you are melee. you should never be able to hit as much as a vulnerable spell caster
If only that was true…
Warrior, closest I got is Rampage I might get 3 / 2k hits off before you run away?
The only upside to Lich is the ranged 5-target cleave, everything else is better on Rampage.
Not hard to kill noobs
when your amount of condi spam available outnumbers your opponents condi defense in many situations.
Dire has its merits but it’s certainly not the ultimate 1v1 faceroller you make it out to be.
Also, Withering Precision, really?
so you say we have LoS and 30% damage reduction to protect us. while they have LoS + healing + shields, 100% damage reduction stealth then some reset fight and come back with like full hp and we don’t have disadvantage?
Stealth doesn’t protect you from damage, just from being targeted.
All those other damage mitigation mechanics and our lack thereof are a seperate issue. But line of sight works the same way for everyone.
Unholy Feast and Wail of Doom ignore line of sight as well.
Also, marks need los for the center but the actual mark can reach around corners, ledges or even trigger through walls.
As to your complaint in general, necros can use los to protect themselves just like any other class. So there really isn’t any disadvantage for us except maybe that other classes can use mobility to get behind cover faster.
Corrupt Boon, Well of Power or Flesh Worm.
Well of Darkness is actually a good pick too despite the cooldown. In addition to the general defense it can give you a safe stomp.
I’m pretty sure shroud also scales with toughness. I didn’t until I noticed the new minor trait that improves toughness while in shroud so it wouldn’t be impossible for that to be the case. Well someone can easily test it, go full knights and see if you take the same amount of damage from a skill in and out of shroud.
Yes, toughness always worked in DS. However, according to some math we did a while ago, once you have Armored Shroud your effective life force pool against direct damage is higher with carrion than rabid. So a single point in Death Magic in enough to make carrion have a tankier Shroud against all sources of damage.
If you decide to go carrion with 64004 your ehp is actually slightly below rabid and that traslates to DS as well, but you’ll always take condition damage in pvp matches so carrion still wins.
Neither. It could be 25 stacks of stability for 1 hour, it will still just get you 1 sec of fear.
I agree with djooce, Dhumfire on Life Blast was a buff, not just because of the longer duration but because you actually have controll over when it triggers.
Plus, eliminating passives is healthy for the game, it raises the skill ceiling while allowing counter play. So this change was a win/win in every way.
I am not sure where the carrion necro started but it is definitely inferior to a rabid one…
The DS argument with vitality…really?!
Oh man, this has to be the oldest topic on the necro forum. And I’ll tell you when it started: when the game was released. Even when our lf regen was a lot worse and our lf pool was smaller we could still make better use of vitality than toughness.
Also, the current celestial meta is so condition heavy that you’re probably getting more effective hp out of carrion after healing 5 times without using DS at all. And yes, the “DS argument with vitality”… life force is the one resource we can generate rather well and it scales linear with vitality, so once you add that there’s absolutely no contest.
(edited by flow.6043)
Condi duration applies to corrupted boons. 15 sec.
You can’t beat good thieves. They have a lot better mobility and dps so you just accept you are dead already. If you do a bit damage to them they just run away.
That’s a very pessimistic attitude, and definitely not true.
Depending on the thief’s build you have to deal with them differently.
But generally there’s a recipe for fighting all of them:
Let them hit you when you’re in DS and don’t let them hit you when you’re not. That means, if you anticipate high damage soak it up with life force. Use your DS skills to combo bursts as part of your counter pressure when you’re leaving DS to put them on the defensive. If you manage that you will buy yourself some breathing room for when DS is on cooldown. Now is the time to dodge, stun, blind them, hide behind Spec Wall or Well of Darkness or whatever skills you’re using, and most importantly: generate life force so you can repeat this defensive pattern.
Killing them in the process is now just a matter of hitting a moment when they expose an opening that makes them overextend before they know it. This is more difficult against S/D perma evaders, almost up to the point where it’s pure luck if you can hit that crucial stun at the right moment. But generally it’s doable.
And keep in mind, if we’re talking about a 1v1 in sPvP they’re actually the ones pressed for time. They can’t stay on the point when you’re there. So patience and attrition, which would usually be in favour of the thief if it was an off point fight or a duel in WvW, is now working against them. They have to play more risky and aggressive which means that a duel against a thief is really the necro’s fight to lose.
