Showing Posts For Wayfarer.2051:

'Guesting' Is Not Needed

in Suggestions

Posted by: Wayfarer.2051

Wayfarer.2051

If it was that easy, it would have been in the game at launch.

Slippery SLope argument right there:
“X has not been implemented at launch, therefore it is too difficult to implement now”
It need sto come, only then can people be unified the way they are supposed to be in GW2 as promised.

Non Ascended Servers

in Suggestions

Posted by: Wayfarer.2051

Wayfarer.2051

I dont think you know what gear treadmill means
it means running onthe Spot and never getting closer to the end
the end has been moved away from us
But it is Not unreachable
the FotM is a.treadmill, But not to gear or content like every other WoW clone dungeon system
it is a difficulty and money treadmill
you can Do the first ten levels for content and money as well

and about the “broken promises”:
thats how it is! So far ANet has kept more and broken less than any other MMO dev out there
you can’t have 100% fullfillment all the time
They added a.prestige-treadmill But kept the.ceiling even if it is a higher new.
If it comforts you: Most people boasting about having full Exotics a legendary and ascended back that i have met were so accustomed to sologrind they couldnt even get beyond the swamp
skill still wins

Non Ascended Servers

in Suggestions

Posted by: Wayfarer.2051

Wayfarer.2051

Except thats wrong runiir
Ascended is the new Exotics
It’s the new Plateau
there is no advantage over other players i
onlyWvW would be touched by it
But the difference in points is so minimal
even with all 14 items Ascended versus Exotics, the relative difference remians the Same
Ascended will be aviable through WvW as the designers said
and an advantage because people dont have to pay for runes?? Have you Seen the price on ectos and T6? One Ascended is way more expensive than full Exotics with upgrades

(edited by Wayfarer.2051)

Ascended Gear - A Casual's Cry for Change

in Suggestions

Posted by: Wayfarer.2051

Wayfarer.2051

Noone needs Ascended
you can Do any dungeon, even FotM up to lvl 15 without ascended or infusion
there are other ways of getting ascended and ininfusions and will be added in the Future.
I would also like to see a drop in price for These items But then again,. Farming the SE light Set takess less and rewards more
and if i need money …. I just run these 9extremely fun dungeons for Exotics

Ill wait and see how ANet handles this

New Well Elite

in Necromancer

Posted by: Wayfarer.2051

Wayfarer.2051

Ol’ fleshy is so popular because it is the only well designed Elite we have
Lich and plague both need to go. Period.
They are not supported by any traits besides DD and condition traits
Why does lich even have those five jaggies??
We need a well and a spectral elite.
Spectral should feature something truly terrifying, like teleport and fear
well should be centered around complete controll:
chill, vuln and poison for enemies, and might, regen and vigor for allies.
But then again, we also need a DS rework and new traits

Death Shroud... what's it like... do?

in Necromancer

Posted by: Wayfarer.2051

Wayfarer.2051

TL -> DR Version: Death Shroud gives you a second health bar to manage, 4 very flexible skills to use, and lots of trait options to squeeze even more performance out of it. Master Death Shroud!

This is actually a great statement that is only partly true!
The flexibility is somewhat there…..but it doesn’t go far enough.
they should seriously diversify DS.
Dark path and Doom are great but depending on build, 1 and 4 are useless and even Dark Path is really so usefull in PvP outside of emergency gap closer and Bleeding.
I’ve never seen a Mesmer who couldn’t use at least 3 of his or her Shatterings.
Or a Guardian who couldn’t use at least 2 virtues.
DS is just too inflexible, Either they strip it of any special things and add them via traits in bulk or they seriously buff it.

Well this is hardly fair!

in Necromancer

Posted by: Wayfarer.2051

Wayfarer.2051

Doesn’t the shield push back?

Well this is hardly fair!

in Necromancer

Posted by: Wayfarer.2051

Wayfarer.2051

I’ve recently starte dto notice something: many traits from different classes have similar conditions and/or effects.:

  • Necromancer Master:
    Mark of Revival: Create a Reaper’s Mark while reviving someone. Can only trigger once every 45 seconds.
  • Guardian Adept:
    Resolute Healer: Generates a Shield of Absorption when you start reviving an ally. This effect cannot trigger more than once every 10 seconds.
  • Mesmer Adept:
    Medic’s Feedback : Create a feedback bubble while reviving an ally. (10s recharge)

This is just one Example of many possible and I know that the abilities are a bit different from each other, but the Reapers Mark has by far the lowest range and longest CD while having in most cases the less usefull, except if you want to shield the poor sod from being stomped.

Why do our traits suck so much compared to others?

(edited by Wayfarer.2051)

Disconnected at the final phase! [Merged]

in The Lost Shores

Posted by: Wayfarer.2051

Wayfarer.2051

Same here, let’s keep this thread bumped.

