<The Undead Lords>
Since 1994 – undeadlords.net
Can you point me in the direction of the math that gets you 1K/tick from Terror?
Ooo, also, something just occurred to me concerning your last paragraph. I’ve noticed that too, but I love it about the necro. I can do what I want to do (in my case, power and siphoning) with less than 70 points. You’re right that deciding where to put those remaining points is so, so difficult. Would less recharge on Spectral skills help me more than EB on entering DS? It’s hard to tell sometimes.
I don’t know if I’d really call it “difficult” to put those other points. I guess deciding between varying degrees of mediocrity might be a “difficult” decision. A better way of describing it would be “inconsequential”.
I feel like the other classes have less leeway in this regard than necros do. They’ve got to use all 70 or at least 60 to get the traits they need for a particular build.
If we had compelling choices then our build decisions might feel like we don’t have as much leeway, because we’d have more choices that some people feel they “have” to have. I’d much rather have that type of decision than one that I don’t feel matters at all.
Alanis, and players without Hemophilia will play different, too, usually by not using Scepter as one of their main hand weapons, or by doing a more hybrid build. In my opinion there’s no difference.
I can, and have, played a 1700+ condition damage Necro and skipped using Hemophilia. I can get decent duration between food, spite, runes, etc. Hemo is merely a minor bonus.
There is nothing I can get that can replace IP, Harmoneous Mantras, Warden’s Feedback, or Desperate Decoy.
I have hard decisions to make on necro, too. It sucks that I can’t get good boon duration and stability on DS and good condition duration just from traits all at the same time. It sucks that I can’t have minions drawing conditions and ripping boons off of enemies and doing 30% more damage at the same time. It sucks that I can’t have stability on DS and 20% bonus damage and use the siphoning traits I want (2 majors). All classes have meaningful decisions in their trait lines – that’s what makes GW2 so special compared to a game like WoW, where there were 3 builds per class. Last I played anyway, which was mostly BC and some Wrath.
You can get good boon duration and stability on DS, either though using points into Death, or more easily just using Boon Duration boons and food — its quite simple.
The minion issue might be more of one if they were terrible…but until that happens these traits are just fodder.
The 20% bonus damage just isn’t that strong of a trait, and you can get similar from Runes.
“Not much that changes how the profession is played” is such a vague phrase that I’m not sure how to respond to it. Are you saying that a necro isn’t going to try to stack bleeds if he takes Hemophilia? That a necro won’t be less afraid to close with enemies when he has Enfeebling Blood, or Foot in the Grave? I’m not sure what you’re trying to say.
Shatter on self pushes a mesmer toward a shattering build the same way taking Hemophilia pushes a necro toward a bleed build – what’s the difference?
The difference is that Hemophilia is a minor bonus to duration, while IP is extremely strong and players with and without IP play different.
Other examples from the Mesmer:
Desperate Decoy
Harmonious Mantras
On-kill Illusion traits
Warden’s Feedback
And incredible minor traits like all three in the Illusions line, Illusionary Membrane, and Critical Infusion.
Basically, when I trait my Mesmer, there are always traits that I say: “Wow, it sucks that I can’t get x, but I guess that is a choice I need to make”
On my Necro, I say “what can I use the rest of these points to get something that helps me” and I struggle to find anything that strong. There is rarely a build that I feel like I’m missing out because I can’t get a trait.
There were people in this thread saying that traits are not good on a necro and I responded to that.
“Not good” is not the same thing as “gamechanging”
Right. So according to you guys, the following things are not game changing
Most of what you listed are a mix of decent traits. Not much that changes how the profession is played.
Right. So according to you guys, the following things are not game changing:
A free stomp every 10s.
Our rez and stomp abilities are lackluster in comparison to other professions.
Free AoE weaken for when someone closes with you.
Weakness is a terrible condition and we will be a much stronger profession when its fixed.
Removing a condition every 5s, or 5+ every 10s with a minion build.
Not gamechanging when we already have countless ways to deal with conditions; minions are terrible currently.
100% fury uptime.
Was one of the traits I go for, though its really only 50%, as 100% requires two different ones.
20% bonus damage half the time.
Good trait, not gamebreaking.
Guaranteed-to-land marks.
Agreed, one of the only ones worth bothering.
Long fears doing over 6k damage (IIRC from another thread).
