our feelings about Necro still being so kitten neglected
I actually had a thought about how the current Lich form works. Currently, it gives one stack of Stab every three seconds for three seconds. What if, instead, each stack of Stab lasts for a full twenty or so seconds and stacks up, and lasts after Lich. That way, Necro would have a legitimate source of stab on what is suppose to be a powerful elite. i don’t know how well balanced that would be, but it would almost (aaaalmost) make up for the ridiculous squish factor in Lich form
You don’t need your guardian to do Silverwastes, the way you would need it for Orr. Mobs drop no loot so the ability to tag everything isn’t as useful.
The necromancer pro is that with all the defense it has, Silverwastes is easy.
The con is that you are slow. Even focus swiftness is slow because it inevitably hits something and puts you into combat. You do not have the option to run around the map tagging events for other people to complete. You do not have the option to try and tag up to three of the underground bosses for triple loot.
You’ll have to do the content instead of just leeching as fast as possible for a lot of crests and shovels.
Basically this. It’s not particularly efficient in the sense you’re not gonna get max loot, but it is more satisfying (if you enjoy actually playing the game and fighting things instead of just “ding-dong ditching” everything)
If you recall when break bars were revealed, they did mention that break bars can do something other than prevent CC. What if, instead, Necros (or Reapers) got a break bar that filled when CC’d, and when it peaked, it would break stun and unleash some devestating attack? Now opponents have to worry about CCing the Necro too much and setting it off on a rampage instead.
Yes. Yes, a thousand times yes. A “Hulk” mode would fit a necro quite well, I think. Necros are already dark and menacing in theme. So pushing them and pushing them until they tip over the edge and tear you a metaphorical new one would be fantastic. +1 to you, sir
+1 for this. I really like the idea, though I don’t know if each race/gender necessarily needs a different skin. other than that, I think it would address a lot of the problems Lich has. The only issue I can see is with the CD. I think it should be 100 seconds, that way the Spectral trait doesn’t make it too OP (48 second elite that buffs up a class that much sounds a bit extreme)
What if each Elite spec just switched out the F2 skill? Seems like that would be a decent and common sense way to do it. Assuming they could balance it correctly for the two Shrouds, that is
One of my favorite things is that, in the Mai Trin fractal, I can kite and hold off Mai Trin and her brute of a norn if everyone else is down (or most) and still manage to get my team back on their feet, even if it takes a while. Basically, being able to prevent a wash by being durable as all hell (granted, lower level fractal, but the point remains that Necros are, if not tanky in the traditional sense, then extremely resilient to punishment)
Personally, I take SR/DM/BM. I run a well-tank type build currently and it works wonderfully. Power is decent at ~2500 and having a sigil of force as well as the SR trait that gives you 5% more damage about 50% life force work well, then I have bloodlust sigils and the DM trait for more power from toughness. As well as Corrupter’s Fervor. So I have a lot of power potentially (can get up to about 3100) and have 54% crit chance in DS, which is adequate.
I’ve always liked durable builds, and SR with VP and SM is brilliant for that. And Death Magic also helps, making DS really tough to burn down against single targets or two enemies, depending on class and build. That being said, I’m likely going to drop Blood for Reaper, so i have all the tankiness I need. I’ll also more than likely work with the shouts, because hopefully the GS will do enough damage to balance the lack of it in shouts. If that fails… Back to well-bomber lol
Been a big believer that the Necromancer is probably the most balanced class in the game for a while now and I find it funny how low people rank this class in comparison to others.
The funny thing is, I would say Necromancer is the most balanced class in the game right now. The issue is that everyone else is over the top.
When you look at Necro traits and skills, you mostly (coughwellofdarknessand axecough) see things with good effects with an increase in counterplay as the power increases. The stronger something is, the more that can be done to avoid or minimize its effects.
With other professions, the strongest stuff also usually has the least counterplay available, due to short or nonexistant cast times, extremely strong defensive measures, or extremely short cooldowns.
I… Well, kitten . I think you’re right
Necro tips and secrets right here, bro —-> https://www.youtube.com/donee
That aaalmost makes me want to play Condi Necro. You kick kitten , man
Is the power of Dark Side. Embrace it!
But… Power… Death Shroud… Wells… I… I can’t give up the power and my disdain for direct damage against me
So mysterious…
Necro tips and secrets right here, bro —-> https://www.youtube.com/donee
That aaalmost makes me want to play Condi Necro. You kick kitten , man
Idk about using knights or cavaliers, but I found that full soldiers lets me front line.