Shrouded Knight, a build proposition

in Necromancer

Posted by: Wayfarer.2051

Wayfarer.2051

I gave the build a shot last night, it may be better in Orr but against karkas this build isnt too effective due to the tons of weakness. Makes farming difficult. It was okayish in dungeon, but not enough for me to sacrifice blood is power and epidemic

I just turn weaknes sinto Might with Well of Power. Nets me around 9 stacks in a normal fight against the young.

Discussion of 11/15 Necromancer Changes

in Necromancer

Posted by: Wayfarer.2051

Wayfarer.2051

It makes me sad to see no real balance changes outside of Spectral Grasp and Plague Blast… I was hoping for power coefficients to go up on several skills, lifesteal, and general trait tweaking… no such luck. I understand they want to knock the bugs out first before fully analyzing balance, but giving some minor buffs to clearly inferior skills wouldn’t kill em :/

If they’d “knock out bugs first” they’d should have knocked the serious ones out first.
Like spectral grasp not being able to be used against moving targets. Or Gluttony not working, or Prasaitic Bond, or all the other bugged traits!
Instead, what did they fix? 2 Benfeicial bugs!

Power necro builds

in Necromancer

Posted by: Wayfarer.2051

Wayfarer.2051

This one is mine and very new and works across all of PvE and Dungeons. Concderning sPvP I don’t know, but the discussion going on already talked about this.
https://forum-en.gw2archive.eu/forum/professions/necromancer/Shrouded-Knight-a-build-proposition

Shrouded Knight, a build proposition

in Necromancer

Posted by: Wayfarer.2051

Wayfarer.2051

Considering that Emeralds give Precission as Main Attribute, I’ve been working on orbs as well, there are just no good Power/Tough runes and rarely any with condition duration but without damage.

It woudl add a nice ammount of Critchance.

Useless Necromancer traits compendium

in Necromancer

Posted by: Wayfarer.2051

Wayfarer.2051

Lets remake this thread as “usefull and working Necromancer Traits Compendium”
It will be LOT shorter.

Useless Necromancer traits compendium

in Necromancer

Posted by: Wayfarer.2051

Wayfarer.2051

Reaper’s precission desevres an honorary mention!
33% of all crits give 1% LF?
Wow.
This losses even to bugged traits.
Make it 100% crits and at least 2%.

Shrouded Knight, a build proposition

in Necromancer

Posted by: Wayfarer.2051

Wayfarer.2051

Hmm this is a curious build, I’m going to give it a shot. It is very similar to the way I role minionmancer in SPVP.

I am unable to see your skills within the link provided. Going to need to see your traits.

If you mena the link is bad, try to copypasta it.
Otherwise im 30/0/0/20/20 with, II-IV-XII, II-VIII and II-VI (Strange how EVERY II trait for Necros is actually pretty viable right now, huh?)
For skills I go Well of Blood, Power, Suffering, Spectral Grasp and Lich.
Dagger/Focus, Staff

Shrouded Knight, a build proposition

in Necromancer

Posted by: Wayfarer.2051

Wayfarer.2051

I’m currently running an experimental Power build which I titled Shrouded Knight.
I got the Idea from when I was trying my Vampiric Knight, which turned out to be a useless one until A-Net does something for the class with the Vampire Skull as its symbol.
So I made this PvE dungeon/solo build.

http://www.guildhead.com/skill-calc#mVVMMm0zMoGMTooGMTox9MGGMobMRoM

As the Name Suggests, you’re in in full Knights gear (prim. Tough, sek. Power and Prec). I’m currently in rare weapons and armor, but have exotic emerald trinkets. I reach 37% critchance currently.
The 20 in BM are for the wells and the fact that LF scales with HP.
The playstyle is mainly Melee with Staff for ranged if needed and some AoE and condition removal.
I choose to initiate in DS and spam LB. because of might and vuln gain by it, I tend to scale up in damage each shot, reaching around 2,7k crits. Then, when I hit circa 25% LF (I tend to go below, because it gives me extra damage) and drop Well of Suffering instantly, using the vuln and might stacks I still have. When an enemy walks away or is out of reach, I pull him in.
When I’m NOT at 100% LF I open with melee, drop wells and pull an additional enemy in with spectral grasp. I always spam Spectral Grasp for the LF and tend to use skills for maximum LF gain.
In dungeons I most commonly switch Bloodthirst for transfusion.
My experience is that I have aggro often in Dungeons and can take quite a bit of damage, even before using DS. I generally outlast my teammates in tight spots and can help quite a bit with Wells.

So far, any thoughts?

(edited by Wayfarer.2051)

FotM: leveling compliant?

in Fractals, Dungeons & Raids

Posted by: Wayfarer.2051

Wayfarer.2051

we brough a lv12 yesterday without hassle, its totally doable

Ok, this is it, I officially ask:
Who wants to lvl their chars from lvl 1 in FotM?
EU servers!

