Showing Posts For flow.6043:

Is this fair or even remotely Balanced ?

in Necromancer

Posted by: flow.6043

flow.6043

That wiki article is not up to date.
Weakening Shroud triggers a regular Enfeebling Blood, and in addition to that you get a single target weakness on crit with icd.

Also, since the specialization system was implemented, qualifications like adept/master/grandmaster are completely meaningless because you always get the full line anyway.

Funday Monday#7 - Summoning all Necromancers

in Necromancer

Posted by: flow.6043

flow.6043

Calm down, guys.

Any of the tanky amulets are used in builds that can be played the very same way with a zerker, valk or marauder amulet. So not being able to use soldier/sentinel/… really isn’t limiting any builds.

As for cele signets, perhaps they can make an exception for this one since a cele necro just isn’t as tanky as some other classes with a cele amulet, especially in a necro vs necro duel.

Also, Flesh Golem is easily the best 1v1 elite regardless of build.

Help me feel like I didn't waste materials

in Necromancer

Posted by: flow.6043

flow.6043

Axe was seemingly passed over in previous skill patches.

Actually the axe has seen about as many buffs as any other weapon.

Ghastly Claws got a 10% damage increase 3 times since release.
Ghastly Claws originally generated 8% life force, which was at first buffed to 10% and then to 12%.
A boon strip was added to Unholy Feast, later that turned into a corrupt.
Rending Claws got a buff to its vulnerability duration and rather recently a cast time reduction.
Also, originally Axe Training was a grandmaster trait, so when it was moved to master it wasn’t just more accessible but it also allowed axe users to combine it with Close to Death.

Anyway, I get why the axe isn’t popular, but I really have to defend the axe when it comes to skills 2+3. When you compare those to the dagger or scepter there’s absolutely no contest, the axe is straight up better in every single way. The lameness of Life Siphon is only surpassed by Feast of Corruption, while Grasping Dead and Dark Pact are a shining beacon of mediocrity.

Bottom line, it’s really just Rending Claws that sucks, this skill needs a change more profound than some tweaked numbers or a different animation. And with a different auto attack the axe would definitely see a huge boost in popularity.

So, are there any good or recommended axe builds for Necro for PvE?

No, and for PvE there probably never will be because the axe is too utility oriented to have its damage increased to a point where it could rival pure dps weapons like the dagger. What you could do though is use the axe in a build that spends most time in Shroud, basically to avoid the axe except for the occasional Ghastly Claws.

Please fix Blood Bond trait.

in Necromancer

Posted by: flow.6043

flow.6043

It appears the tooltip adds 24% of healing power to both skills, but it’s actually just 2.75%.

2.4%. Got to calculate out the WvW healing bonuses.

I tested the difference with various amulets in HotM, but perhaps I just miscalculated, a skipped comma would be a more elegant explanation.

Please fix Blood Bond trait.

in Necromancer

Posted by: flow.6043

flow.6043

Wow, I didn’t even notice the longer cooldown, it really is 30 seconds… -_-

Also the active part of “Signet of Vampirism” and “Lesser Signet of Vampirism” heal you less than the amount that were list in the Tooltip.

It appears the tooltip adds 24% of healing power to both skills, but it’s actually just 2.75%.

warhorn sound effect?

in Necromancer

Posted by: flow.6043

flow.6043

lol they added a fart noise to both skills.

Plague Sending trait QOL improvement

in Necromancer

Posted by: flow.6043

flow.6043

Interesting change.

Since they are trying to prevent a wasted signet proc, perhaps they could also have this limiter apply to some of our transfer skills?
It happens rather often that I trigger Plague Sending with Putrid Mark, in which case Putrid Mark transfers first and Plague Signet does nothing. So maybe have the trait check for additional 3 conditions after the transfer?

Also, Blood Bond still misses all the time because Vamp Signet requires facing the target.

pls criticize my build

in Necromancer

Posted by: flow.6043

flow.6043

i would like you to criticize it

1. Spiteful Talisman without focus?

2. If you mostly want to solo side points with this build I’d definitely take Banshee’s Wail over Vampiric Presence.
On the other hand, if you are involved in team fights often enough to justify having VP then I’d definitely take Locust Signet instead of Signet of Spite.

