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I assume this applies to weakening shroud aswell? I may be forced into an offhand dagger for perma weakness if thats the case.
@spoj.9672 to be fair condition build do seem to be the best for necro in a dungeon, cause well if your going power why use necro.
Not really. Necro’s have a lot of access to debuffs and blinds (non damaging conditions). As soon as those debuffs become more important in dungeons necros may find a place. Our blind access isnt as good as other classes so its not enough at the moment. We definitely already have a place as a debuffer, we just need that role to be more useful/impactful. You dont need to build condition damage to get access to what is supposed to make a necro useful.
However the one fight I really like to have a necro on is Laurent in TA f/f due to his hard hitting cleave auto attack. Even with full protection uptime from a guardian he really chips the hp away from a beserker group. So with extra blind spam on top of the guardians blinds and 100% weakness uptime, a necro is pretty useful in that situation. Also you cannot crit on the final boss of all TA paths. So power and condition damage are the only options for damaging them, full dps builds are still best due to the damage modifiers they take (you could run a zerker build but swap your gear for PVT and you would be just as effective) but a necro in carrion armour can actually be quite good for the nightmare tree.
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It amuses me when people think condition builds are one of the “best builds” for dungeons. Way to show how little you know about dungeons.
This tells me you think dungeon running is reserved for CoF speed runs. Condition damage is kitten in a lot of boss fights (arah comes to mind) the dps is similar to direct damage but you get increased mobility and flexability. Most War/guardian/Mesmer groups won’t take a condition build but they will also struggle through hard content (and there is some hard content out there you just have to look hard lol)
P.s this was done from my phone so sorry for formatting
Ermmmm….
I do all dungeons with warrior, guard, mesmer and i occasionally take my dagger necro. All of my classes are built full dps beserker builds and i melee pretty much everything in dungeons and fractals. You saying that im just talking about CoF is another reason why i dont think you know what your talking about. CoF is the only dungeon that pug groups speedrun because its completely faceroll and doesnt require any dodges. The influx of cof warriors that joined our CoE and other dungeon groups after the dungeon reward changes was horrible, they were terrible. The pug scene is about 2-3 months behind the proper dungeon runners in terms of knowledge, builds and tactics.
Anyway back on topic. Conditions are far from viable in most pve content due to the way anet designed their mechanics and their inability to balance pve. Conditions dont scale with damage modifiers or dmg boosts from mechanics (superheated in dredge fractal, poison from malrona and champ orrian spiders and phase shift for Brie). Conditions also suffer from a stack limit and other members of the group can take up those stacks with low damage bleed ticks. Conditions also take time to build up and in that time most trash mobs can be killed by raw damage. There is also a load of bosses and mobs which reduce condi duration or constantly cleanse it. Theres also the issue of condition builds not providing anyway of contributing to a group dps increase.
Is it ok that conditions are so bad in pve? No definately not. But thats the way it is and there is really no point in deluding yourself.
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Sadly, the releases AFTER F&F had an even lesser impact on the world… While I was able to post a paragraph with F&F “impacts”, I can hardly think of anything from the next releases, other than the Aetherblades appearing in Invasions, the Aetherblade Jumping Puzzle and the fact that Kiel won the voting.
Karka queen meta event. Invasions will be permanent aswell (just less frequent). Small things like the mini games and activity npc’s. Theres lots of minor things that people overlook because they are overshadowed by the Living story stuff.
Yes it could be better and sometimes i feel forced to play just to get achievements done (im a completionist). But overall im happy with the constant updates. I wouldnt mind them doing Living story stuff at a much slower rate (once a month). But they should keep the updates rolling out a bit more often with permanent and quality of life features.
Its too complicated for us trolls to understand.
And you don’t think the weapon used by the grim reaper himself would fit the necromancers style?
You know that the grim reaper/angel of death/anthropomorphic personification of deaths first descriptions were a old man with a beam scale and longsword (that was then kindly taken by Religion and then finally the justice system after a bit of sexualisation, sadly it makes a lot of sense, i mean if Dante could do fanfics about himself that are then big works of art do you really actual people with power didnt? I mean every king/emperor/kaiser/pharaoh was a “son of god” or whatever).
Did you just go completely off topic?
And here they come….
No thanks.
I feel so left out when I dont know any of these skip lupi exploits.
This post made me think. If were wielding a 2handed weapon we can only have 50 AR, with a mainhand and an offhand we can have 55AR. Unless they give 2handed weapons double the infusion slots, which I doubt they will do.
Also I doubt they will move the cap.
Bump and a +1
Then drop 5 points from virtues if you can’t manage to live without faster recharging shouts.
This.
If your using sword you want to have 30 in radiance. The 25 point minor in virtues isnt amazingly strong in most situations so its not something you should worry about losing if you need shout cooldowns.
There is no way anet could be so stupid as to prevent sigils and runes being used on ascended gear.
I have great faith in anets inability to make logical decisions. You shouldn’t underestimate them.
I hope for everyones sake you are wrong.
There is no way anet could be so stupid as to prevent sigils and runes being used on ascended gear. People are worrying over nothing.
I know you are but what am i
Well of power is a stunbreak with a cast time. They added stability during the cast time to work with this. But yeah it would be pretty op to have dark path as a stunbreak. I just want a decent stunbreak preferebly with DS. Bhawbs idea of a trait to make DS a stunbreak with an ICD is something ive seen posted before and its an idea I would love to see implemented.
Dont worry about Andele. He has a problem with everything I post.
Lol why is this in the dungeon forum.
Actually I would love dark path to be a stunbreak. Makes a lot sense for it to stunbreak aswell.