Sometimes they don’t focus you, you shrug off the AOE and go bag farming. Sometimes they do focus you and you pin ball around for awhile, get up, walk to the back line, heal back up and dive back in.
If my Zerg loses I tend to be the last to die.
Sometimes I have trouble disengaging. Positioning is something you have to watch out for, because if the commander runs away, 1v30+ is not going to end well. I actually bring plague form as both an escape and rampage counter (I can handle rampage without plague, but the rest of my zerg can’t, so it is a good idea to pop it).OH and if your commander likes to might stack, those seconds of having over 4K power are delicious. I run wells, but I could see trading out Blood for Spite and running signets to pump up the damage. Your survivability would drop a lot though.
Marthkus, I like the cut of your jib, sir. Soldier Wells are awesome
How about something like, “For every enemy hit after the first, gain 1% additional life force”
That way you’d still gain a fair bit in ideal situations (28%) but it wouldn’t be absurd. And I know we have other traits that need improvement, but better life force generation (especially for condi necros) would be stellar
Am I the only one that thinks that Soul Marks should give life force per enemy hit? Yes, it would be huge in team fights, but…. We kind of need that kind of durability without active defense. Our active defense (sarcasm) is generating LF and it is kinda hard to do under heavy fire
Being a pinball is the most infuriating thing in PvP, in my opinion. My thought is typically, “IF I COULD JUST kittenING STAND UP, I’D MURDER THIS LITTLE kitten.” In short, there’s a bit of rage there
It was in Beta that Necromancers were monsters. While I didn’t play in the earlier closed betas, you can still see just what most people are talking about by looking at some of our old traits from back then. In particular Shade which is basically Foot in the Grave on steroids. Necromancers have since then, always been balanced on the perspective of “they were terrifying once, we need to avoid them becoming unstoppable again”.
Sweet, unholy hell. If we could even get a PORTION of those back, our class would actually be what the devs want it to be thematically. I.E, a monster. Granted, some of that stuff is OP, buuuut, we need somethings that are legitimately powerful as opposed to, “Oh, these might be super strong in a very, very specific scenario and literally no where else, but we’ll nerf the living hell out of them anyway”
Alright, Devs. If you would kindly give us a nice new well, we’d love you forever
Nope. A mobile well makes no sense, that isn’t what a well is, and making plague a well would make it suck, plus it is literally just Well of Darkness + poison.
Fair enough. I figured that wouldn’t really work. What about an actual elite well, then? Would there be a set up that would make sense?
So, based on my own interactions with this form… It’s good for getting out of a tough spot. However, I like the idea of this being a mobile well (a la Ventari’s Tablet – an idea mentioned in a thread I cannot recall)
In making it mobile, it would become more useful as a well elite. Or, barring that, (and this probably fits more thematically with wells) a very large well that pulses stability to allies + some other affect. Very specific idea, I know. But I really think we need an elite well, personally. Would really round out a wellomancer build
Well, we already have access to piercing, so what exactly do you mean OP? Ricochet hits? Small AoE-blast on hit? Two/three projectiles per skill activation?
Replace:
Damage: 246 (1.0)
Damage Damage within 600 units.: 345 (1.4)For:
Damage (2x): 246 (1.0)
Damage Damage within 600 units (2x).: 345 (1.4)It’s the same damage and still single target, but procs twice per attack.
I like this change. Power necros would be kittened that their damage doesn’t show high numbers anymore. haha
As a power Necro myself, I’d actually prefer it. Increases the chances of at least one hit per attack, and procs vampiric traits twice. Sounds fine to me (also, it would make the damaging part of the vamp traits more impactful per attack)
Step one: Take both a glass MM build and a tank one into a 2 v 1 (or greater) fight
Step two: See which one lives to fight another day after all their minions are destroyed
Step three: Concede that no MM build is brainless, because you have to be aware of all your minions all the time and when they die you have to be clever enough to avoid death while your uglies are on cooldown
I’ve survived Rampage in WvW pretty easily without plague.
In PvP, I’ve never 1v1 a meta frenzy zerker rampage. Seems to only happen in team fights. As in most the people I play against save it for team fights. Did I survive or was Ignored?
I imagine if you were in a full life force situation and dropped all the wells, you’d be okay. Now i kind of want to duel a rampager to see what can be done
Try my well build: http://en.gw2skills.net/editor/?vRAQNAoYWjk0QLNWTD+0A7NOsGKZAEyl8MBigMguCxwkC-TZRBwAbOEAlLDs4EAYd/BAPBAA
Super tanky, and good power
I can vouch for this. I run plague though to counter Rampage with blinds.