(edited by flow.6043)
Hunter x hunter is a great anime.
/fistbump
Necromancer is in a weird f’n spot.
I only ever turn into a little jellyfish when I see how easily some other classes can recover from heavy pressure that would make us hold onto our lives by a thread if we’re lucky.
If we could get better sustain (healing for the most part) I feel like we’d be in a decent spot.
As for utilities, FW/SW is popular but not mandatory. So bringing more support to team fights is actually possible as it is if you just switch to skills like wells, Spec Wall or even CPC. All of those aoe skills have defensive features, you just need to rely a little more on your team to peel for you instead of porting away entirely. This way you have a greater impact on fights on your own, plus you provide combo fields for your allies.
Well, before the patch 5.75 secs of burning basically meant that there’s a 75% chance of getting another 6th full tick, but there was also a 25% chance that you would only get 5. Now you always get the exact value of your duration extension.
@toxic sharpening stones: higher duration means more damage, if it’s worth buying them is up to you.
Depending on your build the 100 condi dmg they give might be more than you’d get with a percentage of your toughness or vitality. So they might be the highest damage option either way.
How does it apply the ticks now? Like, does it still use the global timer system, so a 1.5s bleed will tick once for its full damage at the next global tick and then for 50% of damage at the next? Haven’t had enough time to play with it.
The timer mechanic is still the same. The first condition applied sets up that “global” timer for a target and all additional conditions will tick at the same time.
The difference now is that condi durations that aren’t full seconds long can neither be completely lost or get you another full tick if you’re lucky enough.
Edit: scratch that half second thing, the timer of the first condition sets up the timer for the rest so any other later applied condition will begin with a partial tick unless you by accident manage to exactly hit the full second again.
For example:
Bleeding is applied for 3.xx seconds at T(zero). Since it’s the first condition it will tick normally until the 4th second when it ticks for 0.xx of it’s full damage.
3.75 seconds of poison is applied at T(zero+0.75). If a full poison tick is 100 damage then you’ll get 25 damage at the first tick, 100 at tick 2+3+4 and another 50 damage at the fifth tick.
Fear is still bugged and works exactly like it used to before the patch. So either full tick or nothing.
(edited by flow.6043)
2. Since this build is noted for WvW, PvP, and PvE, do you think it outshines current “meta” builds for necro in these areas? Or is it primarily used for it’s versatility. I do WvW a lot now, and I’m not sure if buying full Zerker is simply better in all cases, or if this build does have it’s perks over Zerker in the Zerg WvW meta.
In PvE the zerker meta is uncontested.
I do play my necro with this build in most open world content and it’s actually really nice in maps like the Silverwastes. But I mostly do so for fun and because I like the playstyle of this build. So if I need to bring a power build I simply switch class instead of changing the build on my necro.
In WvW you have to make the distinction between roaming and zerging. Against super organized groups you can instantly see how your condi pressure loses value. You’re never completely powerless though and you can still pick off back line players or those who stray off their pain train more easily that power necros. And of course you can do the same debuffing and damage soaking that all other necro builds do, so in a way there’s still some merit to this build even if most of your damage falls flat at times.
As for the roaming meta, I’m not even sure there is one at the moment, but for necros in general you have to have the following mind set: you might not escape if people decide to gang up on you, but you can win every single straight up 1v1 with this build. And when I’m roaming I’m looking for proper fights and good opponents, so being a sitting duck sometimes is fine by me if it means that I can defeat ppl in a fair duel.
Which brings me to sPvP: I consider my build to be stronger than the condi meta in every single way. Defense and offense is simply better while being able to bring more utility and team support to every fight. Also, there are some builds on some class that the condi meta can’t beat, but this build can deal with all of them. There are advantages of playing power builds though, certain damage spikes, downed pressure or lock downs and generally having different defensive patterns with being heavier on DS and spectral skills.