I’m gonna bring an Elementalist!

FotM: leveling compliant?

in Fractals, Dungeons & Raids

Posted by: Wayfarer.2051

Wayfarer.2051

I Know it’s a risky move, but considering the incredibly ammounts of Loot and that any lvl can enter the mists:

Would it be viable to level 5 lvl1 Chars in FotM?
Seriously, would it be viable, because as far as I can see it, finding 2-4 Masterworks, 5 Fine and 5 Tokens per Fractal woudl add up to alot of stuff you can even sell for money!
Would really like to know if someone tried this yet!

(edited by Wayfarer.2051)

I'd rather have reanimator disabled until a fix is ready.

in Necromancer

Posted by: Wayfarer.2051

Wayfarer.2051

Just to remind you all…….

Discussion of 11/15 Necromancer Changes

in Necromancer

Posted by: Wayfarer.2051

Wayfarer.2051

Since Bloodfiend is now so incredible usefull, I tried going 10 points into DM for the 20% less CD for Minions on my Spite/SR Bunker-Build for the reduced Minions.
Then I realized: might as well take another minion skill (Kamikaze and Wurmy sounded fine).
Then I just gawked at how freakishly bad these guys were at staying alive.
Sure, the BF healed me for quite a bit and 15 sec CD were nothing compared to the 1,5k less Healing it does on Use than the other Healing Skills, but BUGGER ME!
That was attroctious.
My Golem couldn’t stay alive through a sinlge TestFight in the Mists.
Even with constant fearing, knocking and pulling, The GuardianBot was capable of downing it before I could down him!
I’ve never played MM in GW2, but I really would have given up my much needed Vampiric fix just so they could enjoy the game again!
…..oh wait.
What did they do again this patch?? Oh yeah, take away 2 more good bugs!

I wish they'd use points....

in Necromancer

Posted by: Wayfarer.2051

Wayfarer.2051

IT’s only to take more damage.

And I think LF scale with vitality, so it can be a huge boost in survability for soaking damage.

But I agree it stuck that it’s a % of our LF pool that degenerate.

Switching from Rabid to Rampager Amulet in PvP gave me 284 Vitality.
Before I had 100% LF. Then I had 85%.
I had 100% of HP at both points.
This is an amazing difference as far as I can see it!
I am so going to keep my 30/0/0/20/20 Build now!
I was thinking about going 30/10/30 instead, but I’m not ready to give up on 20% faster wells when the extra Vit gives me LF as well!
Just have to find a use for Major Slot 10, since Mark of Evasion is nigh-useless now!

I wish they'd use points....

in Necromancer

Posted by: Wayfarer.2051

Wayfarer.2051

…instead of Percent.
Yes, I’m talking about DS and LF.
I just now tested: when I have full LF on a 0 SR char and go to 30, I suddenly have 77%.
Yeah, it kinda struck me as odd, but then I realized that 77 × 1.3 = 100.1
But still, the following things prevail:
Even though I have 30% more LF, I can’t stay in DS 30% longer.
Also, I can still only use LB for 50% of my DS time.
AND I can shoot between 17-19 LB while in DS with 100% LF no matther the traits.
Does this actually have ANY effect at all?
I’m being serious here, what’s the USE?
Why do I still lose 4% of my total LF per second and still the same % of LF with every LB???

What’s the POINT?
If the only Thing I can do more is take damage., then ANet just solidifies DS as a bubble without funtionality!

What's the big deal with Ascended?

in Suggestions

Posted by: Wayfarer.2051

Wayfarer.2051

The Problem with the introduction of ascended i see is the following :
normal gear at Level 80has 3 stats plus 3 on the slot
all those stats had fixed combination
with what i saw this is now broken
we have items with specific combination now!
I foresee a scenario like this:
"i really need prec Touch healing, i must run this dungeon at least ten times
until i reach my Maximum!"
before we could just Farm karma or money and get that gear
the dungeons were for pure bragging rights. There were other ways to acquire the gear
I understand what ascended is supposed to Do:
a progression towards a specific playstyle ; an exclusive area for those who deserved it, for the ascended
But why this system
i hope these dungeons work on a single token system that allows us to just do any ascended dungeons and then get the items.
I really hope they know what they are doing

sorry for the bad Format
i am posting from a phone

Another "Remove DS" Thread: Pacts REVISITED

in Necromancer

Posted by: Wayfarer.2051

Wayfarer.2051

Any of these ideas would be a vast improvement to the current iteration of DS. Just wish that any changes they do to DS also incorporate something useful for Minion masters .. seems Anet is keen on ignoring that particular play style . . we should generally have more weapon skills that involves minions or undeath more . . maybe like summon temporary minions that do x damage to target then disappears .. or heal minions for x amount or grant buffs etc to minions

I’d like to see Jagged Horrors more. They could explode upon deat, dealthing Bleeding and Direct Damage. It would have something for everyone.
Enter Death Shroud: Jagged Horror
Kill an Enemy: jagged Horror
10% of Crits: Jagged Horror
Use healign Skill: Jagged Horror.