3. I’d replace Sigil of Force with crit or swap sigils, or maybe bloodlust.

my dmg compare to the meta signet build is higher and the sustain is the same.

Any build with Blood Magic has way better sustain than the “meta” signet build.

Update Life blast to Plague blast Why not?

in Necromancer

Posted by: flow.6043

flow.6043

What i mean by resetting? A enemy player would reset Life Force upon entering death shroud. Here is a example of a bug doing it. Perhaps it is the same bug?

“This is a short video illustrating a bug with the Necromancer’s Death Shroud. Upon Life Force depletion, the utility skills are locked out for 1 second”.

“From these short tests, it apprears that when Life Force drains to zero (by either natural decay or combat). there is a 1 second delay on Utilities”.

Necro DS Utility Delay [Bug]

This bug was fixed April 15, 2014.
Not sure how someone else can reset your shroud or life force, or how this is supposed to be related to this old bug..?

Well of power stability

in Necromancer

Posted by: flow.6043

flow.6043

You’re right, they changed it -.-

how to fight elixir x condi engineer?

in Necromancer

Posted by: flow.6043

flow.6043

i checked my stat log he was ticking 2k+ burning on me every tick and dropped me to 10% HP in the few seconds I was in MOA and i died instantly after I left moa -_-

Have you tried Well of Power?

Well of power stability

in Necromancer

Posted by: flow.6043

flow.6043

I believe the effect does last for a second or two once the well goes away or you leave it, though. At least that’s what I noticed when I used it in the past

I think that changed in the patch that made all wells ground targeted by default. It still puts a buff on you, but that buff doesn’t actually do anything anymore. It actually requires standing in the well now.

Which, while the old version was definitely better, this relly is the way it should have been working all along. I can’t get upset about that change.

I don’t know what change you’re refering to but how it works, and how it had been working before the patch, is this:

  • Every pulse/second Well of Power gives a 5 second buff to anyone who stands in it.
  • This buff lasts 5 seconds regardless of whether you stay in the well or not.
  • It converts a total of 6 conditions.
  • Staying in the well for more than 1 second will refresh the buff icon but not the actual cleansing duration. So if you cast the well at your location and stay in it the entire time the buff icon will last 10 seconds but still only cleanse 6 times.

Have to stand in the well which makes you and your team super vulnerable to focus, aoes and cc.

Like I said, that’s not true. If you get the buff once you have it for 5 seconds even if you step out of the well.

Currently it’s super weak because it is too inconsistent of a condi removal.

If you’re refering to the cleansing priority now being random, it’s not like you had more of a choice in the matter before the patch. You couldn’t really tell your opponents what conditions to apply to you, at best you could anticipate the skills they were going to use or stand in a field that pulses just one condition like a fire field, Choking Gas or Caltrops. But that you can still do today.
Also, in many ways WoP is now actually even better than before the patch. Resistance and Quickness are now boons and there’s a good chance you can cleanse your way out of perma immobs.

So imo Well of Power is one of the best skills we have, and it’s definitely our best stun break. Of course there are situations where a teleport or life force regeneration can be more useful than a cleanse, but overall WoP easily out-performs all other stun breaks, especially when traited with Vampiric Rituals.

Well of power stability

in Necromancer

Posted by: flow.6043

flow.6043

They add stability because if you interrupt a stun break skill’s animation it goes on full CD, so the stability hopes to cover that.

I always found it rather strange that 1 second of stability that exists for the sole purpose of covering the cast time of the well was turned into 1 stack after they changed stability to be stackable. Wouldn’t it make more sense if it were 25 stacks? Or at least 3 considering that’s what they did with the 2 sec on Power Break (Mantra of Concentration).

Parasitic Contagion heal in shroud

in Necromancer

Posted by: flow.6043

flow.6043

it’s probably because of PvE

I don’t think so.

Yes, you can get a ton of healing with Epidemic during group events, but:

1. Parasitic Contagion not working through Shroud doesn’t mean that the same healing potential isn’t there. Just don’t go into DS if you want those healing spikes.

