Hello everyone,
I wanted to create a discussion thread on this subject because since the patch changes I have seen people use very different builds. Some prefer dagger over axe, some prefer death magic over spite. Personally I run Spite BM SR with axe/focus with 4 wells and plague. What do you prefer in GvGs or in pugs where you don’t have stability? Would be great if we discussed advantages and disadvantages of each choice in detail.
Celestial necros counter d/d eles (constant boon removal, transferring burns). Condi rangers, condi mesmers and condi engis are all capable of killing d/d eles on point, though those are hardly meta.
Pretty much. Cele necro is a pretty good counter and can stay on point. Condi mesmer got confusion and torment but may occasionally port or stealth away. Its a fact thatthe build is probably the strongest most versatile one atm.
Although defience would work fine, stability usage encourages more skillful play amd timing. WvW for example would be a mess.
…But there are so many stupid skill-less ways to mitigate damage.
I thought this game had the most skillfull way of mitigating damage. Most games dont even have that option. It’s all facetanking. But I guess I’m wrong..
Hybrid S.O.S necro works fine with celestial. Check ESL finals Noscoc :P Extra condi dmg would be nice but what would we give up? All the master traits are pretty good. But perhaps Furious demise could be tweaked to: flat +10% condi duration AND gain 2 condi damage per 1% critical chance you have.
Shroud pve builds use staff now to get higher life blasts.
Already posted on bug forum.
They should add a stun breaker corruption that applies chill baseline and fear traited.
Stunbreak to fear yourself… Yeah I see the synergy. But arent we famous for not having any?
Duuude, this is gold. I saw you in khylo today xD also you forgot sigil of agony and flashing plague form. Edit: just killed an afk necro in hotm cause he had plague signet.
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Necro focus skill 5 “Spinal Shivers” is supposed to be unblockable but still gets blocked. Ao far I tried with engi gear shield, guardian shelter and shield of wrath. Can others confirm this? Also I have heard traited staff marks get blocked too.
Can confirm. Also fear doesnt scale up with vulnerability. Also spinal shiver gets blocked everytime although it says “unblockable”
Boon corruption: Stability is still not converted to fear. All corruption skills are sffected by it.
Spinal Shivers: Tooltip says “unblockable” but it is always blocked.
Fear damage: Does not increase if target has vulnerability on. Unlike other condis that do scale up.
This is I believe the closes thing to our old terrormancer with the absence of path of corruption. The build is extremely hard to kill because of the following reasons:
1) +3000 Toughness (Thanks to new trait corrupter’s fervor which is so easy to maintain max stacks), Protection and AoE weakness (100% uptime for single target)
2) Even tough the HP is 19k, condis can’t kill you because you have 5 ways to remove them. Also LF regen is good enough.
The rotations are same as the old terrormancer so playstyle is very similar. Take advantage of fear chains, geomancy etc. I believe you can change a few things and here is my reasoning:
1)Soul marks => Speed of Shadows for some mobility and higher stability uptime. Also it somewhat benefits enfeebling shroud, but personally I don’t go in DS that often. I don’t like this because SM is just too good for LF and even if i go in DS in 6-7s I won’t have my important skills up, still. Also you can interrupt all blocks including guard heal.
2) Sigil of Frailty => ? I picked this cause it’s a good long cover condition and vuln now also increases condi dmg. Can still be changed though.
3) Signet of Spite => Spectral Walk SoP is much better now kitten vuln affects condis too, 10s weakness on it is also too goot. High cooldown but easy to land due to many CC. However spectral walk + wurm is also a great combo for juking.
4)Plague Form => Flesh golem Recharge of golem is now 40 instead of 60 so you can cast it again if you ever die. Also get LF when he dies. However before today I always used plague, the self bleed scared me but I’m pretty sure it’s still as good, if not better than flesh golem and his weird AI.
Please post me some feedback! Note that I haven’t yet tried the signetmancer so cannot make a direct comparison. But from the build templates I read,
this has some more AoE and support for team in terms of weakness on enemy (this is really big).
Edit: Formatting
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I’m so mad cause I had bought 300g worth of silk to craft ascended. Now they announced they changed their mind so I am at a 15% loss because of TP charges. Thanks a lot anet.
1) D/D is not even in top 3 thief builds
2) Dragon rank means nothing
3) In wvw where lifeforce can be full at start of duel
4) Nobody argues necro is weak 1v1, its ok but its horrible in teamfights under focus fire.
5) Im assuming you were condi, thieves dont have that much removal.
L2P? Please, a good player will do better on other classes cause necro has a low skill criling because of slow combat and lack of jukes.
I agree with you but don’t care enough anymore. Mained necro since I started last year, but now I’m gonna switch to our elementalist overlords.