It could he a Master Trait so people couldn’t stack it unnecessarily.

(edited by Wayfarer.2051)

Another "Remove DS" Thread: Pacts REVISITED

in Necromancer

Posted by: Wayfarer.2051

Wayfarer.2051

So I rethought the System and came up with a possibility that integreates seamlessly into gameplay like the unique Gameplay-Mechanic should!
Instead getting a specific Buff, hitting an enemy while under a Pact now inflicts a specific debuff (not condition) upon that enemy for 5 seconds. The debuff does not stack. Each Instance of that Buff costs extra LF/s.

Pact of Rage — Pain: Increases damage dealt to the enemy by 10%

Pact of Decay — Decay: reduces the maximum health of the enemy by 2% each second (maximum 33%); it, regenerates with 5% per second if not under the effect.

Pact of Vampirism — Healign Blood: Every ally striking the enemy is healed for a small ammount (scales with Healing)

Pact of Shadows — Choking Shadows: Reduces the enemies chance to hit by 25%

Possible Improvements via traits could be:
Spite: Every cast while under Pact of Rage grants Might
Curses: Every second Decay is upheld upon a single enemy grants additional condition damage
Death Magic: Every minion gains a specific boon upon attack while you uphold a pact (Rage: Might, Decay: Swiftness, Va,pirism: Regeneration, Shadows: Aegis)
Blood Magic: You gain LF for every ally healed by you Healing blood Debuff
Soul Reaping: When entering a Pact, you apply the corresponding Debuff on every enemy within a 400 Radius

Sorrows Embrace Group

in Fractals, Dungeons & Raids

Posted by: Wayfarer.2051

Wayfarer.2051

I rarely see people wanting to do Sorrows Embrac,e but I really want that set (light) for the knight’s stats and the looks (better than Arah at least imo).

So I’m looking for people wanting to do Sorrows Embrace with me on EU Servers:
Lvl 80 Necromancer, either full rare Knight equipment with 30/0/0/20/20 or full Exotic Carrion equipment with 20/30/0/0/20.

List of some suggestions after 2 grinds to 80

in Suggestions

Posted by: Wayfarer.2051

Wayfarer.2051

6) I know there are 2 prefixes that apply: rampager, which is craftable, and rabid , which can be obtained from AC , HotW and Arah . After 2 grinds to lvl 80 you really should have noticed

Another "Remove DS" Thread: Pacts REVISITED

in Necromancer

Posted by: Wayfarer.2051

Wayfarer.2051

Edited: newer Version down the Thread!

So yeah, I again rant on about DS being stupid.
I thought a little bit about the Thematic Dynamic of the Necromancer, especially with the Guardian/Paladin Theme and came to this conclusion:
Wouldn’t it be cool if we had some sort of oppsite Version of the Guardians Virtues?
Instead of upholding virtues and sacrificing them for the benefit of others, we could be using the Life Force we stole to enrich ourselves.
I don’t want to make a perfect copy of the virtues system, but would rather do this:
Instead of passive buffs, we would have to activate these Pacts, by going into a state:

  • Pact of Rage: Each strike costs LF but deals increases the damage of the next one. That way, the mechanic of “the more LF, the higher the damage” would still be upheld, but instead, the damage would increase over time, like with the “Vulnerability per strike” mechanic.
  • Pact of Gluttony: Each strike heals the necromancer for a bit of health, consuming LF. Technically our Vampirism trait. Not much to explain
  • Pact of Shadows: The Necromancers gains Distortion but looses LF with each hit taken/time spend with the Pact. A defensive Pact. Would remove our beloved Bubble-Mechanic, but traded in for something better imho.

Maybe a fourth Pact for Conditionmancers or a Trait to accomodate Conditions.
I also know distortion is unique to Mesmers, but a second lifebar seems a bit strong if not locked out of all other skills.
Each Pact could still be traited to accomodate our playstile. Rage could add vulnerability, Gluttony could heal allies, Shadows could blind and chill enemies or increase movementspeed for the Necro.

By seperating the DS abilites, the Necro finally gains some much needed flexibility and the seperate Pacts can be used as needed by anyone without locking us out of all other skills, thus accomodating all playstyles.