Don’t believe this is possible.
Permanent weakness on a single target.
Weakness is a terrible condition and we will be a much stronger profession when its fixed.
Automatic 2s AoE fear on being disabled (before increasing duration and damage).
Good trait, I use it but don’t consider it game changing by any means.
Free spectral armor.
Gladly trade it for Armor of Earth.
Traits in this game simply don’t make the sort of impact they should. There should be pretty major differences and VERY obvious benefits, instead of “Meh, I can make it up with gear…”.
Cranking up healing effectiveness simply doesn’t benefit you all that much…
Cranking up condition duration does WHAT exactly when people just purge it?
All vampiric/siphoning abilities don’t give the obvious benefits one would expect.
I compare it with what I can do in other MMOs and its just so underwhelming.
Traits make an absolutely ridiculous amount of difference on my Mesmer. They just don’t really matter for the Necro.
The only thing WvW needs is more players that are interested in PvP and less players that are interested in rewards.
Edit: Take that partially back — it could use some interesting Titles that would be shown to allies/enemies.
Mark of evasion applies 2 stacks for 8 seconds instantly, uncatchable applies 1 stack for 3 seconds per second they stand in the circle, which happens to be a quarter of the size, and lasts for 4 seconds. Instead of 3s of cripple, it applies 6 seconds of regen.
Mark of evasion on a single target provides a hp swing of 3-4k. Honestly, comparing that to something like 2s of protection is silly. Unless you’re taking six thousand direct dps.
There are legitimate problems with necros, this is definitely not one. If this had been about eles getting blasts back on their dodge rolls when they have a huge variety of both fields and finishers already, while we are stuck with minions that don’t work and putrid mark which is extremely awkward to blast with for our finishers, then sure, legitimate issue. Saying mark of evasion doesn’t compare well to other classes dodge traits, not so much.
Both of the traits you listed have no cooldowns. Granted, our profession is the worst in the game at dodging due to the only one without vigor, but I can still get double dodge rolls frequently enough that I’d certainly rather have 2s protection, especially since its still effective at range and doesn’t require an enemy to hit it.
Caltrops is perhaps the weakest of the thief dodge traits, so if you want to argue that MoB is better I’m fine with stipulating that.
It’s generally for the best if you pick your trait lines for the traits themselves and almost ignore the stats, which you can use gear to tweak. Let that guide your decisions, and you’ll do ok.
Not to be a Negative-Nancy, as I generally think the Necro isn’t as bad as many on the forums believe, but…
The “pick the traits and ignore the stats” only does a little bit of good for the Necro, as if I did that myself my build would be 0/20/20/0/0 and therefore less competitive with 30 unused points. The current trait lines we have just don’t have 7 major traits worthy enough.
Was a fun match, despite the consistent outmanned buff. There should be legitimate concern that SBI might drop out of T1 after next week, given that DF:UW is coming out. I haven’t recognized any clans from SoS/JQ that played the original, but several from SBI.
Attended the event on overflow server that got patch/restarted before completion
Received bag
A reason to invest points into the Spite tree is not for the Bleeding duration, which you can get rather easily elsewhere. Its for increasing the duration of your other conditions, which is more difficult (outside of the food buffs).
There are also enough traits in the line to make it not a waste to go there. The minors are pretty terrible — but then again pretty much all of our minor traits are terrible so there isn’t much lost there.
I normally end up with 10 into Spite because I haven’t found anything better with the last 10 points (10/30/30/0/0).
I’ve yet to read a valid argument for going 30 Chaos instead of IP, regardless of the situation (PvE, WvW, sPvP, farming, etc).
You don’t have to put all of the same stat gear on for non-sPvP. Just got 1/2 Rabid and 1/2 Carrion (or Shaman/Apoth/Soldier).
You’ve got a real problem if you think mark of blood comes up short compared to all those traits. The only one that’s better is deceptive evasion.
I’d trade our dodge trait for any single one of the Ranger, Elementalist, or Thief dodge traits.
And yeah I think Plague Signet is fixed, was basically 1 random condition every 5 seconds. TBH I don’t think it’s that great considering it’s an aoe pulse.
If this is true, its quite a nice fix and I’d re-slot this in WvW.
Blinding Befuddlement is very strong, even without Dazzling Glamours, due to the ability to keep a high uptime of Chaos Armor through various combos.
