Quizotic – My recommendation would be to go play a couple of matches in sPvP with your ideal build for each class, then level the one you have the most fun with.
My main is a necromancer, so my decision would be biased, but they are awesome!
My recommendation is for you to select a server with a high population if you want to be successful at WvWvW. If you only care about PvE, you’ll be fine with whatever you choose.
Hi,
…The only thing I would like Arenanet to change would be to change to auto attack for the dagger on necromancers, so it will be a range attack instead of melee.
I love the auto-attack of the dagger. It’s visceral and bloody, and with our high hp pools, it’s generally safe to melee.
It’ll probably look cool, but it will be smaller than other races. If that bothers you, then I would suggest you not do so. If you want a cool sword for your Asura Mesmer, then it’s hard to beat it.
Just remember that you can always mix it up . Just because it’s not optimal to use a minion skill, doesn’t mean you can’t make it effective. If you want suicide minions, slot the Bone Minions skill, and blow them up in your wells for nice combo finishers. Can’t get much more suicide than that!
Caudecus Manor is extremely troublesome for necros due to the high volume of CC and high-damage projectiles. I felt like I was just along for the ride when I went through it in explorable. About the only time I felt really useful was in a small-room fight with a stealth-happy thief boss where Greater Marks kept tabs on her quite easily.
This was also before the Fear-Defiant nerf, so it’s not quite as useful now.
CM is baby cake for necro! You gotta run Well of Darkness and Well of Power and you can shutdown those riflemen. Plague Form #2 skill is awesome as well.
Fears are also still really great for some of the harder hitting mobs.
“Necromancer: A person who practices necromancy.
Necromancy: Any sorcery or witchcraft, involving raising or reanimating the dead.”When I bought this game, I thought playing necromancer without minion would be like playing ranger without bow (melee range) or playing thief without stealth /mobility.
Necromancy (/?n?kr??mænsi/) is a claimed form of magic involving communication with the deceased – either by summoning their spirit as an apparition or raising them bodily – for the purpose of divination, imparting the means to foretell future events or discover hidden knowledge. The term may sometimes be used in a more general sense to refer to black magic or witchcraft.12 – From Wikipedia
We’ve had several discussion threads about this topic before. Summarized, necromancer historically has mean someone who dealt with spirits for divination purposes, to gain insight and power – not someone who raises zombies like the popular culture trope.
I’ve been running variations on this build for higher lvl fractals and it’s working nicely.
http://www.gw2build.com/builds/simulator.php#1.5.1.7.18.0.0.0.0.0.107.110.123.127.130.1.1.0.301.306.0.321.0.0.0.0.0.351.354.0.366.369.0.20.10.0.20.20
You’ve got several AOE heals you provide your team. Life Transfer in DS heals teammates, leaving DS heals in area, Staff Mark of Blood provides regen, Well of Blood is AOE heal and regen.
The build is bulky but can also get good DPS due to might and vulnerability stacking and the new terror damages.
Use the focus #4, then Blood is Power, then DS and spam the #1 attack for more might and vulnerability.
I traited for the added damage when downed because it’s powerful and it’s a great way to ensure you rally quickly.
This build synergizes well when you’re supporting 1-2 more melee characters like warriors or guardians.
Switch to a dagger is a good idea to help you out in these circumstances. Also, I find the DS Life Siphon skill to be pretty good for object damage as well.
It all depends on the type of Necromancer you are playing, but I find generally that all of the classes can work very well in dungeons.
My necromancer build is mainly focused on PvE Control and Support, with some personal survival thrown in there as well.
I’ve got the trait that gives protection to allies which stand in my well for 3 seconds, I use the condition converting well, I can blind hard hitting minions, etc. Necromancers have tons of health, and I’m generally the last one to die. This gives me lots of time to assist other players, or pull aggro when the main melee character needs to escape.
As with any class, once you’ve learn the class, you will quickly find you’re well worth your weight in any encounter. Necro’s are bugged and tough to learn, but awesome.
I love the idea of having an Executioner-style two handed Axe for my Power Necro. MMmmmmmmmm……
Still love my necromancer. The loss of fear on bosses was sad, but it was just a bonus for me, not a game-changer. Still doing what I do best and loving it.