I know this Idea is incredibly raw, but I miss it so much to not be able to use DS creatively other than “go into hhhhwwwaaaaaa-bumm mode”

(edited by Wayfarer.2051)

Life Siphon too weak

in Necromancer

Posted by: Wayfarer.2051

Wayfarer.2051

Lettuce, You COMPLETELY miss the point.
The Signet works on every hit.
And he does not need to use any other heal ever, since he just refills on attacks.
Thieves can just use roll for initiative for condition removal and even MORE attackspamming.
Oh, the 3,2k healing (I have 20 in BM and only achieve 2,8k btw!) is incredibly weak because it takes so painstakingly long, during which the Necro is easily interruptable and can’t use any other skills.
And last but not least: it’s not just about PvP, it’s also about PvE

None of the “Defensive” Spells you mention manage to catch a thief, they do maximum 2,4k damage and we can’t directly chase thieves when they are invisible and at best have slighlty postponing features, not “defensive”.
Either you run some highly situational build all the time or you never played against a proper Thief.

Target the Weak [25 Curses]

in Necromancer

Posted by: Wayfarer.2051

Wayfarer.2051

It’s bugged
and bad.
Just look at Curses 25. It increases damage by 20% to enemies below 50%, statistically increasing damage by 10%
Or look at all the other classes ever.
Ever since release, Necro is possibly the most kittened class in the game.
And we have Rangers complaining about not being able to hold 15 bleeds on a target via AutoAttack!

Life Siphon too weak

in Necromancer

Posted by: Wayfarer.2051

Wayfarer.2051

1) I’m pretty sure the necromancer isn’t about great healing. Don’t forget we have life force (deathshroud).

2) Thief and Elementalists have a base health of ~10k. I suppose you could ask to lower the Necromancer’s max hp, but why not just play those classes if you want heals? (Note, when their signet is on cool-down, they don’t gain its passive benefit which some of you are insinuating)

3) And if you do basic math, the Vampiric Minor trait is about equivalent to a 5-10% dmg buff for power builds (ignoring criticals). That is, 5% in dmg + 5% in heals. It’s even better depending on the weapons you’re using.

This still doesn’t justify that a class that has traits and traitlines named with “blood” and “Vampiric” underperforms in those acts compared to a class tha tis suppossed to be the epitome of glass cannon. Thiefs can outheal most damage bursts from anyone but warriors and thieves themselves.
This should not be the case.
The Necromancer’s Blood Magic traitline is supposed to be themed around transfering life from one being to another.
I’d love to see at least an inditect healing skill while in DS, allowing us to heal people while consumind LF.
Also, just look at the Eles soothing mist, which costs him 5 Traitpoints: it heals ridicolous ammounts passively to anyone around all the time! The formula is Lvl + 5% of healing!
Of course, we get health for every Enemy hit, but let’s run some math:
Assuming 50% critchance and 30 points in Bloodmagic. Vampiric Precission, Bloodthirst and Vampiric Rituals. Assuming Vampiric Rituals work with Bloodthirst (which is not the case)
Best case scenario:
Well of suffering, since it also counts as an attack, every pule can crit on its own, 5 enemies in vicinity.
5 × 40 = 200 for Vampiric
5 × 60 = 300 for Precission
5 × 63 = 315 for Vampiric rituals
815 Every Second
4075 for the entife 5 seconds.
While we are sorrounded by 5 enemies. We will most likely loose that ammount during that time anyway! I’vre run a full Knight’s build and tried this with all 4 wells and always came out even, except with Well of Blood for obvious reasons.
Around lvl 80 you’ll always come out even in best case scenarios with Vampiric traits. It helps you to regenrate a few HP if in a pinch, but attacking always mean being in danger of getting attacked again. Also, Daggers (most logical for such a build) require you to be in range!
I healed around 350 hp per pulse with Dagger2 and I barely kept THAT! The 400 toughness while channeling from DM didn’t do much either. Right now the Necromancer is outperformed by Every class.
I hear Guardians and Rangers, even Thieves whining every day, how bad their clas sis and it just makes me SICK how these people perform. I recently saw a Thief down an enemy within 3 seconds that I took at least 15 for and I only saw him use Heartseeker once. I just don’t know anymore.
I see all classe susing insane ammounts of awesome Skills for mobility and controll, while all we have are skills that are mandatory for our rotation!
This cannot be fair!
It used to be fun to go into DS, now it’s mandatory to just start doing damage!
I don’t demand insane bursts, I just demand 3 simple things (yes I am repeating myself!)

  1. Give the Necro to Attrition based Damage we were promised!
  2. Give the Necro the ability to las tlong enough to get it in fights!
  3. Give the Necro the means to reap what he sows!

EDIT: I just realized something that would make Necro’s lifestealing possible without OP:
If the Necor gains LF whith a full LF pool, he instead gains Health.
Could be Minor Trait or basic Necro Passive.