One thing to note here, my build is definitely strong when I play it, but I’ve heard of several players who’ve tried it but either didn’t like it or didn’t have the experience to pull it off properly. So this build, even if it might be stronger than the meta, is probably never going to be meta for two reasons:
1. If you’re a necro veteran you’ve probably settled into playing either condi or power and don’t feel the need to make a change. If you’re new you probably won’t start playing some hybrid either which is generally considered subpar for necros, so they’d too go for something more straight forward like full condi or full power.
So basically the build is too niche on a class that is unpopular in sPvP.
2. Teams are more important than individual players. Map awareness, rotation and skill coordination in team fights heavily outweigh the build of a single player. So when we’re talking about meta builds we’re talking about what most people play and what is popular. And this means that there are a lot of strong builds across all classes that simply don’t matter enough in the grand sceme of things to influence the current meta.
(edited by flow.6043)
First of all, thx for your dedication to this build, I’m flattered.
1. What are your thoughts on taking the 4 points in “Spite” and putting them into “Soul Reaping” and getting DS skill cooldowns and fear duration increase?
If there’s one trait line worth switching anything for it’s Soul Reaping. Last Gasp is one of our best minor traits and an additional 20% life force on top of all the vitality would be huge.
However, beyond that you have to look at synergy. With a rather low crit chance you’re not getting all that much out of 200 ferocity (+13% crit dmg), so overall power is simply a better dmg modifier.
Then you’d have to compare +50% fear duration vs +20% to all conditions, should you choose to go with Master of Terror at all. In WvW I’d probably pick a different trait because you get 40% from food anyway, in sPvP it would make more sense but there you’d have even fewer options to modify your crit chance to get some use out of the extra ferocity. So you’re really left with the question: more fear vs 20 to all condis. Imo the latter is stronger in regards to both defense and offense. Chilled, cripple and weakness contribute to your defense just as much as fear does, if not more, and extending all damaging conditions usually nets more damage than an additional 30% fear.
Retaliation in DS always seemed like a waste to me since I get long durations of this from Axe 3 anyways
It’s true you can get perma retaliation from Unholy Feast alone, but only if you always hit 5 targets. Also, timing is important here. You might not be on axe/wh when you could use some retaliation or your opponents might be out of range entirely for Axe3 to hit.
And retaliation seems fairly underrated. There are lots of channeled skills that hit several times in which case retal deals really high damage and ignores your attacker’s armor value.
So Spiteful Spirit is one of those traits that are very subtle but have a huge impact on certain encounters.
and the damage boost + cd on axe seems outshined when comparing to increased fear duration.
Like I said, I’m not sure if I’d pick Master of Terror as an alternative in Soul Reaping, but the actual reason you want Axe Training is because of the cooldown reduction for Ghastly Claws. The added damage to axe and Life Blast is just a bonus.
With the trait your cd + channel time is ~8.5 seconds, without the trait is 10.25 sec. Sometimes these 2 seconds can be the difference between using Ghastly Claws 2 times or just once, which does not only mean more damage but also twice as much life force. The skill also tends to provoke opponent’s reactions rather well, be it dodges or as much as forcing them to play more defensively. So 2 seconds might not sound like a lot here but it’s actually the primary reason why I use this trait, and keep in mind I picked it over Chill of Death, that’s how much I value Axe Training.
Nooo, Dadnir. This is a Work In Progress (WIP), don’t interrupt him in the middle of Curses. So far the guide is pretty useful!
Usefull? For who? For what?
All I see is just some bias. And he say it :Just saying now, this is based on my testing, not yours.
…
What i’ll say is just : he did not enough testing to make a “Guide”.
But… but.. he put so much effort into this. He read ALL the tooltips of the traits and then told us which are useful and which are useless. And he reviewed almost 1/4 of all traits in one go. That’s pretty amazing in my book, definitely worthy of the title “Necro Guide”!
Nooo, Dadnir. This is a Work In Progress (WIP), don’t interrupt him in the middle of Curses. So far the guide is pretty useful!
First of all, I’ve seen one of your videos before, I really like the split screen setup.
On topic, this is clearly an l2p issue. You have to improve in two ways:
1. Your reaction time on your necro is slow and you sometimes don’t use the right skills at the right moment.
2. Your signature says you’re multi class but sometimes I get the feeling that you’re not anticipating certain moves that your opponents are inevitable going to make.
As far as I remember you’re playing on EU? If so, I’d like to offer you my help in game.