One press of whichever skill you want turns it on for each tick. So do yourself a favor and hit “2” once and you can jump and dodge around for 30 seconds. But yeah, thats all you can do in langolier mode.
Oh god, I’m so stupid. I’ve been mashing the buttons for so long now. Thank you.
Yes! My necro is generally always the last one standing and I’m constantly in and out of melee. PvE is shine time for necromancers.
I’d really like for ArenaNet to issue a response to this. The Tier 2 Asura Cultural Weapons are clearly not Asura-themed and need to be replaced.
7-8s Spinal Shivers into an Epidemic is just plain evil vs fleeing groups.
Flee, Flee you fools. Nah, I’m just kidding, you’re going to die.
I’ve never been two-shot by anyone (though thieves with stealth are immune from stalking strategies above).
My favorite moments in WvWvW are when my guild or zerg has broken through the enemy resistance and they start to run. It’s most fun to go after the stragglers or the ones that flee in different directions. Like an animal I stalk my prey, baiting them to use their escapes. I use the Staff auto attack to hit them fleeing, but secretly I’m just hoping they use their evades and dodges.
Once they are tired, I like to start with Spectral Grasp, bringing them back to me and dropping that sweet Chill on them. A few slices of my daggers and they’re running again, but not before I’ve hit them with Deathly Swarm for another quick Chill.
I let them get a few steps away when I lock them down with Dark Pact. Drop the Well of Darkness at their feet after some additional stabbing for more chill and some blind. Maybe switch back to staff for the 2,3,4 combo. Nothing like a bit of weakness to keep the endurance down.
Maybe the adrenaline’s kicked in now and they’re fighting back? Good time for a Reaper’s Mark to send them running and remind them who’s in control. Now it’s time for Death Shroud. Are they coming back foolishly for more? Doom then Life Blast. Are they running again? Dark Path then Life Transfer then Auto Attack.
They still up? Guess what’s just about ready again? Spectral Grasp and rinse and repeat.
Maybe they’ll try to escape to the water. Guess what still works there… that’s right! Spectral Grasp. And Guess what’s the perfect companion to Spectral Grasp…. Wicked Spiral is, especially if you pop Blood is Power right before it! Still running? Maintain your speed with Deadly Feast and keep them near you with Deadly Catch. Then if you need another teleport, Dark Spear. Remember though, Dark Spear causes you to be stunned for a second after you use it, so have Spectral Walk ready for the stunbreak so you can keep up with the stabbing.
Once all your spear skills are depleted, it’s time for more fun with the trident. If they break to run, use Foul Current to get to them, then Sinking Tomb to Immobilize then, then Frozen Abyss and drop with them. Hopefully you’ve got Life Force, if not, just use Feast, then pop into Death Shroud. Immediately I hit them with Dark Water to keep up the poison and blind them, then hit them with a Wave of Fear. If you’re full on Life Forces, Life Blast works nicely underwater now, or you can simply switch back to your trident and spam auto-attack. The range on the trident is so long and gives you that perfect feeling of watching the last fleeting moments of desperation as your prey runs from you.
Rob – for Path 2, one time, we all wiped at the spike chain bit.
We all died after we had fulfilled the graveling kill amount, but the big broodmother graveling was still up. When we teleported back, we hadn’t retriggered the event, but the broodmother was still standing there. Thinking we had to clear the room before trying again, we killed her with melee, and then the event changed and said we cleared it. I’m wondering if this is causing a problem.
Fixing bugs and exploits. Working on sPvP and WvWvW. Bettering the existing Dungeons. Honestly, the game has a ton of content. I don’t want anything new right now unless it’s directly related to existing content.
1. I’d like to see a function which allows a server to capture uncontested siege in a similar manner to points in sPvP.
2. Also, I’d like a channeled skill in all siege that the operator of the equipment could initiate to destroy or unpack the equipment.
3. And last, I think ArenaNet should test making siege not immune to friendly fire.
The reason for the first request is that it would add another small group tactic for dealing with siege groupings. If you capture the siege area, your team should be able to claim the rewards. Naturally, Golems would be a difficult thing to capture, but imagine how fun it would be to stumble upon the enemy zerg’s golem factory location and capturing it before they were built. Remember all those enemy flame rams that are left at keep gates, barring your server’s flame rams from being dropped? Cap the rams, and they’re your toys to play with now.