I constantly get the feeling that other class developers and necro class developers live in different planets. When every sing class has acces to either one of; a sort of immunity, teleport or stealth (cough mesmers got em all) and necro has none of these. Flesh wurm just teleports me 1 step to the side like 1/3 of the time. We look okay on paper but the class has a low skill ceiling, discourages creative thinking in games like teleport up ledges to escape focus fire or juke (i.e mesmer sword 2) but instead we tank what we are thrown…
Hey, don’t worry. Robet HAS to fix this.
After all the feedback and report from the forums not much changed. If don’t fix things by tuesday, chances are they never will, maybe only minor things. The forum had dozens of AMAZING and creative ideas for GS and existing skills. Some include projectile block on CPC, A Bone wall on GS that blocks then explodes, Death Shroud Elite skill and so on…
Also i think the 8 seconds internal cooldown is total B.S, if I dodge twice in a row I’m a dead man. And its not like necros get any vigor so we do not have the luxury to dodge more than once in 8 seconds…
I agree with you but don’t care enough anymore. Mained necro since I started last year, but now I’m gonna switch to our elementalist overlords.
I constantly get the feeling that other class developers and necro class developers live in different planets. When every sing class has acces to either one of; a sort of immunity, teleport or stealth (cough mesmers got em all) and necro has none of these. Flesh wurm just teleports me 1 step to the side like 1/3 of the time. We look okay on paper but the class has a low skill ceiling, discourages creative thinking in games like teleport up ledges to escape focus fire or juke (i.e mesmer sword 2) but instead we tank what we are thrown…
It is ofcourse very frustrating that CC is getting nerfed but keep in mind that it was probobly the strongest healing skill across any proffession so I am not surprised to see it take a hit. It is still going to be very viable even with 5 second longer cd.
There is alot of power creep coming to the necro like the other classes and sacrifices must be mde in the name of balance.
CoCo probably the strongest heal? It’s nowhere near the strongest heal, high cooldown, low HPS, obvious animation, long cast time but only upside is that it cleansed all condis. I would gladly take Thief’s Withdraw on my necro over other heals. Instant immob cleanse, otherwise you need to cast transfer skills which can get interrupted or dodged.
I’m sick and tired of hearing all this reaper just got killed by this nerf. Yes this nerf sucks kitten, but have you taken a look at our incoming traits and current chill durations?? Even if they try to kite with a movement skill we should still be able to gap close just by running. The only class that will have a hard time to catch is great sword warriors and thieves.
Of course I looked at new traits and skills. They’re all long casts except reaper’s shroud 1 is a beast. You also wont catch any medi guardian and d/d ele a staff mesmer with his Z-axis teleports. That leaves you with catching only engi and ranger, and the latter can kill you before you get there depending on terrain and LoS possibilities. As a necro main I’m primarily concerned about the reaper of course, which is why I wrote on this sub-forum. But the main idea of my post is trying to understand how a developer can make a game based on dodges and blinds which encourage counter-play but implement such a change after 3 years which discourages you to actually think and use your soft CC when it would be most effective.
As you may or may not know, all movement skills are being standardized meaning that swiftness, cripple, chill, super-speed and such speed altering effects will not change the distance travelled by movement skills like rush, leap of faith, heartseeker etc. You can read the full article here
In pvp, every class and probably every single build has either teleports or leaps. Necromancers arguably have the lowest in-combat mobility today, but untill now we rarely made up for this lack by being able to cripple and chill our opponents. The reason I say rarely is cause the skills we need to land to inflict chill & cripple (Dark Path & Spinal Shivers etc) are extremely slow and somewhat clunky. Assuming we landed them at the right time, there was still no guarantee of catching up because of X-Y-Z axis teleports which completely negated our conditions.
Now with the reveal of the reaper specialisation, pve hopes went up undoubtedly. And about half the community was also hopeful for chill in pvp. With the announcement made last wednesday, both teleports and leaps will now be completely immune to our conditions. It’s like giving a class block skill, then making all weapons skills of other classes unblockable. So I ask you, is buffing what we don’t have access to and nerfing what we do best fair? By common knowledge necromancer is bottom-mid tier in pvp for obvious reasons that have been covered in hundreds of posts.
Bottom line is, this change discourages active play style and decreases outplay potential. I know a ton of effort went to standardize the leaps and dashes, but this is may already be the nail in the coffin for the reaper.
Edit: Spelling
(edited by akaCryptic.2389)
Hahaha… in PvP, if anything Shoutbow will be the only spec to go with for Warrior. The pulsing attack of F1 Combustive Shot is still power based and does roughly the same damage as an Adrenaline level 2 Eviscerate.
In PvE, if you aren’t using a GS build (Might boon sharing from PS/Vulnerability condition from GS) by the time the new traits drop, you’ll soon be out of meta.