Two professions can get Aegis: Guardians and Mesmers. Mesmers have no control over when or if they get it, so they really are not even worth considering here.
Just to complete the list, there’s Well of Power. And Guardians can share aegis with allies too.
Aside from that, there is only one blocking skill not on Guardian that also lets you do something other than block for its duration, and that is Arcane Shield. Which never sees use primarily due to its ungodly cooldown.
Arcane Shield is a standard utility for Fresh Air eles and I actually see it a lot.
Since the best part about having unblockable marks is Reaper’s Mark interrupting whatever you like, is it worth interrupting a block channel, since they are doing nothing else?
Reaper’s Mark is not the only one you want to land on blocking opponents.
For example, I don’t want to wait 3 seconds to use my condi transfer against several classes. Or just poisoning and chilling them while they have their block channel going can completely turn a fight around. Not to mention that they are pretty much guaranteed to not dodge because they wouldn’t want to cancel their block skill.
Also, yes it is worth interrupting someone’s block channel. Maybe you want to follow up with some blockable skill, maybe you want to get someone off a capture point, or maybe you just want to enable your allies to land some damage as well.
If you currently have no points in Soul Reaping, yes, I can understand why you think FitG is too much of an investment. But saying Greater Marks is better for most builds is downright false.
And I never said that.
(edited by flow.6043)
It’s a bit shizophrenic to ask for survivability and then not being willing to invest into it.
The thing is, necros are lacking sustain at their core design. So yes, to a certain extent we expect some survivability buffs without having to make any compromises or investments.
Personal battles are boring so take it to Pms, as it does not add to the discussion. Express you opinion on the traits as that is useful but I don’t want to wade through the bs surrounding your personal battles.
Agreed problem is flow thinks his opinions are superior to others and says people “have no idea what they are talking about”
This personal battle is part of the discussion, so chill, Gryph.
Narkodx, I have no idea why you feel the need to be this condescending towards me, but fine… it’s all my fault and my “opinion” is worthless. Happy now?
What a great rebuttal, sir. Let me slow-clap for you while I collect my thoughts…
Your opinion is no more credible than anyone else’s regardless of the size of your wall of text
At least that wall of text displays some form of coherent thought. The least you could do is extend us the same courtesy instead of spouting such ignorant nonsense.
You have accomplished nothing in PvP like the rest of us – What team are you on again?
Greater Marks is overrated like you
Well which is it? Am I a nobody or overrated?
We already had this discussion
Flow has a fetish with the staff
Quite comical really
You call it fetish, I call it skill and knowledge that you apparently don’t have.
Elaborate, then. I explained my reasoning for why I find it easy to give up for Foot in the Grave. Other than against Guardians, I don’t see much use for the trait; nobody else blocks enough for the unblockable portion to be worthwhile, and the radius increase is not critical in most fights either. Comparatively, a stunbreak and a freed utility slot are much more valuable.
First of all, you have to take an entire build into consideration.
Personally I don’t have any points in Soul Reaping, so diverting 6 points even if I’d get 30% more life force and Last Gasp along with that FitG stunbreak would just cripple my build to the point were it’s not worth it in the slightest.
Now, the 06404 meta vs a 0XX06 condi build. I won’t even discuss how crucial life force management for these builds is and how this would inevitably interact with the ability to use the stunbreak vs preserving your lf for defense in foresight of how a fight is going to develope. Also, every fight can be so different that even then it’s impossible to make a blanket statement like one trait always being better than the other.
Therefore an additional corrupted boon with Path of Corruption can have a much bigger impact than a stunbreak. It doesn’t even have to be stability, it could be as minor as turning swiftness into cripple or regen into poison.
So, Greater Marks, it’s not like I haven’t written this in many other threads before but here it goes again:
1. Unblockable. Anyone who says something along the lines of “this is only helpful against class X in this very specific situation…” just outed themselves as shortsighted.
There are tons of blocking skills spread over all classes, not to mention an abundance of aegis.
You might say, well no big deal I’ll just use an auto attack to get rid of the block or wait and then go on doing my usual thing… again, shortsighted. Minor details like this have huge impacts on fights, the utility of marks, the timing of skills that work in synergy with them, having to delay any of that or making any of it miss because of a block completely changes a fight.