Both molten facility and aetherblade retreat will be added as fractals when they finish making and release the new thaumanova reactor fractal. So it will be quite a few months before we see them ingame.
The fight with the 2 quaggans, i thought was quite interesting. Shame it suffers from the same hp sponge problems as the other bosses in that dungeon.
TA is high on the list of dungeon candidates as our permanent dungeon revamp/updates begin to start back up again as themes for some of our living world releases.
What about fractals? They are in dire need of a rewards revamp, along with some fixing to certain fractals.
Id imagine they will be focused on while they are creating the new fractal. So we will probably be waiting a while.
Yeah so I was right then. They do all take atleast 15 in dueling. Andele was just disagreeing with me for the sake of disagreeing as usual.
Give us a title named “Trahearne Slayer” once completing all paths of TA.
Guardian can open up with WoR and if everyone stands inside it they should be pretty much safe. Use shield of the avenger after wall and then wall again when shield ends. Shouldnt really need anymore than that. But mesmer feedback or swirling winds can make the projectile block/reflect uptime a bit more comfortable.
All projectile blocks/reflects work. The problem is that the silver mobs dont fire projectiles, they attack in melee range. So if you take too long to kill the tree even with reflects, you could end up getting overwhelmed by silvers. You only need power as a main stat and a fair amount of damage modifiers in traits to burst the tree down pretty fast under reflects though. Make sure those who are reflecting wait until the tree is close to half hp, burning them early is pointless as it takes a while for the spiders to start spawning.
You only need 15 in dueling and a pistol or focus for bleeds. And im just guessing but most condi mesmers go 25 in dueling for confusing combatants? I only said phantasms because those are the fast multi hitting clones mesmers have.
If condi mesmers dont take dueling can you direct me to a build they do use. Because the trait options for condi’s seem pretty limited to me.
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All the spiders aggro and swarm you even if you dont hit them. So ranging isnt an option unless the whole group dodges the spider spawns perfectly.
There will be no scythe for a while though xd. I really want a sword. Stygian blade + Malefacterym would look awesomesauce.
My asuran mesmer is now purely used for weaponsmithing and jewelcrafting. I have a new human female mesmer which I use in dungeons. I couldnt enjoy the mesmer with the terrible asuran attack animations. Since re-rolling as a human i have a lot more fun with the class.
Or give us these skills or similar on a GS or sword!
Have you guys not seen how fast mesmers can rack up bleeds with phantasms? Much faster bleed stacking than necro’s when done properly.
Condi’s only good for 1/5 of the group. Dem stack limits.
The only advantage necro has is the amount of conditions we can apply. Other classes burst condi a lot better in many situations. Necro can burst but its limited by cooldowns and its difficult to get close to max stacks of bleed.
Must be. Yay for necro’s.
Which build? I’ll crunch numbers.
My necro build benefits more from bloodlust apparently aswell. Atleast thats what nike told me. Not that anyone takes a necro haha.
If you get poisoned by malrona or the champ orrian spiders in arah you do like 6x the damage to them. Also effects projectile reflect damage. You can pretty much instagib malrona with a decent group. This is why I always tell pugs not to cleanse the poison, but they never listen.
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The silvers dont fire projectiles, they just run up to you and bite.
Thats the point though, lack of escape is only partially made up for with control. In PvE necros are in a terrible state, my suggestion wont be that op, its still less damage modifiers than most classes and it requires weakness on the target to achieve. So its only really a viable trait for pve or for specialised builds in pvp/wvw. Its definately better than having a completely useless grandmaster in curses. Heck id even settle for a 5% boost. But thats a bit unfair as we are the only class which only gets 5% boosts instead of 10% boosts (excluding close to death and target the weak) and i havent checked but im pretty sure necro’s have the least amount of damage modifiers in their traits.
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Yeah but the lack of escape necro has and the lack of damage modifiers necro has makes me think this is what we need. Its a grandmaster so the necro has to sacrifice DS traits and so on which are unlikely in many wvw builds (excluding zerg aoeing). Our control isnt that good and neither is our damage. Warriors are in a really strong place in pvp/wvw atm.
We already near enough match warrior dps in optimum conditions and so do all other classes. In wvw the lack of self buffs a necro has will stop us from becoming op.
Yeah but thats not enough. Power necro is the only viable dungeon build and the dps is all they contribute. Damage needs to be improved to make them a solid pick.
What do you guys suggest for withering precision then? You cant be happy with its current state.
So as many of you know withering precision got nerfed when weakness got changed. Its now completely useless in pve and there are way better choices in pvp and wvw aswell. We have enough weakness without it so why not scrap it all together and remake it into an actually decent grandmaster trait.
Now Im slightly biased towards power necro’s because I want them to be more viable in dungeons. But my idea should be decent for hybrids aswell.
Basically change withering precision to be a 10% damage boost on targets with weakness on them.
This instantly makes power necro’s more worthwhile in dungeons due to getting a substantial dps boost while providing a supportive debuff. Dungeon/power necro’s need some love.
+1 to kelnis
Wasnt even looking closely at the maths. Damage modifiers being multiplicative makes modifiers over crit damage even more obvious.
The only events ive had trouble surviving in zerker gear are the aetherblade events when they chain stunlock you to kitten. But I still rally every time so its no reason to get bad gear just for one type of event. The rest are easy and the champ twisted have really obvious tells. All other open world stuff is easier in dps gear aswell. Not that I do that much open world stuff anymore because its boring as hell.
He must be because everyone knows you dont need a shred of survivability in dungeons.
Damage modifiers are applied before critical hits. So dmg modifiers are more important than crit damage.
Damage modifiers > crit damage. So theres no point going into valor for a dps build.