What you all are forgetting is the bottom of the whole article. GS Whirlwind and GS Rush will no longer be affecting by movement impairing conditions. Huge buff to Warrior GS.
Does that also mean swiftness / warrior’s sprint wont affect distance traveled by dashes?
This needs to be shown in the next Point Of Interest™©
That means Rifle buffs incoming?
i HOPE SO!! pls! :-P would be great
come on guys we all know rifle wont be taken cause we cant proc cleansing ire.
Throw axe has a cast time of 1/4s and yet I can never start an eviscerate before the immob wears out on my opponent. The waiting is very ridiculous, not fun, and not fair. It doesn’t matter if I’m a “Leg Specialist”, I can never combo this skill with anything. Unlike Guard GS 4 and Necro Wh 4, you cannot cancel the after-cast. I expect the devs to take care of this issue that renders warrior combat slower than it already is. We know they have trimmed after-casts for other profs before.
Reaper isnt the question, it’s the answer. But seriously it is too early to decide. Personally I dont think it would be better than zerk and here is why:
For pve, you just get unnecessary stats like tough vit healing. Condis need time to set up
For wvw (roaming), with GS and Reapers shroud you will lack some serious condi variety and your power skills wont hurt as much.
At the moment, dhuumfire alone does not compensate for going less zerk more cele. And I doubt they’ll play with numbers cause a buff might suddenly make terrormancer “OP”. (Yeah right :P)
Gandara / Seafarer’s Rest / Kodash Match up is facing the same issues.
So we were on SFR Borderlands (Im Gandara), everyone got disconnected. We relog, we can see enemy commanders, talk to enemy on map chat, and best of all the enemy appears friendly “green”. We even got in their base. Will post pics soon
Enjoying the peace and booze!
Edit:
http://oi59.tinypic.com/dfaqfs.jpg
http://oi62.tinypic.com/21lvlag.jpg
http://oi57.tinypic.com/dlly1d.jpg
http://oi58.tinypic.com/nzfxuq.jpg
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What was wrong with Vampirism runes? Were they bugged somehow?
Engineers could use their F1-F4 abilities and Necromancers could use all Death Shroud skills. I think other profs had access to their F skills too but these two guys had the biggest advantage.
New traits: Look good
New skills: Look good but there are somethings that can be worked on again:
Casting while moving,
different cover conditions,
projectile block on an AoE skill,
we get a bad leap, still no teleport/900range leap/invuln,
shouts are just bad due to bad utility and cast times but cant complain since everything else is good
Old traits and skills: the few changes were good albeit insufficient.
For instance spite line looks pretty bad except close to death.
Minion AI needs to be reworked.
Life blast currently has 1s cast and 0.5s aftercast (if you keep blasting with reapers might, you wont get past 10-11stacks of might while theoretically you would be stuck at 15 if in fact there was no aftercast) this needs to go.
Scepter and OH dagger skills need their delays reduced drastically, the skills arent even gamechanger, it makes no sense to have such a long cast, cooldown, aftercast, effect delay, telegraph o.O
Tormenr will hit double if they move, they dont need to be running.
What Im worried about is not being able to fear people off cliffs and oit of shadow refuge.
Isnt it tomorrow? Also good wordplay i lol’d
Sure it should be baseline. But did we really need another topic on this since there are other threads as well as in depth discussion on overall trait change threads?
I like playing the underdog. People get mad when they are wrecked by the most limited class in game.
The dark theme appeals to me, bats and reapers, Im a metalhead myself.
Low skil floor, when Im tired or sleepy I can play my necro easily to chill in SW where on my ele and thief I can get downed quite often.
Heavy feeling light class, mesmer ele ranger skills dont satisfy me. With necro i get the spell feeling as well as butchering my opponents with daggers
Ripping boons and eotm trolling are just the bonuses. When farminh in dungeons and pvp with my guild I usually dont pick my necro for the sake of usefulness.
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F you man. F you. -_-
Well since everyone is saying some stuff I’ll write some skills:
-Axe 3 deserves a blast finisher and a shorter cast time
-DS should get an elite skill, revives 3 nearby allies, you sacrifice 25% LF per ally, revived allies will have torment condition on them for 10 seconds.
-DS: we should be able to see utility cooldowns while in it
-Some traits such as greater marks need to be baseline
-DS: entry/exit should not interrupt resurrecting alies & stomping enemies but of course it should interrupt normal skills
-Make leeching/lifesteal/siphon stuff work in DS, not regular healing
-Greatsword: MUST have one of these: teleport like mesmer staff 2 / leap like ranger GS 3 / evade like ele staff 4 on fire
-Flesh Wurm: needs to be instant cast
-Corrosive Poison Cloud: needs to block projectiles, increase cooldown to balance
-DS Dark Path (2) needs faster moving speed, closer to that of ranger longbow
-Staff: Remove 1 mark and put something more interesting. For instance, mark of blood could go away, instead give a block and counter skill such as mesmer scepter 2.