(edited by Wayfarer.2051)

Life Siphon too weak

in Necromancer

Posted by: Wayfarer.2051

Wayfarer.2051

Really, it doesn’t do enough damage? It is our highest damaging move! Mine crits for 4.5k almost every time I use it, thats as much as life transfer. Sure its not the 9k a thief can do in one hit, but thats pretty high for us

He’s talking about the Vampiric traits.
Also, it is slow as kitten. compar eit to Lifeblast or Dagger1 and it is REALLY weak in terms of DPS

Life Siphon too weak

in Necromancer

Posted by: Wayfarer.2051

Wayfarer.2051

Dulon.9347 – not to mention the fact that unlike all other healing effects (except the guardian gs hit heal) our do not scale with healing power with the 0.125 efficient, nor with power/damage delt (what it should since its stealing the life of the enemy…)

It already does a bit of damage tbh, you’ll see that as a small number flying off similar to bleeding.
I always thought, wouldn’t it be cool if it would reduce damage, but that damage is instead added as a siphon?
Reduces damage by 5% and instead siphons -fixed ammount +0,5% of damage done-

Please reconsider Necromancer design philosophy

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Posted by: Wayfarer.2051

Wayfarer.2051

it’s not true, even spec’d to max chill/fear/ whatever. most classes can escape with ease. I don’t care how you are spec’d on my mesmer I can escape any necro spec with stun/blink/stealth and can keep nearly any class in combat and in my range with phantasams, stun, blink.

This is just the problem:
Necro doesn’t necessarely need only to have better/harder CCs (take Ranger’s or Sylvari’s vines as an example, noe imagine grasping dead doing that, that’s what I dream of) to make him what the devs intended him to be.
he needs to be resilient against most forms of CC as well, as everyone knows: CC is just another way of Escaping. Spectral Grasp and Dark path are just 2 good examples of how to keep someone in a fight, without making it an escape ability as well. Problems are: they are too buggy, too weak and too long on CD.

I repeat myself but still: Make DS some sort of “get up again” skill that allows us to mitigate a CC at any given time completely. Switching to DS just to deliver that 1 second flee most commonly HELPS enemies in getting away!
Don’t make us such pushovers. And if, make us get up again immediately.
I always have that image of the Dahaka from PoP-series when I think about DS.
I wanna be that guy, even if just for a few seconds.
I want to strike FEAR into people for just a moment, not that petty 1s condition, no REAL FEAR. the same kind of Fear someone gets when a Double Dagger Thief appears out of kittening nowwhere and spams them down, but not because “Oh kitten’ im gonna die” but more because “oh kitten I will not see the end of this!”
take away my Burst if you wish, as long as I can chase a thief over the entire map as he pathetically tries to save his teeny tiny Health pool!

Vampiric Knight Would this work?

in Necromancer

Posted by: Wayfarer.2051

Wayfarer.2051

Actually it’s not even doing fine in PvE.

As I said: just Farming.
I went back to going 20/30/0/0/20 and saying that a Carrion/Rampager setup has almost the same survivability simply because everything falls over while I’m in death shroud is embarassing to a bunker/vampire build.
I’ve always loved Vampiric/Hemomantic classes, i’ve played a BloodMage in Vanguard (where the complex systems around targetting could make it possible to directly transfer health from an enemy to an ally) and I played a Vampyr in DaoC and i really hope that Necromancers can be made into Vampires/Hemomancers.
I won’t giv eup on the build, I still have the full Rare (bought) set in the Bank and I WILL try again as soon as they fix/tweak the mechanics (not getting 50% extra on vampiric rituals is probably a big dealbreaker, as well as not getting the promised 155 Health per Vampiric Precission) but for now, I’m back to my Cond/Direct Damage Hybrid.

Vampiric Knight Would this work?

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Posted by: Wayfarer.2051

Wayfarer.2051

Ok so Life Siphon isn’t strong enough to make me a tank, sadly, but in Solo-Farming and small groups it is incredibly usefull, allowing to quickly gian health and actually become unkillable for a good 15 seconds min when counting DS into it as well.
Full knights set has a good deal of damage reduction, taking very few damage even from ravagers in Orr, the biggest Pain DD-wise.
Still, i think this build is severely limited by Vampiric traits being grossly UP.

Knockback is better than Fear

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Posted by: Wayfarer.2051

Wayfarer.2051

Just about the only time I get completely owned is when I’m knocked back/down over an over… Without a “Shake if off” you’re SOL. I may trait into the DS=Retaliation to help with this, then at least I can return SOME of the pounding…. to bad fear only affects your target (unlike “fear me”) and only last about .5 seconds….

I think what should be done abotu DS is simply that Stability for Ds should be moved from Grandmaster to master and that whenever any Necro goes into DS all effects from Knockback, Stun, Daze,….. are immediately removed, sorta like instant-recovery
Seriously, just think about it. When someone goe sintoa spectral form, you expect the Laws of physics to at least blink or take a short brake alltogether. I was very disappointed when Necro couldn’t float around like the lich in DS.

It has a 10 second cooldown. And DS was always supposed to be a “no you don’t” modus for Necromancers, allowing him to turn things around. It should be at least a weak counter to most shutdown strategies.