2. You don’t need it in PvE. There’s no content that can’t be done without it.

Nobody here can give you a solid reason why it should not work in Shroud.

In regards to there being a reasonable explanation for Parasitic Contagion not working through Shroud: no, like with any other source of healing, it doesn’t make sense .

However, during the Ready Up episode about specializations and class balancing, Robert Gee did say that they would limit healing through Shroud to Blood Magic siphons and the active of Signet of Vampirism “for balance reasons”, and that they will expand on other healing sources if it becomes necessary.
(lol @ Blood Bond = BM trait + Vamp Signet… doesn’t work through Shroud)

So it seems that unlocking all healing through Shroud hinges on Anet’s definition of “necessary”.
I suspect that the developers would approach the issue like so: “can my ele/warrior/guardian fight this necro? Yup, seems alright, but any more healing and it would become too difficult! Sorry, necro, no more healing for you.”
If that is their line of reasoning then one could see how they come to conclusion that any more healing isn’t necessary.
However, the correct way to evaluate additional sources of healing is this:

  1. Are traits like PC taken by any build at all if they don’t heal through Shroud? Nope, therefore change is necessary.
  2. Is gear like Sigil of Blood used by necros if they don’t work half the time? Nope! Therefore change is necessary.
  3. Are main healing skills like Well of Blood or Blood Fiend used when they don’t work with Shroud? Nope! Change it already!
  4. Does it make any sense that ally healing skills, water field blasts or the regeneration boon doesn’t work for 1 out of 9 classes? Oh, excuse me, it does work, just not when they need it the most i.e. when they use their defensive mechanic, not to mention that necros are still one of the easiest targets in team fights.

For the sake of consistency in context of the entire game, without a doubt changing all healing sources to work through Shroud is necessary!
Fix first, balance later, not the other way around.

Candy Corn Gobbler requests.

in Guild Wars 2 Discussion

Posted by: flow.6043

flow.6043

Add the item in gem store again o/

I really want it now too, hope we don’t have to wait until Halloween.

Bhawb's Reaper Feedback

in Necromancer

Posted by: flow.6043

flow.6043

Reaper Shroud is proccing weapon swap, which is GREAT, please apply this to normal Death Shroud.

Do you really think this is great?

You would create conflicting icds if you are running 2 of the same swap sigils on each weapon set, which is actually quite common for a lot of necro builds, including the current “meta” cele signets with 2x Geomancy.

Feedback: Reaper Shroud "Flashing"

in Necromancer

Posted by: flow.6043

flow.6043

i think they should delete furious demise in general. its not a good trait and adds nothing to gameplay.

Fury adds nothing to gameplay? k…

i dont believe this is important for anyone other than pve players

Canceling Shroud in less than 1 second is absolutely valid in PvP if you want to absorb some damage and avoid losing additional life force to natural degeneration.

I can’t believe there’s a discussion about. There should absolutely not be a cooldown. If you can’t handle it: l2p, simple as that.

Addressing the Design Flaws of Necromancer

in Necromancer

Posted by: flow.6043

flow.6043

Just a few things…

Healing in Shroud

All of our self applied healing needs to go through Shroud!

If allies can’t heal us, at least allow us to heal ourselves with skillful play.

Any kind of healing should work through Shroud, period.
There’s no reason why necros should be the only class that can’t receive ally healing half the time. And bargaining for “skillful” self-heals as a trade-off entails the same discrimination against necros as having no heals work in shroud at all.

Blood Magic:

I see no need to change anything here.

Blood Bond’s Lesser Signet of Vampirism doesn’t heal through Shroud.
Also, like the original signet it requires facing your target, so in case you apply enough bleeding stacks to targets behind you (which happens all the time with aoe) Blood Bond will trigger but miss and go on cooldown.