-New Trait: Increase toughness based on life force built. maybe 5 toughness per 1% LF
-DS: Tainted Shackles (5) the explosion really feels like a blast, hence needs to become a blast finisher. Even ele focus 4 on earth is a blast finisher, i mean come on.
-New Elite: Well of Fire: something like 120s cooldown, inflicts burning per tick. On cast, gives aegis to allies inside it (once) and taunts 900 range foes for 2s. radius 320.
Maan, I can think of so much more this is really fun. Imma make my own mmorpg :P
Also please let the devs watch this 30 minute long detailed analysis on necro PvP https://www.youtube.com/watch?v=Pna1XlfVYqs
HOW the heck is this on page 4??? Upping this. hope fellow necros do too. Instead of creating a QQ thread (i know we re all tempted after hard pvp games) up this post, the most detailed analysis.
Haha that DS looks like traited steal, i like. Let us know if it is worth the gear / time investment. Personally I’d take both spectral traits and war horn for offhand.
DS2 is mostly unreliable due to obstruction and its speed. People can just strafe and avoid it, it’s horrible.
It’s homing, you can’t strafe to avoid it.
It’s homing but if he breaks line of sight before the thing reaches him, it sometimes bugs out. Of course it’s not as kitten as warrior’s impale.
DS2 is mostly unreliable due to obstruction and its speed. People can just strafe and avoid it, it’s horrible. You can’t run either so best you can do is break line of sight and abuse that. Axe 3 and DS 4 will hit regardless of line of sight.
As for leaps, of course we have a leap finisher. Every class does. Would be nicer to not have it on spear though
The video-maker himself created a thread on this very subforum: https://forum-en.gw2archive.eu/forum/professions/necromancer/Nemesis-101-ranked-game-marathon/first#post4983861
So I don’t see the point of this thread ^^ .
Did you put this survey on other prof subforums? Last thing you want is any bias. Also, put it on reddit, you should get many upvotes as our community is very helpful.
You didnt ask for feedback, but I found the survey repetitive :P however it covered all possible answers.
Already sent you an ingame mail, but thanks again Nemesis for the detailed vid. Upping this so devs will take a look at it hopefully. Although we dont have the scientific evidence that they look here, there are some things like FitG change, that suggest so. :P
^ bonus points for style
For a yolo build, could work well. I would take fury signet cause i just wait out blocks. About rhe stamine sig, dont think warriors need another stunbreaker. However would be nice to have it instant cast, so would stunbreak long fears.
Is there a new meta for the terrormancer or are people still trying stuff out since the FitG change?
I would like this thread to be a discussion about trait and utility choices, explain your reasoning behind certain choices and your experience.
I have settled on 04406 with hemophilia and reapers protection. Corrupt boon, signet of spite, spectral armour. I lack LF gain without SA and the signet is devastating when used on a thief or engi which are almost always present in a team. Honestly i dont miss wurm much with its buggy nature. Though i am unsure how useful hemophilia actually is, currently I find the build very strong with right positioning.
I was looking at meta battle and I dont fully understand how to use the Phalanx build. Can anyone elaborate further.
Phalanx means providing your party with might, everytime you gain might yourself.
Your sources of might:
Signet of Rage will give you AND your party 5 stacks
For grest justice will give you 3 stacks while giving party 6 (3 from standard shout effect and 3 extra cause you yourself gained 3 stacks)
Forcecul Greatsword Trait is your biggest source which will keep the party at permanent 25 stacks. Everytime you critically hit with GS, yoir party gains a stack. This gets OP when you are cleaving.
Sounds good right? But you need to sacrifice your first traitline which is about 35% personal DPS loss?
How to use it? Use FGJ and SoR at the beginning of the fight. Mostly camp GS and never stop attacking.
Changing CI so that it procs whenever adrenaline is spent would indeed open up build diversity. But the trait is taken already in so many builds making it oke of the top 3 traits of warrior easily. Dont think they will change CI in any way. Especially now that they want less of low risk high reward builds.
I havent tested this in perfect conditions but I have observed that this is how it works:
If the condi applied is exactly a full second (not halves and quarters) it wont tick on application but will tick every second after, including the very end. If its like 10.25 seconds, you will get partial tick on application or end (quarter of a second worth damage)
Fear works differently though, ticks on application so you can het 2 ticks form a 1.5 second of fear!
However I might be wrong. Think about music and bars. The instance might have an ongoing sequence. If you apply the condi right when a bar starts you will get the tick right away. Or if inbetween, it will start ticking when the next bat starts. This is speculation though. Dont take my word for it.