Please reconsider Necromancer design philosophy

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Posted by: Wayfarer.2051

Wayfarer.2051

Now I see DS used for a second HP bar and for more damage in a power/crit build. If this isn’t the intended goal of necro’s core mechanic, they should change it.

Poison/chill/vulnerability seem like great attrition debuffs. As does stealing health. Make DS more about this. Make it work with either condition or power. Make these debuffs uncleansable in DS and linger based on traits.

Is the goal to have necros finish people off in DS? It doesn’t seem so as it’s not a burst class. So then a necro should be swapping in and out of DS with DS for the debuffs and normal weapons for damage.

I have had the same mindset for a long time, actualy ever since I saw that you could “tack on” stuff onto DS with traits. There are just 2 Problems:

  1. DS itself isnt basic enough for it
  2. And the added on stuff is too weak and too few.
    Add a fifth skill, that maybe has soem Condition and Minion centered theme.
    Something like….“Inflicts 5 bleeds and summons a Jagged Horror that explodes upon contact with the enemy, inflicting Bleed and Poison on enemies nearby.”
    Also, add more stuff we can add to DS via Traits or make the existing ones better.
    “One 10s Vuln every 3 seconds while in DS”? seriously
    “33% upon critical to get 1% LF” Before they change dit (for the better) taking reduced Corruption recharge was better for BiP.

But I digress. The thing is: Every class can be build differently. And every class has a different thought behind it. the thought behind Necromancer is Attrition. Outlasting the enemy, making him get weaker with every second he in combat. For that to work, 3 things are necessary:

  1. The Necro needs to be able to last that long even against bursty foes
  2. The Necro needs to be able to keep the enemy in fights that long
  3. The Necro needs to be able to effectively reap the destruction and death he sows.

I can think of at least 3 Mechanics that on their own can achieve at least one of those goals. Not even big changes to the class, just tweakings or single traits.

Axe vs Scepter power builds

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Posted by: Wayfarer.2051

Wayfarer.2051

They prmised us Cleave with axe. Why is Axe so terribad?
If they did nothing else but add a cleave to Axe1, that would already buff it considerably.
Every other Axe has cleave.
hell, with my Spite/Curses tree I do around 1k Damage with Scepter3 without going full power.
What is wrong with that? Everything!

Please reconsider Necromancer design philosophy

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Posted by: Wayfarer.2051

Wayfarer.2051

Why are you so incredibly focussed on sPvP and 1v1?
GW2 is not balanced around 1v1, it’s balanced around teamplay. Because if it weren’t it would be like it is in WoW. thieves and rangers dominate every single Arena match and there is no possiblity to play something like a Paladin except as a HealTank. At least it was that way last time I played, which was around WotLK.
There is a reason why you can play any character in sPvP without having to level it: so you cna play sPvP and WvW/PvE independently.

I really hope the devs fix Vampiric builds so that we can stand a chance against more bursty classes. But right now, with a Soldier, knight or Cleric build with Spite and BM, I can withstand quite a lot of punishment.
Actually LOOk at the Spite line: it relies on Might and Vulnerability building up, so even in his Spite tree, the Necro is slow-paced. I really hope they expand on that concept. I like the idea of a class that gets stronger the longer the fight drags on, after all that is what Necro is all about. Postponing death so the enemy has time to whither and die from pestilence and decay.

Please reconsider Necromancer design philosophy

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Posted by: Wayfarer.2051

Wayfarer.2051

Most of the “laugably bad” stuff is just because of buggyness. Let them fix it first before tlaking about balance.
adn YES, takign away burst capabilities for longlivety and extreme AoE damage is acceptable I think.

Please reconsider Necromancer design philosophy

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Posted by: Wayfarer.2051

Wayfarer.2051

I read alot of “pub matches sPvP” in this post.
I acknowledge that the Necromancer, even if he would properly fill the role of what he is said to be supposed to be (i.e. if he wasn’t broken and partiially UP), he would not be a goot sPvP class for pub matches (i.e. glory farming and landing many kills)

The important question we have to ask ourselves is: So what?

If you want to glory farm, go thieve or pick up a decent team.
sPvP pub matches are a tiny part of the game.

Let’s assume the Necromance rwould have this “unescapable attrition class”-status, then what?
*In sPvP he would be the best defender and great for taking down strugglers
*In WvW he would fill a similar role, but also the bane to any big Zerg, since he could take them down with massive ammounts of AoE conditions and take on smaller backdoor groups.
*In PvE he would either be Slow AoE-Dmg/Support or an excellent tank because of hardiness and Vampirism.

The Necromancer is not an insane burster class. Even on Full Power*Prec build his burst is still outdone by his survivability. I run several builds, one of them a Power+Cond Hybrid with a DS. If I just stop to think about how DS will be, once it’s hunger-Mechanic works properly I get shiver,s because it hints that the Necor could have some serious survivability with a tree that focusses on Crit-Dmg and burst.