New To Necromancy... HELP!

in Necromancer

Posted by: flow.6043

flow.6043

my Necro’s MM build was by far the easiest leveling experience. If you’re just playing through the sub-80 maps and doing your Personal Story…

PvE is totally alright but I am getting cooked and eaten i WvW and PvP

New To Necromancy... HELP!

in Necromancer

Posted by: flow.6043

flow.6043

minion master would be much better. This is a very forgiving build,

Imo quite the opposite. The terrible pathing and AI of minions combined with the fact that it’s hard countered by aoe makes MM one of the worst builds you could pick as a beginner (or in general?).

Anyway, I’m sure KingAli isn’t here for build advice, sounds more like he’s looking for a sparring partner in-game.

[PvP] What do Necros Add to a Team?

in Necromancer

Posted by: flow.6043

flow.6043

counter to Rampage

how exactly do you do that?

Corrupt Boon, DS 3, Plague Signet (with SoS trait of course), Staff 5. They’ll step out of their Rampage right after the 3rd fear.

It’s quite common for warriors to activate Berserker Stance before they go into Rampage, so in that case all of your corruptions don’t do anything.

Also, even if they aren’t immune to conditions, you still have to actually land Corrupt Boon. Not only is this hard enough on its own but sometimes you have no chance of casting it at all because 0.5 sec cast time is simply too long if the warrior also has quickness. Plus, there are 3 low cd stuns on Rampage, corrupting stability with a 40 sec cd skill isn’t really a good trade-off, especially when those stacks of stability keep refreshing every 3 sec.

@Plague: this is not a counter to Rampage. All you’re doing here is sacrifice your own elite so you die less quickly.

The only thing that can be done against Rampage is run away (which necros can’t do) or kill it with focus fire (which usually takes at least 3 people).

Consensus: Defensive stat stacking ?

in Necromancer

Posted by: flow.6043

flow.6043

You’ve made these calculations more complicated than they needed to be.

To calculate effective hp (EHP) let’s take the classic rabid vs carrion example:

900 extra toughness means you have 2788 instead of 1888 armor.
1888/2788 = 0.67718…
That means rabid’s higher armor reduces the amount of direct damage that would be taken without extra toughness by about 32.3%, giving it an EHP of 28378.
Carrion: 28212 hp.

However, this slight advantage of rabid is completely meaningless when you factor in condition damage (which you will always take in pvp) and life force.
Of course toughness works in DS just like vitality affects the size of our lf pool. But the whole point of having toughness in the first place is because it improves healing effectivness against direct damage. Life force regeneration, however, is always percentage based. And even after some buffs to Blood Magic, our healing is no where near how well we can generate life force.
Plus, the 50% damage reduction in DS still exists, making our lf pool effectively 138% (or 158.7% with Soul Reaping) of our regular hp, not factoring in natural degenartion of course.

And keep in mind, this initial ehp advantage of rabid only works as long as you don’t have any additional toughness.
For example, once you take Death Magic you get +180 toughness in Shroud, which then means a 36,4% dmg reduction for rabid and a 8,7% reduction for carrion.
In that case the effective lf would be 41686 for rabid and 42642 for carrion. (47939 vs 49038 with Soul Reaping)

Bottom line: for necros vitality is better than toughness, period.
However, if your build allows you to mix in some toughness, do it.

Consensus: Defensive stat stacking ?

in Necromancer

Posted by: flow.6043

flow.6043

-Is it currently better to stack toughness, or vitality?
-Which scales better with deathshroud?
-How can a necromancer maximize their Effective Health Points?

Vitality
Vitality
Vitality

Reduce weakness uptime on necro

in Necromancer

Posted by: flow.6043

flow.6043

3 necros isn’t any more powerful than 3 of anything else.
The guy who made that thread on the pvp forum doesn’t know anything about necros, but apparently he played a few matches against them with a bad team on his side and lost. “Logical” conclusion: necro op!

Necromancers can easily keep up permanent weakness on their target through the use of signets of suffering/poc and the curses gm trait on any class that is unfortunate enough to have might on it.

I like how you single out signet necros as the only build that can apply/transfer weakness and corrupt might.
Maybe play the class first before you complain?

Life Force no longer affected by Vitality

in Necromancer

Posted by: flow.6043

flow.6043

For me it adjusts immediately when I switch amulets.