7-8s Spinal Shivers into an Epidemic is just plain evil vs fleeing groups.
Power is the primary attribute of your new weapons (Soldier) but your secondary stat of your old weapons (Knights).
Therefore, you increased your power. Due to “Death into Life”, you’ve also increased your Healing Power.
Vampiric is supposed to not be affected by healing power, put perhaps something due to how these traits mesh has caused this healing to increase.
It makes sense since we are the only class that can’t get Vigor.
/backhand
Other posters said many condition builds have no power at all. You, btw, said it’s crit that decides if iDuelist does more damage than iMage. That rules out a hybrid condition+power gear, as there’s no way iMage outdamages hybrid iDuelist.
I run 4p Rabid armor, 2p Soldier, and Carrion Jewelry.
Last time I damage checked these was after the change in the iMage. If the enemy only activated one ability with confusion, then iDuelist would win the damage. With more than one activation, I believe that the iMage actually pulls ahead.
My spec doesn’t take Phantasmal Fury. If I wanted to go that route, I’d imagine the iDuelist would push ahead, but w/o the trait I think the iMage actually maintains an advantage at my 30% crit rate.
Which leaves us with the three +condition, no power gear types. They are Rabid (an excellent choice for Mesmer), Shaman (a poor choice) and Apothecary (a poor choice that is also expensive on the TP).
Unrelated to the main topic, but Apothecary gear is pretty good with Dwayna Runes an a condition/IP shatter build. A whole lot of extra regen and protection.
http://wiki.guildwars2.com/wiki/Balanced_Stance
8s stability
stun break
40sec CD
gogo warriors.Or even elementals have better armor of earth:
Stability 8s
Protection 8s
Stun break
90ces CD
Making SA the same thing as Armor of Earth is frankly the simplest and most likely solution, and one that should probably suffice.
90s is long— but it would be a pretty significant skill; we can trait it down 20%; and we still can get it from Last Gasp.
Simple Improvements to Death Shroud and Boons
https://forum-en.gw2archive.eu/forum/professions/necromancer/Simple-Improvements-to-Death-Shroud-and-Boons/first#post869278
With BiS Rabid gear, a staff clone will massively outperform iMage. The clone attacks every 0.75 sec. By the time iMage attacks once, even with Phantasmal Haste, the clone inflicts 2s of burning and 25s of bleed, for a base condition damage of 1,7k. The iMage will do 390 base multiplied by the number of skill activations in those three seconds, and possibly a single bleed.
Its actually 1s of Burning and 7s of Bleeding. 2 and 25 would be a bit silly. It also is 1/3 chance for Vulnerability. The clones also have a 1s attack rate, not 0.75s.
You are so wrong.
The staff clone attacks every .75s.
My stopwatch says your wrong, and so does the wiki. http://wiki.guildwars2.com/wiki/Phase_Retreat
In 4.5s, less than phantasmal haste iMage 4.8s, that sums up to 6 attacks. On average, they’ll cause burning twice (2s) and bleeding twice (10s). In addition, BiS rabid will average 3 bleeds from sharper images (additional 15s of bleed, for a total of 25s).
Feel free to cast a staff clone with a stop watch and count how many times it actually hits in 4.5 seconds. It absolutely will not be 6.
You are also assuming that the clones will be around long enough to cast these attacks. Most of the time, they will be shattered very quickly.
You are also assuming that I am running full Rabid gear, which I am not.
The only problem is, critmancers lack toughness due to the gear hole, and the death line doesn’t lend much to the builds thereof except for PERHAPS greater marks and staff mastery.
imo you want at least 500 toughness in your necro when hitting WvW regularly or you will fall to the first noob who builds a glass cannon (100b warrior or any thief)
The con’s of this build is dead on. Its hard enough to play WvW without a least some toughness. But doing it w/o Toughness and w/o 20 into Death would be no fun for me.
I personally have a hard time imaging running a build without both Staff traits.
For leveling, I’d go:
Scepter/Dagger
Dagger/Focus
Get Epidemic, Spectral Walk, and WoC as your utilities.
“Condition duration bonus don’t work with illusions”
the tooltip goes from 3->5 seconds on the Mages confusion skill with 70% condition duration. Admittedly I didn’t get a stopwatch out to confirm if it actually worked.
It doesn’t actually work.