I dont want Thief or Ranger level damage or kill frequencies. I just want to dominate any fight that I survive for longer than 10 seconds. That’s what is the Theme for Necros. Even when facing impossible odds, they can still stay in battle.

Damage taken in death shroud does not transfer on life in pvp, bug

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Posted by: Wayfarer.2051

Wayfarer.2051

What is it with people posting trollbait in this forum lately?

First TanMan with his AxeBuild and insults, now this.
Maybe it’s a bug. maybe it’s not, but seriously, why all the agression to people who simply just beg to differ?

Vampiric Knight Would this work?

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Posted by: Wayfarer.2051

Wayfarer.2051

I tuned the build to now use Knight’s Equippment, Tough, Prec and Power.
Though Power is now secondary, Precission is now in it to, leading to a good 36% crit chance, making Vampiric Precission viable (although I still like Vampiric Rituals+Ritual Master)
The Gear can also at least particially switched with Cleric, giving a good ammount of Healing to fill a support role.
@Xom: I dont know what Azgalor is, but probably no.

Vampiric Knight Would this work?

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Posted by: Wayfarer.2051

Wayfarer.2051

I just tested this build on sPvP pub matches (I know, that doesn’t say much) but I’m positively suprised how well I did. While I was not capable of dishing out much damage due to range-issues, I was very well able to hold myself against 2 Thieves or Warriors.
Biggest problem is still getting close to enemies and binding them!
Still like to see how it works out in Dungeons., especially if switching traits to accomodate support play (like Faster Staff and Life Transfer)

Vampiric Knight Would this work?

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Posted by: Wayfarer.2051

Wayfarer.2051

When and if they scale life siphoning to be something useful to the health a necro has I think it will a good build. Right now siphoning is barely moving my health and if its a burst class its not going to help even delay the damage really.

I did have a issue with bad link for that build but coping and pasting to new tab fixed it.

Thats site always eems to get bad link, sorry.
Well Siphoning indirectly scales with toughness, since with every % of dmg-reduction you have, every lifepoint you HAVE and GET is increased by 1% mathematically speaking. So Toughness right now is required for every Life-Siphon build.
At least htat was my reasoning. Would you recommend going further into crit?

Vampiric Knight Would this work?

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Posted by: Wayfarer.2051

Wayfarer.2051

I#ve recently created a Build in sPvP to be used in pvE and sPvP. It’s a power/tough build based around Life Siphoning.

http://gw2skills.net/editor/?fQAQNAodWjQah6VaeaM8JApCYP9g7xFH6xu56MA;TsAA1Ctocy4kwJrTOnkOtgYEy0BA

I neglected Precission in favor of extreme Power and Toughness.
In PvE geraing would be full Soldiers on everything, except for Trinkets (obviously) which would be Clerics.
It would allow me some serious survivablity with Siphoning as well as decent dmg (in sPvP-playtesting I was getting 1,25k noncrits with Life-Blast).

Should I maybe inves tin precission more, with berserkers Weapons and 10 points in Curses instead of DM ormaybe even 10 points in SR to get extra longlivety?

I really like the idea of some kind of Vampire-Knight, was even thinking about getting Knight’s equipment (Tough, Power, Prec) for more ciritical chance, but every 1% of Critical Chance statistically adds only 0,5% to my total damage output and I also want to make an experimental tank+support-build with this one.

Any suggestions?

Help for building Pow/Cond Hybrid?

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Posted by: Wayfarer.2051

Wayfarer.2051

I already posted something similar a while ago but I’m going to restate my issue:

I’m currently running a Power/Cond Hybrid build, that utilizes Spite and Curses to the same degree.
I tried going 20 into BM but noticed, that without Toughness, It really isn’t worth that much. Build:
http://www.gw2build.com/builds/simulator.php#1.5.1.2.13.18.0.0.0.0.106.108.127.125.130.9.5.42.306.305.0.317.319.327.0.0.0.0.0.0.362.366.0.20.30.0.0.20

It’s actually a PvE build, the amulet and jewel mean to approximate my gear.
I was thinking about going At least Partially Rabid and put 20 back into BM for sustained life-stealing.
Any suggestions?

Toughness Required for Vampiric builds?

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Posted by: Wayfarer.2051

Wayfarer.2051

I am actually a Dungeon/PvE player.
I want to utilize the Cond/Power Synergies we have with our Attribute pairings.
Would you propose going 20 into SR instead of BM? I kinda already bought full exotic Carrion. I plan on saving up for Either CM Rabid or Sylvari Cultural (which is also Rabid) as a second set.
I know Hunger is currently not in effect but I could stack Vuln and decrease DS recharge (spamming Enfeebling Blood every 5 seconds) or I could increase the time I can spend in DS, effectively increasing survivability.