Blaine, other classes are far more dramatic about their bugs and problems and they get plenty of attention. How we act is irrelevant. But we need to make our complaints known otherwise we wont get any attention at all (not far from what we get now).
Necromancers are pretty rare. Lots of players have a necro, but they dont play them. The only time I see necro’s looking for a group for dungeons is outside TA and occasionally arah. My server is high population and alot of players hang around in Lions Arch, Im one of about 4 Necro’s you will actually notice in LA. Everyone else is a mesmer, guard, warrior, ele, thief or the odd ranger. LA is so packed that you could have a proper good game of wheres Wally and never find a necro. Quite a few players have necro alts, they just dont use them. Which is pretty much how its going to be for me soon.
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Thanks the the input guys!
To clarify I’ll be using the Zerker gear for PvE/WvW (just for zergs).
Also, for the ascended gear, isn’t their some stipulation that you can’t wear 2 of the same item? I’d hate to waste laurels or badges on something I can’t use…
Further, for the stats, what are the sub-traits to choose? (i.e. the Roman-numeraled ones?)
You cant wear two of the exact same ascended gear. But you can get one with an offensive infusion slot and one with a defensive slot. Same stat combo, different item.
Example is Althea’s Ashes and Magisters Field Journal.
1. Being a liability in fractals.
I find it amusing that other classes complaign about the most unimportant bugs not being fixed and throw abuse left right and centre at Anet even when things are regularly addressed for their class. Whereas we are probably the most accepting class in the game even though our class is completey ignored. Too many necro’s give the devs excuses.
Was looking at the mesmer forums, they are all raging their beans off at phantasmal beserker not being fixed. Although it seems fixed to me as it was never broken and was just a damage indicator display bug. Funny how we are the most grateful to Anet for our broken and bug riddled class.
So were no longer safe under feedback? Or it just doesnt do as much damage?
Tbh id rather they changed the bomb part. Not too fussed about this shortcut.
Oh that ‘dungeon’ was kitten -poor.. one room, one boss, one fight.. Anet had progressed with MF by a few steps, but that dungeon sent them 50 steps back
They never said it was going to be a dungeon. They said an instance.
The leash range on the second switch has been increased. Makes it very awkward to do. We had to open the gate and close it b4 the group followed me into the gate room. Which made clearing one side of the gate room a bit rushed.
Well im rolling a second mesmer which looks like my necro. New main.
We found out about this bug over a month ago, and spent quite a bit of time trying to get a response/recognition from a Dev.
Right. So from what I know about the game development pipeline, that means there probably wasn’t enough time to a) nail down exactly what was causing the bug, b) exactly what was needed to fix it, c) text the fix, d) test the fix in a live environment, and e) get the fix ready for the next code push.
That lack of response for this particular issue reveals an underlying problem that some people are addressing here: that Necromancers are, in general, just completely ignored.
It’s like this with every profession and every bug. From the perspective of a Necro main, it may look like you’re being ignored, but from the developer’s perspective, they have hundreds of issues they need to resolve at any one time across a variety of game modes.
For an example of what I mean, the Engineer trait Deployable Turrets straight-up didn’t work until a patch or two ago, and it looks like the fix they implemented caused it to break in other ways. This is a big game with a lot of bugs and glitches, and while ANet’s feet should absolutely be held to the fire to fix them, it’s myopic to think there’s some kind of conspiracy to ignore one profession or another. Even Mesmers are finding new bugs and glitches with nearly every patch.
It was said that a hotfix will be implemented ASAP. The problem was already identified. So it really should have been in this patch. Its been more than 2 weeks.
Stack bleeds on him and kite him around the room avoiding traps.
I am almost positive that this has been fixed three days ago.
Nope i was instagibbed only yesterday
I seem to be less squishy while downed. Not 100% sure right now though.
Was this supposed to be “the big bug fix patch”??
Yes.
Cant say im surprised. But theres no mention of the hp fix in the patch notes. I suppose it could of been implemented without being mentioned in the patch notes. But we shall see soon enough.
The only thing in the notes that im glad has finally been sorted is greater marks. Doesnt change that marks are stupid without the trait though.
But we could speculate that the powerstones did help to protect them aswell seeing as snaff was manipulating them. Snaff should of been destroyed inside his golem when hit by the breath imo. So I like to think of the powerstones having a small effect. Im not saying thats true. Just the way I like to see it, so it makes it more believable in my eyes.
Only thief build that necro will have trouble with is pistol thief. Otherwise we pretty much counter everything they do. Use DS to survive their initial burst and then you have the fight won. You either kill them or they escape with their tail between their legs, usually the latter.