With BiS Rabid gear, a staff clone will massively outperform iMage. The clone attacks every 0.75 sec. By the time iMage attacks once, even with Phantasmal Haste, the clone inflicts 2s of burning and 25s of bleed, for a base condition damage of 1,7k. The iMage will do 390 base multiplied by the number of skill activations in those three seconds, and possibly a single bleed.
Its actually 1s of Burning and 7s of Bleeding. 2 and 25 would be a bit silly. It also is 1/3 chance for Vulnerability. The clones also have a 1s attack rate, not 0.75s.
With 1700 condition damage:
1/3 chance of Burning at 753 dmg
1/3 chance of Bleed at (127.5 × 7) for 893 dmg
1/3 chance of Vuln at 0 dmg
Averaged out is 549 dmg per cast.
With 1700 condition dmg, your 3 stack of confusion will hit for 1155 per activation. Retaliation will do another 300-310 per hit taken.
The number of casts that staff clones get before being shattered/die is a pretty big variable. They will need at least two casts to equal the amount of damage from one enemy activation via confusion (not including Retaliation damage).
But this still isn’t what really matters — iMage is doing more damage than all other phantasms with my spec (condition/IP), and therefore it isn’t “nonsense” that the iMage is fine.
Dunno what the point of comparing a clone to a phantasm. I figured he was just mistaken in his typing.
That’s the issue they were actually trying to make you aware of, if a staff clone beats the iMage there appears to be an issue. Now one would think they would improve the damage of the phantasms to ensure they were better than a staff clone. . . but more likely they’ll nerf staff clones instead. That would be the approach they have shown us thus far, however that being said I would hope they would fix the phantasms to be quite a bit better overall. I enjoy my phantasm build I’ve been running around with lately because it has pretty decent survival, but it really doesn’t do anything for damage, and Thieves popping all their CDs still can nearly instagib it.
I haven’t tested if staff clone beats iMage for my spec, but that wouldn’t be super relevant since it means it would also iWarlock and ALL phantasms in my spec.
1 in, 1 out
/15char
Its viable, but you’d get a lot more mileage from going 30 into Illusions instead of those final 10 points into Chaos.
You get a much better major GM trait, more overall condition damage from the 100 from Illusions, and a pretty good minor GM trait with Shattered Strength.
That’s nonsense. For starters, a staff clone is better than iMage for condition build (on top of being “un-missable”). Moreover, iMage won’t benefit from a number of powerful confusion duration increases that benefit the toon. Finally, the retaliation part has no synergy.
It’s a very weak phantasm.
Math isn’t nonsense.
All an enemy needs to do with my condition damage build is to cast once to do about the same damage as my iWarlock (1000-1200 damage).
If the enemy casts more than one ability (often) or if I catch Retaliation (fairly often, I’m usually within 600m range when I swap to the Torch), it will do a lot more than iWarlock.
That’s nonsense. For starters, a staff clone is better than iMage for condition build (on top of being “un-missable”). Moreover, iMage won’t benefit from a number of powerful confusion duration increases that benefit the toon. Finally, the retaliation part has no synergy.
It’s a very weak phantasm.
Do you know what math is? iWarlock is AWFUL for condition builds, for one very simple reason, it scales off of power, which a lot of conditions builds just don’t have because, you know, they’re using CONDITION DAMAGE, which is another reason to use iMage.
For my condtion build the only thing my iWarlock is good for is being a meat shield and shatter fodder, the iMage on the other hand i’m always reluctant to get rid of due to how much damage the confusion and retal do in combination with my burning, bleeding, poison, and other stacks of confusion.
You guys are focusing so much on math you’re failing reading comprehension. He said CLONE and not iWarlock. Referring to staff clones stacking random conditions.
Dunno what the point of comparing a clone to a phantasm. I figured he was just mistaken in his typing.
I don’t care much for pvp, but leveling pve the iberserker is supposed to be your opener. You summon it and it reliably gets one shot. He needs to go instantly or signet of illusions needs to not have a delay in increasing health so he can take a hit. Or he could spawn out of melee range, though I don’t know how that’d affect his accuracy.
I can work around it. I can attack and put hate on myself first. But that’s not how it’s supposed to work. I WANT the enemy to attack the iberserker. Just not until after he’s attacked and bought himself time for the signet to give him more health than a critter.