2. The size.
First of all, the incease of the base size of marks just made Greater Marks not mandatory when using a staff because 120 radius was just laughably small.
Now it’s 180 which is actually decent. However, 240 is still an 78% area increase.
The most obvious advantage here would be that you’re always going to do more damage in teamfights because you’re hitting targets that you simply wouldn’t hit without Greater Marks.
But the true hero is additional utility: higher range, not just at 1440 distance but being able to hit targets around corners or on ledges or whereever they are hiding to avoid line of sight. Then there’s the 300 radius poison field, aoe regeneration and most importantly the 300 radius blast finisher. I can’t emphasize enough how good it is to combo blast targets that are standing up to 300 units outside of combo fields.
So like I said, it’s impossible to make a blanket statement about what is better in general, which is why it’s absolutely not an obvious choice and perfectly understandable why someone would choose one over the other.
And when someone says “Greater Marks is literally one of the worst major traits in the game” they lose all credibility with me.
(edited by flow.6043)
Since the baseline mark increase, the size increase isn’t that helpful. So yes, the trait really does only help against those two.
Greater Marks is literally one of the worst major traits in the game
Sorry, but both of you have no idea what you’re talking about.
I find it really easy to drop Greater Marks for Foot in the Grave now. Greater Marks is only any help against 2 professions: Guardians and Engineers. And if an Engineer is blocking, he’s not doing anything I care about interrupting with Reaper’s Mark anyway.
Is the ability to better handle one profession worth a utility slot and better protection against all CC? I don’t think so.
Greater Marks does so much more than allow you to fear someone who’s blocking.
To me it seems just as reasonable that someone would drop Path of Corruption for FitG, or not change to FitG at all.
Yeah i imagine it may have actually prevented fear effect. Although i cant think of ever being in a situation where i had both without using a stunbreak to clear the fear. I suppose it never really ended up being an issue due to most necros never using the trait and the limited amount of fear from other classes.
With shout warriors being the current meta, rangers, thieves and of course other necros, fear is actually very common in PvP these days.
Traited virtue of courage is a group stun breaker, running through well of power breaking fear is because the condition is converted (therefore removed) not because a stun is being broken by receiving stability.
Perhaps I gave bad examples, but I honestly can’t remember ever getting stability and still be stunned from a previous CC.
Anyway, I initially thought this patchnote was more of a tooltip fix than an actual buff. Apparently not.
Prior to this patch, you had to preempt CC with DS in order to use the 1 stack of Stability to block that CC. Now if you get CC’d, you can pop DS in response to the CC and break out of the stun and gain the 1 stack of Stability to prevent a future CC from hitting you.
That doesn’t quite answer my question. It was my impression that a trait that gives you stability on an instant cast ability acts 100% like a stunbreak.
Like I said, I haven’t used FitG in ages, but from my experience with gaining stability from other sources mid-stun that stun would be broken by gaining the boon. Like when guardians give you stability, or when you’re feared through Well of Power.Nope it never did stunbreak. It only prevented further CC. But you would still have ur cooldown resets and knockdown animation play even while under the effects of stability. Well of Power only worked because it cleansed the fear and converted it to stability. It was always something that didnt make sense logically. But they kept it so it didnt stunbreak for balance reasons in the past. There arent really any other instant cast stab skills which dont stunbreak. So it was like the only example of it.
Weird… so with FitG it was actually possible to have both fear and stability on your condi/boon bar at the same time?
I’m getting the feeling that this change was made to get rid this oddity rather than actually buff the necro.
Prior to this patch, you had to preempt CC with DS in order to use the 1 stack of Stability to block that CC. Now if you get CC’d, you can pop DS in response to the CC and break out of the stun and gain the 1 stack of Stability to prevent a future CC from hitting you.
That doesn’t quite answer my question. It was my impression that a trait that gives you stability on an instant cast ability acts 100% like a stunbreak.
Like I said, I haven’t used FitG in ages, but from my experience with gaining stability from other sources mid-stun that stun would be broken by gaining the boon. Like when guardians give you stability, or when you’re feared through Well of Power.