Ive always found plague incredibly useful when bunkering. Sometimes you can get killed in it but its just a matter of knowing when to use it.
They had power crystals on the golems to protect snaff from kralks breath. I believe they also wore some power crystals to help. The trenches they dived into were filled with power crystals. So they were pretty safe in there.
Why use vampiric master when you’ve only got one minion?
Hmm. So would going half Knights, half Berserker armor and trinkers work?
If your set on knights. Go for zerker trinkets and weapons. Knights on the armour.
You get used to running beserker on necro pretty quick. I actually think its easier than a beserker warrior because of DS. Then again i havent been playing warrior nearly as long. Warriors tend to have less reliable condition removal and if using hb you get locked in place which can be quite risky at times. Necro’s can constantly move while dpsing and condition cleanse is much better. If you dont have any condi cleanse, just go DS until the conds run out. Necro’s can also duck in and out of melee while still maintaining pretty consistant dps. Which makes them a lot more risk free. Only issue is the lack of dodges which is a pretty big weakness in some dungeons.
Twilight Arbor = Golem charges and cleans all deathly blossoms in the path, worm as teleport and fear+chill mark means you can run through all mob without the need of stealth or anything and carry any group if needed. Putrid mark serves as condi removal for allies and so does fetid consumption. Superior tanking and cc and decent AoE allows you to pull and single handedly tank the whole spider room. Condition transfer kittens some bosses pretty bad…
Just an example
Guardian is much better at clearing blossoms with staff. Guard is also much better at carrying people through the skippable parts. Stability to stop knockdowns and fears. Along with aegis and group swiftness. Necro is always going to be a selfish class when it comes to things outside combat because we dont have any group boons.
Having said that, when i pug ta i always take guard so i can carry the group but often having a necro in the group with me is quite effective. Alot of pugs tend to build their guards or warriors with soldiers gear or knights gear which makes things slow. Most necro pugs run condition damage which kills the nightmare vines pretty fast. Shame power is still faster. Obviously having war, guard, mes groups are still much better and faster. But necro’s are pretty good in some dungeons, they dont slow the group down as much as people think.
Ran coe the other day with guildies. Had 3 wars and a mes, i didnt want to go guard because i dont have beserker gear for him yet (I use knights for fractals). So i took necro for higher dps and boon stripping on the golem. We actually cleared both p1 and p3 faster than weve ever done with 3 war 1 guard 1 mes or 4 war and 1 mes.
Im open to help out on pve stuff on the eu side.
If you dont go for cosmetics or alts why do you still play the game? Im curious because the only reason most people play the game after completing the personal story is for skins and achievements or pvp. And i think going for skins is a very casual side to the game. Unless you try to get them as fast as possible.
for a power necro, pve wise (dungeons etc) where did you find the balance between power/crit/crit dmg / vit / toughness?
I run full beserker in dungeons because its more efficient and often safer to kill things fast. All big damage can be avoided by proper use of dodges or team strats so theres no need for any vitality or toughness. In high level fractals you die in one or two hits anyway, so theres no point taking toughness or vitality either. You can run knights gear until you get used to dodging and avoiding damage while learning the dungeon mechanics.
Lots of power is always good and you can get about 112% crit damage with beserker gear and 30 points in soul reaping. Which is awesome. Precision is the only stat you dont really want to go overboard with. 50% crit chance is what you should be aiming for. Going to about 60% crit chance is also fine but you need to be careful not to lose out on too much power.
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Either take 30/0/10/0/30 or 0/30/10/0/30 for target the weak. Or if you dont mind losing greater marks or avoiding the staff completely go 30/10/0/0/30 or 10/30/0/0/30. If your building like that I would recommend wells and spectral walk for a stunbreak. When you dont need a stunbreak take blood is power for extra damage.
You can provide some good condi support with a knights wells build. Plague signet + consume conditions. Well of darkness + chilling darkness trait. Weakness on crits aswell. Plus boon stripping on focus, well of corruption and corrupt boon. Only for when you need it though. Not many bosses/mobs use boons. These are all ideas from a dungeon stand point.
Heres my idea in more detail. These skills could work on a greatsword aswell. As i said before its just a more viable frontline aoe weapon which fills the role we already have, debuffing with low mobility. Based on the spear and the guardian greatsword.
Vile Slash
Chain. Slash your foe.
Damage: 306
Life Force: 2%
Range: 130
Cast Time: 1/2s
Vile Strike
Chain. Strike your foe.
Damage: 306
Life Force: 2%
Range: 130
Cast Time: 1/2s
Vile Touch
Chain. Strike your foe and corrupt a boon.
Damage: 458
Life Force: 2%
Range: 130
Cast Time: 1/2s
Order of Pain
Channel your dark magic to surround you and repeatedly strike nearby foes gaining life force per strike.