It took me about 3 mobs when leveling to realize that all I had to do was cast any other ability prior to iZerker.
I’m not sure what makes you believe that iZerker was ‘supposed’ to be our opener…it seems pretty clear this is not the case.
I think it’s time Anet gave up this whole “its not a pet its an illusion” type thing and just let us summon them like Ranger/necro/thief pets, with a set HP and skill set that attack anything we attack and die after they take X amount of damage. We rely on clones/phant’s for far too much right now and they keep becoming less usuable with each patch.
Making Phantasms to be similar to Necro minions would be an interesting case study to see how quickly this forum blows up crying about needing to re-roll.
My other 80 is a Necro, and I’d be incredibly giddy if minions were made to be 1/3 as strong as Phantasms.
Difference being that while Phantasms form the core of Mesmer play (even if they are just used for 1 attack -> shatter fodder), Necros don’t NEED minions to stay viable. In fact I’ve been hearing from several of my necromancer friends at the start that minions were a subpar utility anyways.
It wasn’t my suggestion, I was just responding to it.
I wouldnt call GS a crutch like the poster you are quoting states. Its more of a burst spec or pure big hit spec, its not condition heavy or boon heavy so very reliant on numbers. A lot of people, myself included always go for the big number spec, even if its not the best. Now i wouldnt mind whether its best or not, but if the izerker would work as intended, id be happy. Thats all
While you might have been one that ‘has been here since the start’, I call GS a crutch because it is what every random re-roll player chooses after he got killed or watched a video of a glass-cannon Mesmer rolling this weapon.
Frankly, iBerserker was always too powerful, IMHO, especially one a glass-cannon build. It did silly AoE damage on a short cooldown, and used to cast despite LOS and blind issues. The bug fixes to this phantasm were a good start. The current damage output is, however, too much — which is part of the reason you see the FOTM re-rollers whining and re-rolling, once again.
How is the current damage too much? Do you just mean it does too much AOE damage? Because as far as single target goes it is far from the highest hitting ability in the game, and the CD isnt shorter in all cases. But thank you, yes, i have been playing GS since release.
Well ‘currently’ its damage isn’t too much — its obviously broken a bit. The previous damage (i.e. 6 or so weeks ago) was, IMHO, much too high for a direct-damage 1200 range AoE, which also is a combo finisher. The single-target damage was actually still rather high for a 1200 range ability on a short cooldown.
I didnt think single target was that high considering ive seen those numbers and higher from other class abilities. The only thing that does any considerable damage is our shatters, which are a little difficult to pull off in PVP with the recent nerfings, but i dont mind having to up my skill in that aspect.
Btw im from TB, think our guilds may be friendly, we may see each other around in game!
We’ve probably crossed paths in groups if you are in TB!
I do, however, continue to think the single-target was high. The rifle warrior has some high 1200 range burst on low-cooldowns, but aside from that I can’t think of much larger than iZerker at 1200 range.
I think it’s time Anet gave up this whole “its not a pet its an illusion” type thing and just let us summon them like Ranger/necro/thief pets, with a set HP and skill set that attack anything we attack and die after they take X amount of damage. We rely on clones/phant’s for far too much right now and they keep becoming less usuable with each patch.
Making Phantasms to be similar to Necro minions would be an interesting case study to see how quickly this forum blows up crying about needing to re-roll.
My other 80 is a Necro, and I’d be incredibly giddy if minions were made to be 1/3 as strong as Phantasms.
I wouldnt call GS a crutch like the poster you are quoting states. Its more of a burst spec or pure big hit spec, its not condition heavy or boon heavy so very reliant on numbers. A lot of people, myself included always go for the big number spec, even if its not the best. Now i wouldnt mind whether its best or not, but if the izerker would work as intended, id be happy. Thats all
While you might have been one that ‘has been here since the start’, I call GS a crutch because it is what every random re-roll player chooses after he got killed or watched a video of a glass-cannon Mesmer rolling this weapon.
Frankly, iBerserker was always too powerful, IMHO, especially one a glass-cannon build. It did silly AoE damage on a short cooldown, and used to cast despite LOS and blind issues. The bug fixes to this phantasm were a good start. The current damage output is, however, too much — which is part of the reason you see the FOTM re-rollers whining and re-rolling, once again.