I haven’t used Foot in the Grave recently, but wouldn’t gaining stability stop being stunned anyway? I can’t think of any other skill that is instant cast, gives stability but isn’t a stunbreak. So…DS being an instant cast, is this now really different from a regular stunbreak before this patch?
A few things caught my eye at first glance.
1. You’ll definitely get more out of Scavenging runes instead of Undead in case you picked them for the 7% bonus.
2. You are going for the Signet of Spite – Signet Mastery – Chilling Darkness combo, which might be strong at times but perhaps you have overcommitted your resources here a little. Then again, you also have the off-hand dagger and you could use Plague Form with it, so I guess you’ll have to find out by trial and error how useful this really is to you while roaming.
3. Is the scepter dire on purpose?
4. The 3 traits in Death Magic aren’t my favourite ones.
If you have a staff then you should definitely get the two staff traits, that is if you want to leave points in Death Magic at all because a 6 point investment for Unholy Sanctuary is just not worth it.
5. Your life force regeneration seems rather low. I’m not sure how much this will factor in when you’re roaming because it’s always easy to start a fight with full lf in WvW, but as it is your only in combat regen is on Feast of Corruption, Necrotic Grasp and Spectral Walk.
Since you’re going to play hybrid anyway you might wanna try other weapons instead of scepter/dagger because they all have better life force regeneration.
After trying out Captain and Knights runes, I’ve come to the conclusion that the added defensive stats do absolutely nothing for a power necro. The primary cause of death for me is being chain CC’d and focused, and the amount of defense given by those runes is nowhere near enough to survive that. And if I’m dying anyway, I might as well keep those stats in offense.
somewhere around 3000 armour was where i started noticing the benefits in pvp. In WvW i believe its 2600 without sacrificing too much damage.
I’d post a rebuttal but Czerny already wrote everything there is to say.
Focus and CC chains kill any build but at least the armour usually allows me to take them for a few more seconds if i need to or port with wurm once it hits.
So… a few more seconds until you die… and that is better why?
And how does having a wurm port available make your armor value relevant?
You know, most of what you write just makes me think that you don’t know how to use Death Shroud.
And you for sure have never heard that vitality scales better with life force than toughness, which makes vitality a better defensive stat even against nothing but direct damage because necros have so much more access to lf regen than regular healing.
Anyway, I’m looking forward to hearing from your duel with NeXeD.
Yes, I may be dellusional and out of touch but last time I checked the point of PvP was to stand on point. Take one point and you get points. Not sure why anyone would bring a Necro for its “mobility”.
I think you missed the point.
Roe had a bad team and necros can’t carry bad teams. Arguably they are the one class that is most dependant on allies being solid players. The fact that you sometimes end up with no points at all is bad luck in addition to that. So there probably wasn’t much he could’ve done to avoid the outcome, and there was absolutely no need to start lecturing him about his build, which I’m sure is a good build anyway.
When this happens, and it does so rather often if you solo q, then I usually ask the other team in map chat to give me a quick decap so I at least get match participation.
You know, for that sweet sweet reward track loot…
You do not…
The builds is designed to be capable of defending endlessly against any build in a 1v1
There’s definitely no one who could bring a bunker guardian down fast on their own, but if there’s one class that will kill them eventually it’s the necro. It might take a long time but I guarantee there’s no guardian who can last against a necro indefinitely.
The real question is, should you engage a bunker guardian alone when you could +1 fights on other points instead? Usually no.
Also, why are wells so huge!?!? They should be the size of marks.. no.. smaller. Like, really small.
Only thing to do would be to limit all Wells and Mark skills to one at a time, which I’m in favour of.
Yup, smaller and just one at a time, I like it. Bring back the old 120 radius for marks, but make that the Greater Marks version. Untraited: 60.
Afterall, necros just put out too much aoe. You know those moments when you play a different class and the enemy team is like “yeah, focus that guy” and boom you’re dead! But on necro this doesn’t work, the necro focuses the entire enemy team alone with all the wells and marks! 1v5 on point, no problem, focus fire everyone with aoe and they’re dead.
Clearly this has to stop. One mark at a time, acoustic and visual warning like a combination of skyhammer and trebuchet with an indicator on the minimap, and then 1min later they can activate.Wait. What about the colorblind who may have their speakers too low to hear the warnings? Might need on screen text and arrows too.