Damage (9x): 1,261
Life Force: 1%
Combo Finisher: Whirl
Radius: 300
Cast Time: 1s
Cooldown: 10s
Deathly Chill
Summon a freezing dark cloud that repeatedly damages and chills foes.
Damage: 105
Chill: 1s
Vulnerability: 6s
Radius: 150
Duration: 5s
Cast Time: 1/2s
Cooldown: 15s
Ravenous Gaze
Leeches life from foes in a cone infront of you. Gain vigor for each foe you strike.
Damage: 416
Healing: 250
Vigor: 2s
Range: 600
Cast Time: 1/4s
Cooldown: 20s
Soul Bind
Binds the souls of nearby foes, pulling them to you. Bound foes are blinded.
Damage: 356
Blindness: 2s
Range: 600
Cast Time: 1s
Cooldown: 30s
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Actually a really good suggestion. I agree.
Would rather just a flat buff to the base siphoning rather than scaling. But if they do implement scaling I will be seriously kittened off if they reduce the base healing from what it is now.
The reason noone wants a ranger is because its like playing with a group of 4. Rangers in full beserker do terrible damage. Yeah sure they can survive but they really are a hindrance. Pets cause problems on jade maw and lupi in arah. Plus they cause aggro problems aswell.
You know, I haven’t really seen this. Granted, I’ve only been playing my ranger for about a month, but I don’t find rangers to be as terrible as people say they are. One thing though, which I notice a lot of other rangers don’t do, is I stay the hell away from the bows. I find both bows as weapon set to be terrible and do garbage damage. This, of course, is probably why people have that perception of rangers. The axe, when traited specifically for it, does some pretty ridiculous burst damage with Axe 4 and the axe auto vastly out damages both bows as a ranged weapon.
Sword does some pretty good sustained damage and greatsword has good mobility and defensive capabilities, with good burst options. A lot of rangers also try to play the game ignoring the pet entirely, which you can’t do as rangers have been balanced around having this mechanic. The pet does require a lot of finesse to keep it alive, but it does add substantial DPS to your arsenal.
Ranger and Necro are my two favorite professions thematically, but Ranger just fails to deliver in having a fun playstyle. The weapon skills for Ranger feel clunky compares to other professions and the pet leaves much to be desired IMO. But definitely give both a try before deciding for yourself.
And I also can’t help but agree with the weapons feel clunky part. Especially sword auto which locks you into place, preventing you from being able to dodge. Both bows also feel incredibly weak to me. I feel shortbow needs the omph Longbow has, but Longbow needs the speed shortbow has. Quite the conundrum.
Couple of my guildmates mained rangers to begin with. Now that they have other classes at 80 they all said they cant believe how kitten ranger damage is in beserker gear compared to other classes. Bows obviously are terrible because all ranged weapons do less damage than melee. But their other options arent great either. Another guild mate obsolutely hated running coe with us on his ranger because he was using the sword so we could stack melee on alpha, problem was he couldnt dodge the aoe’s because of the auto attack. They really are the worst class for pve unless you plan on using them for gathering ore nodes. Warrior longbow beats ranger melee. Would of thought rangers should get best damage on bows.
^^
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Only one that I can think of that marks dont trigger on is the TA bosses. But yeah it is a bit annoying. Staff for dps is bad though.
As others have said, find a guild that isn’t composed of jerks and play it for fun. All classes bring something different to the table due to their different play style and class mechanics.
I’ve taken both my ranger and my necro on loads of dungeon runs and contrary to popular belief they have survived just fine and pulled their own share.
Don’t pay attention to the current meta of uber l33t damages l33t sauce crowd of omg it can’t takes an extra 5 minutes because you don’t haz warrior slashy slashy.
The groups that take anybody will be far more friendly than any l33t speed run crew that kicks you if you round a corner 3 seconds to slow and “ruin” their run.
The reason noone wants a ranger is because its like playing with a group of 4. Rangers in full beserker do terrible damage. Yeah sure they can survive but they really are a hindrance. Pets cause problems on jade maw and lupi in arah. Plus they cause aggro problems aswell.
If you do plan on running dungeons. People are far more tolerant of necro’s then they are of rangers.
I realy like all those things. A new weapon would be so much fun.
But i don’t agree that necromancers need a new weapon with cleave and high direct damage in melee combat. I mean.. its a necromancer, not a warrior in light armor and not a dervish.
