Back on topic please guys. Ranger definately has a better downed state than the bugged necro downed state.
Do what you want to. Going zerker straight off the bat will force you to improve much faster. But it will be frustrating at times. I do have a knights set aswell for fractals but i havent actually needed to use it so far.
ok thanks so much. now do u use d/d as ur main wep set?
I use dagger and warhorn. Then axe and focus for second set. Occasionally i swap the axe and focus for a staff. Offhand dagger is more of a condition build weapon. Although its good for power builds in pvp because of the condition transfer.
I recommend watching nemesis’s video’s for necro builds. He has a good selection and knows what hes talking about. His bursting necro is very similar to my well bomber build.
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The traits for wells force you to put points in tree’s which really arent that suited for most well builds. If you’re going support then sure blood magic and curses can be fine. But if you’re going wells for dps then you should just go for spite, soul reaping and a little in curses. Well damage scales off power but the ticks can also crit. So you want high precision (about 50%) and high crit damage aswell. I use a beserker wells build. But lots of people go for the safer but less damaging knights armour.
Ok guys, lore has no say what weapons a class can use in gw. In gw1 any class could use any weapon. So you could be a sword shield wielding necro if you wanted or even take a longbow. Lore wise any weapon could be given to any of the classes except maybe magical weapons on warriors.
I like the idea of a shield on a necro. But we have enough offhand options. Would much prefer a cleave melee weapon of some kind. But to add more weapons to classes they would have to do it for all classes. It wouldnt be fair. So its very unlikely it will happen.
lions arch is where most guilds post in map chat to recruit. Depends how active your server is though.
This is what i use in pve. It can be adapted to wvw pretty easily. You could take out some points in spite and put them in curses. But you want to keep atleast 20 in spite. If you really dont want to spec into DS then you can go 20/20/0/20/0
Dagger is a must have. Warhorn works well with the dagger but if you’re taking a staff then you could take dagger + focus.
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My guild, although relatively casual, has a few core members that already do this. But sometimes we do lack the numbers and find ourselves pugging the last spots. If you’re interested we are always recruiting new members. We are all on gandara but have recently been adding decent skilled pugs to our friends lists for future runs. We also dont mind if you just want to join and not rep.
Mesmer is best choice for dungeons. Necro and mesmer both strong in pvp. Necro really good in wvw though.
Run a full Zerkers GC dagger build and fail hard for all the world to see. Laugh uproariously.
I didn’t mean that you should actually do this.
Course he should of! GC is fun and worth practising. HotW is one of the dungeons where it gets a little tricky though. Looking forward to watching this a bit later when i have some time.
One side note though: leeching does work,and bloodthirst seems to work too, about the only trait that does. Because if no one is hitting me, I can rally off #1 skill alone, and while I shudder to think this….it may be why they deemed our downed hp lower.
I noticed this as well. Skill #1 pretty much always gets me to rally if I’m fighting in a group and the enemy is focusing on someone else. However, if I am soloing PvE (which is what I do), and an enemy is hitting me, I pretty much never rally.
Seems alot of people are more fortunate than me with this bug. Ive never rallied with 1 unless i killed something. The mobs always focus other members of the team but when im almost healed they decide to just throw a pot shot at me and 1shot me. Very frustrating at times because it means my teammates have to get me up within seconds of going down or just forget about me. Its the one thing that is forcing me to progress my guardian to higher fractals so i dont have to worry about being a hindrance.
http://wiki.guildwars2.com/wiki/Strength_of_Undeath
Imo DS is fine as it is. Id like boon removal on life blast but im not too fussed.
Doesnt this mean we also heal up to full faster with our life drain?
Honestly never noticed this bug lol. Not much we can do to avoid a stomp anyway (more than 1 person).
No, pretty sure thats done by percentage. Basically this bug just means an attack on us while downed is much more likely to 1shot us, whereas other classes could take maybe 3 of those attacks and be fine and ressed.
@Bas
The all necro run was only 1 minute slower on cof p1. That run takes 6-7mins so thats quite a big difference in terms of percentage. Other dungeons and paths the time difference will be pretty huge. Most paths that people consider long and difficult can be done in 20mins or less, excluding a few such as arah p4. As much as i love the necro its just no where near good enough in dungeons, the same goes for engi’s, rangers, eles and thieves. Obviously they all can be pretty good when built right and played well but thats besides the point. All classes should be on equal footing for dungeons. This is why we need much more variety in boss mechanics.
Me and a guildmate had a conversation last night about this. We came up with a few ideas for mechanics. But one id like to mention is one which would make groups bring in atleast one condition spec class. Basically the boss goes through phases where in one phase brute force is really slow to kill the boss but conditions are really strong due to low hp and high toughness. So you condition damage the boss through those phases then switch back to brute force. This would force speedrun groups to take a slightly different team comp, opening up the viability of all classes alot more.