Yes, of course.
Also, Anet should make an app for your phone that sends you a warning in case you have to be afk for a while.
Also, why are wells so huge!?!? They should be the size of marks.. no.. smaller. Like, really small.
Only thing to do would be to limit all Wells and Mark skills to one at a time, which I’m in favour of.
Yup, smaller and just one at a time, I like it. Bring back the old 120 radius for marks, but make that the Greater Marks version. Untraited: 60.
Afterall, necros just put out too much aoe. You know those moments when you play a different class and the enemy team is like “yeah, focus that guy” and boom you’re dead! But on necro this doesn’t work, the necro focuses the entire enemy team alone with all the wells and marks! 1v5 on point, no problem, focus fire everyone with aoe and they’re dead.
Clearly this has to stop. One mark at a time, acoustic and visual warning like a combination of skyhammer and trebuchet with an indicator on the minimap, and then 1min later they can activate.
Putrid Mark always transfers blind first and then up to three more conditions.
Blind is one of the conditions though, so in that case it would be up to 2 additional ones for that target.
I haven’t had any problems with Putrid Mark lately. Perhaps the thief just cleansed his and reapplied your conditions right after the trasfer?
If you know someone good in NA i can duel him/her in your place
I believe NeXeD might be interested.
My thief just works against glass necros, its not a skill matter, its the mobility.
The reason I wanted to duel you is to show you that amulet stats don’t make a necro glassy. And that beating a thief is not about your armor value but mostly about skill timing, and to a lesser extent utility/traits/sigils etc. So yes, it’s definitely a skill matter.
Just dueled another zerker meta necro a few times who wasnt half bad, except…he was zerker and using a staff. Got him to switch to knights and voila lasted a whole lot longer while doing dangerous pressure damage. If he dropped the staff and took daggers and warhorn and we dueled again, i might actually be forced to use stealth.
If i can get the meta to change to knights and necros are benefiting from it, i think it would be a personal accomplishment.
So you were fighting the worst necro you could find, in fact he was so bad that you as thief didn’t even need stealth to beat him. And that guy died less quickly with more toughness? Incredible! I’d say you’re about half way done establishing a new meta.
I’d like to see necros be feared on arrival like thieves.
Oh man, I really want to fight your thief, and I’m secretely hoping that you are as good as you say because from my experience thieves are rarely ever a challenge for necros.
On the power necro videos they always seem to have a staff. Is a staff a power build weapon as I would of thought it would be axe/X dagger/X
Staff provides utility and range which is useful to all kinds of builds.
Also, Life Blast scales with weapon strength which is high on staff.
P.s. what race should i be :p
Charr of course.
Now, I really hope you are on EU because if so I’d like to challenge your thief with my carrion necro.
Ooo.. alright im on right now, you NA?
No, like I said, I’m on EU :/
Lol dragon rank = newb #logic. don’t worry about my standings dude, i really dont care about it. I simply dont play 300 ranked games per week. I can stay in practice mode for days just because of the no queue time. I only play ranked if i havent come across dragon level players in a while.
You know… I was really trying to take you seriously, but now you’re telling us that having a dragon finisher means something?
A lot of necros are seeing the same problems now. Necros these days don’t even use pure zerker anymore but zerker and knights or captain in wvw.
…
most necro have accepted or are in the process of accepting the issues and many limitations of full glass, you should too. I hope you don’t one day join NoS and take carrion to a tournament expecting to be shielded, I will happily greet you with my thief.
Your delusion about carrion stats are starting to get comical.
And who are those many necros who are having this same revelation as you did?
I thought I was somewhat involved in the necro community, both on the forum and in-game, but I swear you are the first person I’ve heard saying those things.
Now, I really hope you are on EU because if so I’d like to challenge your thief with my carrion necro.
Ok, so now I’ve watched them. I honestly have no ideo what point you are trying to make by refering to those clips?
Forsaker is a decent necro, and in this video it should become very apparent to you why they won some of the team fights with him using a zerker amulet instead of knights or soldiers or having 6 points in Death Magic.