Necromancers are normally caster. Vodoopriests and warlocks using dark magic. Somebody that gets his greataxe to rush on his enemy and hit them with high damage is no necromancer in my opinion. I think sometimes people just want to do something with a profession that can’t do that and justify it with other profession ability to do it. I mean if you see a warrior that says: “anet give me spectral walk to be able to hit and run like the necromancer” would you give them the spectral walk? …
Please give us more awesome looking stuff like spectral walk, plague and lichform. I dont care about pve balancing.. if a warrior can kill a mob in 7sec and i need 12sec it’s no problem to me as long as it is fun to play the profession.
In structured pvp its another thing.. balance is more important there i think because if a warrior can down me in 7sec and i can down him in 12sec.. it wont be so much fun for the necromancer.Thats why i wanted skills like bury them. Would fit the role of the necromancer (sth like a ceremety keeper) and this skill offers a lot of teamplay combos and could look so funny!
I would do a video where my necromancer uses this skill on every graveyard in tyria or use it in tpvp on a stomped enemy! ;D
With the current design of necro skills, we are very frontline orientated. Most of our utilities are close range, useful for melee offense or facetanking. Mesmer is far more support and utility based caster yet they have an amazing power cleave melee weapon (sword). Why should the only fully offensive caster get the worst weapons for melee? Both eles and mesmers can provide a lot of defensive support with boons and reflects. Necro’s cant, we only have debuffs. Debuffs are a fully offensive form of support so we should have better offensive weapons to syrnergise with that.
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Hmmm did i miss it then. I usually have nice big lie in on saturday haha.
Yes its a common complaint. They fixed it on engineers. But havent with lich form. Either because they are lazy or somehow they havent noticed even though people always bring it up.
They look just like Raziel in soul reaper.
Well im planning on transmuting my Censer to put on my necro. But i want to upgrade my ascended backpiece to the beta fractal capacitor before i transmute, so i can have max AR on it.
Whats the max AR we can have?
10 AR on the backpiece. 45 total.
DPS is what you want on fractals and dungeons. Im guessing the juggermancer could be ok in WvW but not too sure about that. PVT builds are generally for casual solo pve content. Having a low dps group in dungeons or fractals actually makes them so much harder. So id recommend beserker or rampager gear for dungeon and fractal running. Possibly knights aswell if your not that familiar with the mechanics.
It wouldnt be good story telling if you said “I believe” or “I could be wrong” in every sentence. So my point still stands. Its good for the general story. Just dont take every little detail as absolute truth.
Well im planning on transmuting my Censer to put on my necro. But i want to upgrade my ascended backpiece to the beta fractal capacitor before i transmute, so i can have max AR on it.
F&F was quite boring up until the dungeon, which was amazing. So far im really enjoying secret in southsun. Feel much more drawn into the plot and theres plenty more to do. I still have reasons to go back to Southsun every day. Its active and i can get good mats from gathering and farming with the magic find boost. With F&F it was just 30 mins when new achievements were released to get them done and then never visit the zones again until the next patch.
I assume you cant transmute it into something with better stats and keep its account bound status though?
I do think crabtacular is more deserving of a title than crab toss champion even though the achievement is based on the failings of other players. Titles are supposed to be prestigious, something to work towards and earn so you can show them off. Thats what they were in gw1 and now that they finally display under peoples names in gw2 there is a reason to go for them again. Title grind is something to do, nothing wrong with it.
Get the base damage of all professions to an almost equal level. Problem almost solved. 3 Warriors would still be very important because they are the only ones bringing might, fury and banners, but taking a necromancer instead of a warrior wouldnt end up in an incredible damage loss anymore. And i think that is balance, because unless all professions are not made 100% the same there will always be favourites.
This. Also buffing condition damage scaling atleast on pve might be worth looking into. If condition damage did more when you stacked the condition damage stat then maybe it would be able to keep up with raw damage. Especially on low hp high armour bosses. The devs have said that they are no longer going to keep things the same in pve and pvp because it makes balancing far too difficult. So they could definately buff base damage on all classes except warrior in pve and change condition damage without effecting the spvp.
http://www.youtube.com/playlist?list=PL00553A085339802C
They arent finished but a decent and enjoyable watch. He still has the rest of factions to do + Nightfall and Eye of the North.
Keep in mind though that WP isn’t very accurate, he adds drama and details to the plot of the games, that weren’t there, or atleast not in the form described.
For the purpose of story telling to someone who hasnt experienced the lore themselves its perfect though. I never followed the lore that closely when i played gw1, so watching those videos helped remind me of what happened and what was going on. Lots of lore is speculation anyway so its not really a big deal in my opinion.
Wasnt playing during halloween so I missed the clock tower. Every time i hear about it i feel so left out. :<
Thank god one mesmer brings 100% projectile reflection.
Thank god a double pull by temporal curtain is never required.
Take pistol or offhand sword then.