The idea behind the second request is due in part to two things:
1) The siege limit in WvWvW is annoying and this would let servers clean up friendly siege in areas they no longer need it. Maybe even have a small chance to recover blueprints? Especially with greater reports of the prevalence of WvWvW server spies wasting siege by building it in un-opportune areas.
2) If the first request is implemented, servers would need to get rid of abandoned siege which could be captured by enemy servers.
The third request is just a preference. It doesn’t make sense for both zergs to be in open warfare, yet the one closest to their keep wins out due to their siege not affecting them. Siege should always be a risk/reward factor. Do I order the arrow carts to fire into melee, knowing my own troops are to be killed? Golems probably wouldn’t work very well with this, but Golems make sense to not affect nearby units. You can see them and avoid them.
What do others think about Siege in WvWvW?
… I wish there was some sort of animated image of the map throughout this match-up.
This would be so awesome!
I would love this. Wells are the best things about necros in my opinion, though I wish they had better visual effects.
Also, plague form is fine, they just need to buff 1&3 a little bit and make it work with our traits. I use all 3 of them a lot. Got enemies that are immune to blind, but need to protect your allies? Use the Weakness Plague (Dredge Fractal comes to mind). Just need to damage up with added bonus of constant stability? Use the bleeding plague.
The best part of yesterday was being helped by the awesome community into the overflow servers and then paying if forward by helping others get in. In all I managed to get ~15 people into the shard I got in, and hope many others did as well.
The community coming together in this disaster of an event was really special. I didn’t get a precursor, but that’s not the point. I got to experience the event – something that wouldn’t have happened had the community not banded together and found the hidden events Arenanet likely missed. Cheers everyone!
Precursors will remain precursers for most people that get them, though. That’s the point. Legendary weapons are still INCREDIBLY out of the question for casuals even with a guaranteed precursor. What the guaranteed precursor would have given is a fair reward across the board for everyone which they could keep/use/sell/craft into legendary.
Why cap MF at a certain percent, when it would be extremely cleaner for all involved to do away with it completely? If you play the game, you get rewards like everyone else. No stats hampering or calculations involved.
Bear mode on Norns is awesome. Good source of knockback for a class that has none.
I have no problems with vet karkas as wellmancer with crit build.
There is really NO reason at ALL to run MF gear in Fractals since it doesn’t effect chest drops and that’s where 99% of your loot comes from. In other dungeons I suppose it is somewhat helpful for drops, but not at the expense of completing the dungeon in a timely manner.
You must not be tagging enemies, because I get tons of enemy body drops in fractals, and MF influences the quality of the drop. Have you looted the boss bodies? They tend to have nice things too.
think our world is full now
come one, come all. SEND me /join or pm me. either use cerulean moth.2743 or mothrascales.
still adding people actively. send me join request or a pm.
pm me instead for invite.
if it’s the npc’s don’t move issue, they’re moving on the server i’m on. please send join requests. cerulean moth.2743 we need more people
how to do you know demolition stage is bugged?
IGN: mothrascales if invites still exist. thanks!
Love these ideas. You’ve done a good job of making these skills seem better and more fun, which is what I personally think the bad necro skills are plainly lacking in.
Signet effects could be so cool for necromancers…
I believe the concept of magic find should be reworked or just completely abolished. I have a MF gear out of need/desire for good drops and am generally competent in dungeons, HOWEVER, I could be so much better if I could feasibly ditch the gear. I don’t always have access to Guild MF banners/food/etc, and runes are an easy choice.
Why should the people on teams with the least overall stats, when playing at the same level as those with no MF, be the ones that receive more loot? I understand the concept that it’s harder on those people who give up stats, but they are also making it harder on EVERYONE in the group and contributing significantly less to damage output.
How about instead of MF affecting dungeons, we make it something smarter based on damage, enemies tagged, speed killing, searching the dungeon, etc? Instead of better drops due to MF, give better drops that are hidden or difficult to obtain using sub-goals? Take cues from pen and paper RPGS and give us rewards for exploring the beautiful and awesome dungeon areas you’ve crafted. Why not have resource nodes in dungeons to find rare treats?