The second guy… I can’t even…
At the very first encounter it takes him almost 10 seconds of spamming skills and even going into Plague until he realizes that the warrior had Berserker Stance up the entire time. Or look at 4:24, he starts a 2v1 with a thief and casts Well of Power while both of them were at full hp and didn’t have a single condition on them.
And that was just the tip of the iceberg, he is clearly a beginner to the class.
I don’t want to offend that guy, whoever he is, but this video can hardly be referenced to make a point about balancing.
Please watch these and let me know if you honestly think an immobile class like necro should be going glass when almost all our high damage skills have long cast times.
I haven’t watched the videos yet but I can tell you what the problem is right now:
You need to understand 2 things.
1. A rabid, carrion or even a zerker amulet does not make a necro glassy. They just don’t.
2. Stats are in no way related to the necro’s lack of sustain issues.
You could slap on a nomads amulet and you would still die to the same team focus fire like any other necro build. Actually, you’d probably do worse because your damage would be so low that you can’t kill anyone, so you’d just be a sitting duck.
Kill them before they kill you, that’s all you can hope for.
Also, the whole “zerkers can’t 1v1”-debate here is rediculous. Are we playing the same game? There are tons of extremely good full zerker dueling specs spread over all classes, and anyone who says otherwise has just played against bad opponents.
Do you like my infinite dodge roll necro build?
Spiteful Vigor… Mark of Evasion…! Infinite dodge roll synergy too stronk!
Which build can not take down a berserker necro (if he doesn’t use lich) in a 1v1?
Zerker necro is not weak.
I would argue otherwise but I don’t feel like wasting my energy to theorycraft with a super biased individuum.
The irony…
Which build can not take down a berserker necro (if he doesn’t use lich) in a 1v1?
Which build can not take down a zerker anything in 1v1?
Player>build.
Also, there are a lot of strong zerker dueling classes/builds and power necro is one of them.
Dude you arent a known player so you must of only won via:
1, pure luck
2, they weren’t trying
or 3,
It happens when you zone out.
But all those times these esports pros beat us with their full premade on ts with proper tactics and giving 100% attention to the game rather than when we are chatting to our family or friends irl…….well in those cases its because they are super awesome proz and we suck.
Made me lol.
In Nos’ defense, a necro vs necro duel is the most random mirrow matchup in the game, regardless of what builds they’re running. A single condi transfer or heal interrupt can heavily snowball a fight like this, which makes it more of a matter of hitting those key moments than being superior in general.
So unless one player is out of the other’s league by a large margin there is almost no room to outplay the opponent during an on point brawl like the one in the video.
Without an ICD Vampiric will never, ever be useful to a non-wells build, and that is absurd to bar a major function of a tree to any build that isn’t wells.
And with ICD all vampiric traits will never, ever be useful.
Also, do the extra Vampiric Ritual procs seem really that outrageously good to you?
First of all, the max amount of siphons would be an exception to the rule. You might get those in zerg fights in WvW more regularly, but especially there they will pale in comparison to all the aoe healing from your allies.
Secondly, 6 points in Blood Magic. I can’t stress enough how much of a compromise that is. Even 4 points really. You either give up Soul Reaping, which is much better defense with or without healing through DS. Or you give up a huge amount of damage and other useful traits.
The way I see it, there needs to be full healing through DS, there needs to be more aoe scaling of healing and life force regeneration (that means no icds among other things), they should introduce completly new sources of healing that are baseline to every build like a #6 DS skill, there needs to be a doubling or trippling of every siphon value, and while they are at it they could double the amount of every main healing skill we have.
You think that sounds too much? Well, I think most necros are just too used to having absolutely no way of sustaining or recovering from serious pressure, and they are too chicken to admit to themselves how much of a significant healing buff we actually need.
Oddly enough I’m actually in agreement that full healing in ds could be horribly OVERPOWERED.
Nooo NeXeD, my only ally xD
I will never be convinced that full healing could be even remotely op.
Every argument I’ve ever heard was something along the lines of:
“In this totally not viable build that will suck just a little bit less if vamp traits worked all the time, there could be a very specific outlier scenario where a necro is getting a million hp per second! But it’s actually just a fraction of healing that all other classes get all the time while they are blocking/invulnerable/evading/escaping… but on necros it would be mega op because second health bar!”