EDIT: Though my win rate with MM is higher atm.
Hm… Is it possible, do you think, to outlast the twenty second duration otherwise? I know Plague is the go-to counter, but with corrupter’s fervor, that’s 300 extra toughness after putting on the conditions. So… If wells are thrown down (not Power – need the stunbreak) and staff 5 and charge are chained, and perhaps Doom as well, would we have a chance? Even with their damage taken reduced so much, the power and sustain that my build has might be enough. It would depend on a lot of factors though, even if it would work.
Note: The only reason my MM build has better win rate is because I ran it more. This build is excellent in PvP from what I’ve seen
Try my well build: http://en.gw2skills.net/editor/?vRAQNAoYWjk0QLNWTD+0A7NOsGKZAEyl8MBigMguCxwkC-TZRBwAbOEAlLDs4EAYd/BAPBAA
Super tanky, and good power
To address the concerns of those saying we need to keep in mind the negative side of an argument, I counter with this: For the most part, the rest of the forum is the negative side of the argument. There’s very little positivity about the class in the forum, so, realistically, a single thread where all we do is gush over what we love and what keeps us playing as necros is perfectly healthy. It’s a space to breathe out from the oftentimes depressing air of the rest of our dark little forum. As necros… We need a thread like this. A thread that keeps us from totally giving up, because, godkitten , some of the stuff that’s said around about necros is soul-crushing.
Let’s keep the love going a little bit longer, shall we?
Best way I could put it. I’m a bit cold on the surface but a loyal and loving person beneath. I see Necromancer as somewhat similar. Maybe a bit scary to approach but selfless in the sense that it draws pain from it’s allies to relieve them. I relate to the Necromancer and I have the most fun with it, which is what’s most important!
Not to mention being able to draw all the aggro and keeping mobs off your squishier allies. And being able to live through such an assault is lovely
One of my absolute favorite things with my power-tank/well-bomber build is that I can take an enemy camp in WvW on my own. And by that, I mean I can fight everyone at the same time and come out in good health. It’s absolutely fantastic to almost look on NPCs with disdain at their power (also, being able to take on champ enemies solo is fun as hell)
Can you post the build? I’d like to see it.
Here you go: http://en.gw2skills.net/editor/?vRAQNAoYWjk0QLNWTD+0A7NOsGKZAEyl8MBigMguCxwkC-TZRBwAbOEAlLDs4EAYd/BAPBAA
I’ve also had success with it in PvP as well, though that takes a bit more maneuvering and practice to get just right lol Let me know what you thinkg
I love how necros still try to sugar coat our problems.
But, spoj, what do you un-sarcastically love about necro, seeing as you play the class? It’s okay to feel positive about necro once in a while
One of my absolute favorite things with my power-tank/well-bomber build is that I can take an enemy camp in WvW on my own. And by that, I mean I can fight everyone at the same time and come out in good health. It’s absolutely fantastic to almost look on NPCs with disdain at their power (also, being able to take on champ enemies solo is fun as hell)
Awesome
I wish you luck! The biggest trick is to stay in/around your wells to get the most benefit. Use golem’s charge, then dagger 3, drop well of suffering and corruption, switch to staff and lay down staff 3 and 4 (weakness is nice) and then hit DS if you have enough life force and get those shackles on the enemy. You can burn down light armor classes pretty quick this way, and you have so much health and toughness that at that point, unless you get swarmed, you’ll kill them or chase them off of point.
Also, an alternate trick would be to do the charge and immobilize combo, drop Suffering and Corruption and switch to DS for that extra bit of power. All depends on what feels right to you. And, hey, if you come up with a different way to do it, let me know
(edited by Vydahr.4285)
I’ve been playing a MM bunker for a while, but decided to play around with an alternate build and this is what i came up with: http://gw2skills.net/editor/?vRAQNAoYWjk0QLNWTD+0A7NOsGKZAEyl8MBigMguCxwkC-TZRBwAbOEAlLDs4EAYd/BAPBAA
The first match I played after switching to this build, I got 195 points (10 behind the guy in first) and was able to move point to point (I know, I know, bunker necro shouldn’t move around) but I really like this build because it has pretty significant power with all that tankiness, particularly if you live long enough for the Sigil of Bloodlust to have full effect.
Sum up: Power-Tank with emphasis on well burst and shroud