This rewards BETTER gameplay instead of nerf’d stats, and give the player a sense of earning the higher rewards.
Until then, I’m in Full Noble Rune set and hoping my Krytan Warhound makes up for the difference (It doesn’t, but it’s cute.)
(edited by cerulean moth.2743)
11/15 is the promised first balance patch. I’m hoping for some cool stuff. Hang tight everyone – This game will likely take a year to get ironed out.
Merthax, if anything, DS is a quick safety button if you don’t trait for it at all. The #3 fear casts instantly and works if you’re immobilized, knocked down, feared etc. Just pop in DS, #3 cast, and leave. AOE #4 is perfect for tagging mobs in events even without DS traits.
I like taking the 66% chance bleed on crit, the fury when in death shroud trait and popping #4 as soon as I enter DS. With my current build, it’s about 75% of the pops on the Life Siphon crit with fury up. It’s a fun way to spread some bleeds.
I really like the Weakening blood cast on entering DS as well.
I love my necromancer main as well and have tons of fun with it.
It really depends on what you want to do. Lower level play you can be anything with a necromancer.
For higher level pvp, you’re generally shoe-horned into conditions, RIGHT NOW, but they are working on balance.
Jack of All Trades is the perfect description of necromancers in my opinion. Other classes tank better, other classes escape better, other classes melee better, heal better, condi spam better. We can do it all in one build though. We’re tough and resiliant. We’re good at spreading conditions. We’re very good at blind/chill.
Personally, I use wells and a crit build and love love love the feel. It’s fast and furious because I use double daggers. Staff is an awesome support weapon and death shroud is cool.
There are a lot of problems/bugs with the class, but I don’t notice them in the low PvP and lvl 80 dungeon stuff I do. Hope you decide to try it out. There’s a lot of anger due to the lack of updates on bug fixes on the necromancer forums, don’t let it cloud your decision. It’s a fun class.
You remove a feature instead of fixing the exploit? Sorry, no comment.
However, the Orb buff was definitely bad gameplay-wise, but what should have happened is keep the exciting Orb mechanics and just make the buff magic-find or something similar.
They stated in the original post that it’s coming back eventually, they just need a solution now as its effect is too grandiose on the matches. Removing them altogether is the best and fastest solution for the now. Give them time.
You just wanted to show off Bifrost, didn’t you? It’s pretty.
same here, doin arah and alphar just hates my necro. i run around a box just to try to lose agro but that guy just follows me, and only me, no stacks of bleeidng on him, no autoattacks cant hit him cause im just runnig around a box and that guys just keeps following me. its just funny. weird, but funny.
Switch to staff and drop marks for him to run to. I’ve noticed that when I pull aggro, a well timed staff#5 fear can send them away from me and to another teammate. You can also pop DS for a sec and hit them with #3.
Yeah, we definitely take one…er…more like many, for the team. I try to mitigate it all to DS and (new favorite skill) Plauge form. I have, literally, been asked to come with a group because I am able to time when to blind and fear them so that I can be the masochistic Necro who now has a greater use…
This is what I like to do as well. AOE Blind spam, AOE Condition Removal, AOE Boon Corruption, AOE Weakness, Plague Form Stability and Defense Boost. I’m constantly right in the middle of the fight laughing at enemy. Health low? DS and run away.
Which is why they can keep the horrors and just make them invulnerable to damage until they die. All builds will profit from the bleed stacks. It’s just like other minor traits that give chance for bleed.
I like Reanimator, I just think the Jagged Horrors should be constantly invulnerable to attacks and just die at a set time. No more sPvP issues and they would actually get to apply the bleeds they are supposed to do. It’s not a big help, but it’s something fun and in keeping with the theme. They also need a different skin.
Delicious Delicious Lifeforce - A proposed change to Deathshroud.
in Necromancer
Posted by: cerulean moth.2743
I think bleed ticks you put on people should add LF. It makes sense from a concept perspective and it would greatly help condition mancers. You’d have to find the right balance amount.