How is the current damage too much? Do you just mean it does too much AOE damage? Because as far as single target goes it is far from the highest hitting ability in the game, and the CD isnt shorter in all cases. But thank you, yes, i have been playing GS since release.
Well ‘currently’ its damage isn’t too much — its obviously broken a bit. The previous damage (i.e. 6 or so weeks ago) was, IMHO, much too high for a direct-damage 1200 range AoE, which also is a combo finisher. The single-target damage was actually still rather high for a 1200 range ability on a short cooldown.
I’ll be happy to use another weapon. Let me just take all my work towards sunrise and convert it…. oh wait. I can’t. >.<
Not to mention those that already have their GS legendary.
Legendary and exotics have the same stats. You are certainly able to get the same power out of a different weapon until iZerker gets fixed. You might also learn a bit more about the profession in the process of trying other things out.
I wouldnt call GS a crutch like the poster you are quoting states. Its more of a burst spec or pure big hit spec, its not condition heavy or boon heavy so very reliant on numbers. A lot of people, myself included always go for the big number spec, even if its not the best. Now i wouldnt mind whether its best or not, but if the izerker would work as intended, id be happy. Thats all
While you might have been one that ‘has been here since the start’, I call GS a crutch because it is what every random re-roll player chooses after he got killed or watched a video of a glass-cannon Mesmer rolling this weapon.
Frankly, iBerserker was always too powerful, IMHO, especially one a glass-cannon build. It did silly AoE damage on a short cooldown, and used to cast despite LOS and blind issues. The bug fixes to this phantasm were a good start. The current damage output is, however, too much — which is part of the reason you see the FOTM re-rollers whining and re-rolling, once again.
I would suggest just using a Staff in place of your GS and return to rolling thieves.
Only way for SoS to survive is they have to earn enough points in US prime time to survive the night.
I was on at 5am ET a few days back (newborn baby up all night) and SoS had +375 points. I don’t think you guys have any coverage issues whatsoever.
That’s nonsense. For starters, a staff clone is better than iMage for condition build (on top of being “un-missable”). Moreover, iMage won’t benefit from a number of powerful confusion duration increases that benefit the toon. Finally, the retaliation part has no synergy.
It’s a very weak phantasm.
Math isn’t nonsense.
All an enemy needs to do with my condition damage build is to cast once to do about the same damage as my iWarlock (1000-1200 damage).
If the enemy casts more than one ability (often) or if I catch Retaliation (fairly often, I’m usually within 600m range when I swap to the Torch), it will do a lot more than iWarlock.
WTB more Anet Moderation of kiddies.
Thank you for looking into these concerns/bugs and making efforts to fix them! (WTB some fixes for my Necro as well!)
iMage is fine, frankly. For condition specced toons, it likely the highest or second highest damage phantasm you can spec (depending if you have crit for iDuelist).
Thank you for your continued responses and help Jon!
I’ve never actually used Moa Morph in PvP
That is a good one!
I’ve actually never cast Moa on my Mesmer during live.
I only take off my Torch when I need swiftness. I haven’t picked up my GS in 6-7 weeks, and haven’t equipped the 1h sword in 3-4 weeks.
@Cactus, phantams for us who not traited speed before behave the same, exeption is iZerker who is kinda buggy. And another thing….
Yeah…. well not sure how much I want to adress this but Anet kinda made us op in latest patch. A bugg probobly but if you hit Iduelist and a glamour field he apply…… 8 stacks of confusion and several bleeds. Its not 20% chanse to do a stack its 100%. I just tetsed this on a thief and got 20 stacks with duelist crut and MH, im no confusion mesmer but he took 2,6k dmg / tick….
Tested again. got 18 stacks of confusion by cry of frustration i duelist and 2 clones + feedback…. 1 pistol stun, 2 I duelits and feedback, let him hit jump in and hit mirror and cry…. Its op and will be nerfed but i kinda sure i can get 25 stacks in a burst and do 20+ k of burst dmg same time….
25 stacks of confusion in WvW with my build would give 9625 damage per activation.
Lols.
the simply way to fix it can be the not enemy-legated phantasm, so they can evoked as necro pet and don’t die after the enemy’s death..this is the only thing i can imagine to save the class..°°
thk jon 4 follow us and reply anyway..^^
You’d be quite sad if Phantasms did the same amount of damage (let alone the AI problems) of Necro minions.
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