Toughness Scaling with Plague

in Necromancer

Posted by: flow.6043

flow.6043

Without Corrupter’s Fervor, I have 2090 toughness. With Corrupter’s Fervor I have 2390 toughness.
When Plaguing without Fervor I have 5090 toughness. When Plaguing with Fervor I have 5391 toughness. That’s still only a 3300 gain in toughness, which doesn’t make sense.
-If Plague takes what toughness you have now, then quadruples it, the 300 toughness gain from Corrupter’s Fervor should end up being a 1200 gain in toughness, not just a flat “300”. If scaled with Plague, you’d gain an extra 117 condition damage.

I just copied those values in my earlier post from wiki but failed to notice that those stats aren’t based on the increased post-patch base stats.

https://wiki.guildwars2.com/wiki/Plague

Plague adds a static amount, 4x base toughness and 3x base vitality.
So in your second screenshot you get 3k toughness and 2k vitality from Plague and 300 toughness from Corruptor’s Fervor.
And those 300 toughness add 36 condition damage, which is 12%. I’m guessing 7% from Undead runes and 5% from Quality Tuning Crystals?

So Corruptor’s Fervor will always add +30 on top of whatever you end up having, and not be counted in for static conversions.

Like I said, it does count, and it works with every other stat bonus as well. It even stacks with Armored Shroud as a bonus to Deadly Strength.

smh at necro forums

in Necromancer

Posted by: flow.6043

flow.6043

@Kotte.2460;

Why do you only have a forum posting history of less than one month?

Because that’s how long it takes to git gud!

Also, now that you’ve mentioned his post history, there seems to be a recurring theme…

necro is top class

necros are one of the most dominate classes

condi necro is great.

necro is fine and number 1

I play necro to shatter the egos of all the tryhards in PvP.

necros have team support, but you all are either to dumb to find the build.

i think alot of you dont knowhow to play necro.

learn the class instead of coming to forums crying

lol, you must be bad at necro.

its true you must be bad at playing necro like 90 percent of players

And my favourite:

I have never met a class/build that can counter my mm While roaming.

i am the best mm by far. kneel before me
edit: bhawb is baddie necro

Kotte! Please teach us, master!

Condi Necro runes?

in Necromancer

Posted by: flow.6043

flow.6043

Something isn’t right in those screenshots. Undead runes and tuning crystals means that 13% of toughness and 4% of vitality becomes a bonus to condition damage.
In the 3rd pic you have 2091 toughness and 1063 vitality, so that would mean you get an additional 314 cond dmg. But the difference you’re showing here is only 190.

Anyway, like I said before, Tuning Crystals are irrelevant here, you can use them with any other rune as well. So basically the only thing you have to worry about is if the 7% bonus on Undead will total more damage for you than the duration bonus or procs of other runes. Of course this depends on the situation, but from my experience the answer is usually: no.

Toughness Scaling with Plague

in Necromancer

Posted by: flow.6043

flow.6043

Temporary stats from signets, traits, transforms etc. have never counted.

That’s not true.
They all work except for transformations, perhaps because their own stat increase isn’t shown in the build/gear UI (bug?) and therefore it can’t synergize with stat conversions.

So a nice idea would be to use something like Corrupter’s Fervor (gives 300 toughness) with Undead Runes and Tuning Crystals, then use Plague. Your toughness would skyrocket (as would your vitality) because of Plague, and since you have things which give you condi damage scaling from your toughness… your condi damage could go through the roof.

Plague adds 2788 toughness and 1852 vitality. The runes and crystals would give 13% of toughness and 4% of vitality as a bonus to condition damage.
So if that would actually work with Plague you’d get an additional 437 condition damage. That is about the same amount you can get with 14-15 stacks of might, which you can easily get if you have Spite.
Besides, if you factor in the low scaling damage formulas of conditions, that amount of condition damage doesn’t actually increase your damage as much as an equal amount of power would. So, yeah… really not as amazing as the old Lich-well-bomber.

Condi Necro runes?

in Necromancer

Posted by: flow.6043

flow.6043

I switch to undead runes last night. And noticed a 400 point increase in condition damage.

That would mean your armor value was 5714.

O.0 that might be a little on the high side,

Undead runes gives CD from 7% of toughness, and the Krait crystals give 7% as well, but 6% of vitality is also converted.

I honestly wasn’t paying attention to the armor or toughness, just the condition damage.
But does the % conversion to CD from toughness/vitality remove that much toughness/vitality? Or does it remain the same, but add to CD?

It’s a bonus, not a conversion, so your precision stat will stay the same.

Anyway, your earlier post made it sound like Undead runes alone gave you +400 cond dmg. Of course tuning crystals also buff your stats but that isn’t related to switching runes, unless you were refering to the additional 7% of the Undead’s 100 toughness.

Side note: having a higher condition damage stat doesn’t necessarily mean that you’re also doing more damage than with a +bleeding duration rune, or a rune that procs additional conditions or a leeching charge.

smh at necro forums

in Necromancer

Posted by: flow.6043

flow.6043

Obvious troll is obvious.

Condi Necro runes?

in Necromancer

Posted by: flow.6043

flow.6043

I switch to undead runes last night. And noticed a 400 point increase in condition damage.

That would mean your armor value was 5714.

My night as a warrior

in Necromancer

Posted by: flow.6043

flow.6043

Oh and let’s not forget Rampage which makes Lich Form seem like a useless waste.

Atm Rampage is the most broken op thing in the history of guild wars, and every warrior using it (so everyone) should be ashamed of themselves.

Other than that your post mostly reflects that warrior has a way lower skill floor than necro.

Well of darkness discussion

in Necromancer

Posted by: flow.6043

flow.6043

Well of Darkness really needs a lower cooldown, like 30 sec max.
WoP and WoC have better defensive utility while also providing a dark field for blindness blasts. The only upside to WoD is a (semi) safe stomp. So unless the skill itself is changed it’s only logical to lower the cd significantly.

"Target the Weak" Curses

in Necromancer

Posted by: flow.6043

flow.6043

Shouldn’t we see it at least in hero panel just to prove that it actually work?

It increases crit chance for all conditions (even applied by others) on specific targets, not a static amount on you for every condition you got going on multiple foes.
So if you’re fighting against 2 players, one has 2 and the other has 3 conditions, you’ll get a 4% higher crit chance against the first and 6% against the second player.
Naturally, varying amounts can’t be displayed in your stat panel.

Reasons the Necromancer is bottom-tier.

in Necromancer

Posted by: flow.6043

flow.6043

8) Because necros don’t have Rampage + Berserker Stance + Frenzy to solo one-shot entire teams. Compared to that Lich Form looks like our axe’s auto attack.

Mark of Evasion

in Necromancer

Posted by: flow.6043

flow.6043

The ICD is there because of Blood Bond trait, dodging twice will allow you to trigger it.

Because it’s so difficult to get four stacks without Mark of Evasion?
Even if MoE was literally the only source of bleeding we have, don’t you think the opportunity cost of draining all endurace is a little high for a Lesser Vamp Signet proc?
Besides, dodging twice in a row means that you’d be placing MoE in two different spots. Your opponent would actually have to stand still while you dodge through him twice so both marks overlap on his location.
And then there’s currently the issue of the trait failing and going on cooldown if you don’t face your opponent, which is rather likely to happen with MoE.

I was gonna say its because its the same skill as mark of blood. Then i realised mark of blood has a 4 second cool down.

4.8 seconds actually, which is the baselined reduced cd of the 6 seconds it had before.
Mark of Evasion on the other hand: always 8 seconds.

Also:

  • regen: MoB 6 sec – MoE 5 sec (like you can’t have perma regen anyway..)
  • MoB does about 60% more direct damage than MoE (why???)
  • MoB remains on the ground for 30 seconds if not re-cast, MoE disappears after 6 seconds.

Mark of Evasion

in Necromancer

Posted by: flow.6043

flow.6043

Fine with in combat only but please leave it as minor and remove the unnecessary ICD.

I agree, the icd here is weird.

Let’s take a look at the other dodge traits :

Reckless Dodge deals a really high amount of direct damage and does not have an icd.

Evasive Powder Keg deals the same amount of damage and it used to not have an icd. Since the patch, however, it does (10s) but that’s because it can be traited to become a blast finisher.

Uncatchable no icd. It is a major trait, but a total of 4 pulses of bleeding and the amount of dodges thieves have at their disposal, Uncatchable easily beats Mark of Evasion in regards to damage.

Selfless Daring no icd, minor trait.

Companion’s Defense no icd, minor trait.

Expeditious Dodger no icd, minor trait.

Evasive Arcana major trait, has a 10 sec icd but only per attunement (does it still since the patch?).

Deceptive Evasion major trait, no icd.

https://wiki.guildwars2.com/wiki/Evasive_Purity and Stop, Drop, and Roll both have a 10 sec icd, they are major traits with a cleanse effect.

So, bottom line:
If there is an icd on other classes, it’s because the dodge cleanses conditions or is a blast finisher, or it triggers strong skills like the ones on Evasive Arcana.

Mark of Evasion does non of those things. It does far less condition damage than Uncatchable, far less direct damage than Reckless Dodge and the regen is weaker than the aoe heal of Selfless Daring, yet MoE still has an icd!
So why is that? And if any icd, why not the one of the actual Mark of Blood? In fact, it’s a very different version of the original mark already: less regen, higher cd and it stays on the ground for only 6 seconds.

Really, the icd makes no sense. If it’s a different skill than Mark of Blood, why not just remove the icd and adjust the mark for that if it’s deemed too strong? (which I doubt)
So maybe 1 stack of bleeding, 3 sec regen, no icd?

Mark of Evasion

in Necromancer

Posted by: flow.6043

flow.6043

Necros hardcountered regardless of build

in Necromancer

Posted by: flow.6043

flow.6043

just look at this video and what he is doing to kite me. In my 1 year of roaming, I have fought 4 rangers who kited similar to him (yes that is how few decent roaming kiting rangers are) and they are all nightmares to fight. even in my win above, it was really a big part of luck on my side.

I don’t want to step on anyone’s toes, but that ranger doesn’t look very dangerous to me. He wasn’t really kiting a lot, he stayed within your attack range most of the time.
Also, you had the upper hand from the start, and there were a lot of opportunities to finish the fight earlier.

rampagers armor?

in Necromancer

Posted by: flow.6043

flow.6043

I wouldn’t substitute ferocity with condition damage in a power build, but I’ve tried rampager with a condition build in PvP and I’m thinking about mixing some rampager with my sinister gear in PvE.
If you can have a base crit chance of ~60% you can actually push it above 90% with fury and Target the Weak, even 100% with Spotter and Banners.
Also, Target the Weak’s 13% of precision bonus actually makes the condition damage stat difference between sinister and rampager a lot smaller. And since the proc chance on Barbed Precision was lowered you can actually make up that lower condi dmg with more bleed procs.
So depending on the details of your build, rampager can definitely be a good hybrid option, but I wouldn’t use it in a straight up power build.

Necros hardcountered regardless of build

in Necromancer

Posted by: flow.6043

flow.6043

If you want a build that can deal with every type of roamer, then I agree with you: Such a build does not exist for the necro

Of course there are builds like this.
There’s definitely a difference in how easily necros can deal with other classes and builds. But the necro being at a clear disadvantage? No, not from my experience.

as of now, 2 equally skilled players, kiter vs necro, kiter has a 70-30 advantage at least.
and we got no builds currently on the necro to even make it 50-50. let alone a build that allows us to 70-30 a kiter.

The only class that can out-kite our staff is the ranger. No other class has a range advantage over us.
So, do rangers have an initial advantage over us? Yes, but once they blow their ranged burst and knock back they can’t really prevent necros from staying at range, and once we close the gap those glass rangers usually die from a mild sneeze.

The current purpose of staff

in Necromancer

Posted by: flow.6043

flow.6043

I can’t believe the staff hate on this thread.

Scepter and dagger are our only good weapons. The rest are so freaking weak.

The only reason scepter and dagger are considered good is because of their auto attacks. But skills #2-3 on both of those weapons are total garbage compared to axe and staff.
Now all you have to ask yourself is: how often can you really auto attack?
In PvE, sure, that’s why power dagger is meta.
But in PvP, not so much. People tend to delude themselves into thinking that in PvP a strong auto attack matters more than the other skills when it’s actually quite the opposite.

Necros hardcountered regardless of build

in Necromancer

Posted by: flow.6043

flow.6043

People seem to be mixing up two things here:

1. Necro as a roaming class.
Arguably necros can’t solo roam as well as other classes because of their low mobility.
Imo being able to escape a few situations has its advantages but it doesn’t mean you accomplish anything more as a roamer than a low mobility class like the necro.

2. The original post here says that necros – regardless of build – lose straight up 1v1s against certain classes. This has nothing to do with roaming, mobility or escapes.
Also, I completely disagree with this statement.

Hi frands!

in Necromancer

Posted by: flow.6043

flow.6043

Noo, stay on Engi-forum!

Show some hospitality..

But the active is so good!

Wahoo! Bye frands!

With great power comes great condipullability.

Hi frands!

in Necromancer

Posted by: flow.6043

flow.6043

Don’t use Plague Signet then…?

Make Life Blast pierce baseline (3).

in Necromancer

Posted by: flow.6043

flow.6043

I disagree with that.
Ranger’s LB does not has piercing baseline, so why should life-blast has it baseline?
Or maybe Anet should just make LB pierce baseline too lol…
Win win situation XD.

Ranger LB isn’t slow as kitten. Necro LB is. OK instead of piercing baseline how would you like DS LB to be 1500 range and 2x as fast. I’d take that

Or add a resource bar that rangers have to fill first before they can use their longbow at all.

Condi trinkets :/

in Necromancer

Posted by: flow.6043

flow.6043

The problem is i stopped playing from echoes of the past and returned when Point of No Return released, since then i havnt found anyone to help do the achievements with, everyones already have them. This making it impossible to get all the achievement, and theres no way these achievement are all possible solo.

I’ve done mine solo with my necro, but if you’re on EU I can help you if you want.

theres not even carrion ascended trinkets either :/

There are if you complete some of the dungeon collection achievments.

Nerco in top tier PvP

in Necromancer

Posted by: flow.6043

flow.6043

I pay 10g to the first person that gives me a viable necro build that isn’t based on dealing most of the damage with auto-attacks.

Unless you’re playing PvE, every build does most of its damage with non-aa skills.
Also, I use staff + axe and I don’t rely on Life Blasts for damage. I’ve been using this build before the patch and I still do now.

On topic, imo it’s still too early to complain about the meta.

Keyword: viable. Hint: Having to generate life-force to be able to survive to do damage also counts.

Just to clarify: I don’t know if you play other professions but it is rare to see other professions play using autoattacks. On my ranger, ele, engie, thief, warrior, thief and I presume mesmer (although I don’t play mes) I spend most time executing combos and thinking on how to outplay the opponent with timed blocks, evades, skillshots. On necro, it’s always the same: generate life force, do some damage with autos, cleanse conditions, do some cc. There is no ingenuity in it and when you have used your available skills, you always end up doing autos, because all other skills are either on cooldown or some of them are not worth using (either because of the opportunity cost – Fears/Chillblains or their non-viability – Life Siphon, wink wink).

Thanks for trying though!

I do play other classes, but I disagree on them being different in regards to how you’re using your skills. Yes, you have to generate life force, but that doesn’t force you into a boring or predictable rotation.

Clearly you are implying that my build isn’t viable. So here’s my counter proposal:
10g for every time you beat me with any other class or build, and I will not use my weapon’s auto attacks.

Nerco in top tier PvP

in Necromancer

Posted by: flow.6043

flow.6043

I pay 10g to the first person that gives me a viable necro build that isn’t based on dealing most of the damage with auto-attacks.

Unless you’re playing PvE, every build does most of its damage with non-aa skills.
Also, I use staff + axe and I don’t rely on Life Blasts for damage. I’ve been using this build before the patch and I still do now.

On topic, imo it’s still too early to complain about the meta.