In essence the classes are pretty good at the moment, they just need refining and fixing. What will really make things balanced in PvE is much more and better game mechanics.
Well bomber
http://gw2skills.net/editor/?fQAQRBIhduxIjelmmGDfiA6x7zlziKgMqHrrcnD;TQALCGEs/YWA
Beserker gear, swap out your third utility slot to whatever you need for each fight. I usually keep spectral walk on for a stun break and mobility but switch it to either well of darkness or well of power when needed. Spectral grasp or signet of undeath is sometimes useful aswell.
This issue has been bothering me more and more recently. It’s not uncommon in the higher fractals for me to die in situations where, if our downed health weren’t bugged, I would have been fully rezzed in the next second or two.
This
Agreed. Keep this thread bumped and hopefully we will get a response or a fix eventually.
Well that just clinches it lol, you really dont know how to be efficient in dungeons. I dont know why im argueing with someone whos probably never done a single speedrun of any dungeon other than cof p1.
Los to pull mobs into a small area is very useful. Yeah you dont put some bosses against walls but most you can, aslong as they are pulled before they get defiant stacks. GL has a pretty huge hit box and goes down really fast with 3 warriors, a mesmer and a guardian in melee for all 3 stages. Im unsure if whirlwind hits for the full amount on GL but it doesnt really matter seeing as warriors add huge amounts of damage to the group by applying vuln, fury and might along with the banners.
Pulling mobs is not line of sight, to line of sight something is using terrain to block specific attacks or mechanics of a fight (e.g. pillars in AC and CoE)
Stacking mobs to just aoe on doors is just a type of pull….BTW – as said valkyre ele does more burst than Warrior, but since you really wanna hammer into people that they dont, here http://gw2buildcraft.com/calculator/elementalist/?1.0|8.1p.h2.8.1p.h1g|0.0.0.0.0.0|1p.71c.1p.71c.1p.71c.1p.71c.1p.71c.1p.71c|2v.d13.2t.d13.2v.d13.2t.d13.2v.d13.2v.d13|0.p67.0.f4.u1ab|39.1|1n.1r.1p.1q.28|e
LOS mobs causes them to run round corners into melee range on your group. Basically pulling a huge room full of trash or elites into an enclosed space where they can be quickly burst down with aoe and cleave. The whole gw2 community calls it LoS because you are using los to pull the mobs. Pulling them normally could have a disastrous effect, causing the group to wipe if the mobs have hard hitting ranged attacks. Hence the term LoS is used to avoid confusion…
I dont have a lvl 80 ele so i cant really comment on it. But linking the build doesnt help me. Show me a video of it hitting 70k and ill believe it.
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Well that just clinches it lol, you really dont know how to be efficient in dungeons. I dont know why im argueing with someone whos probably never done a single speedrun of any dungeon other than cof p1.
Los to pull mobs into a small area is very useful. Yeah you dont put some bosses against walls but most you can, aslong as they are pulled before they get defiant stacks. GL has a pretty huge hit box and goes down really fast with 3 warriors, a mesmer and a guardian in melee for all 3 stages. Im unsure if whirlwind hits for the full amount on GL but it doesnt really matter seeing as warriors add huge amounts of damage to the group by applying vuln, fury and might along with the banners.
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@Andele
Temporal curtain reflect only reflects low down projectiles or if you stand right next to it and the projectile arcs downwards. Its far from reliable. All the mesmer reflects are good but none of them are completely reliable. Feedback is by far their best reflect but it seems to bug on a few things which is unfortunate.
I was just pointing out that you dont know what your talking about because your idea of warrior damage is way off along with your obvious lack of knowledge with the guardian. Yes you only get whirlwind to hit 15k if its againt a wall but thats something the mesmer can be used for. Using temporal curtain to pull the mobs against a wall. My guildmates have repeatedly hit 15k on whirlwind when fighting against a wall which is almost every fight. Seeing as its the best way to burst down groups and bosses. How can you have done so many dungeons and not know that? I expect you will say you dont bother with los aswell….
You say gw2 is just like every other mmo but you also say efficiency > dps. Funnily enough in gw2 dps is efficient. You can go pretty much full dps on every member of the group. Mesmer and warriors all go full bezerker and guardian goes knights mixed with cavaliers and bezerker(which is still pretty good dps). The only points where things need to get changed are on some parts of some fractals at the higher tiers. But in an organised group even that is not necessary.
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Agree completely with this post. So simple.
Just like to mention feedback also doesnt work on all projectiles. It seems to fail on Old tom’s poison projectiles in the harpy fractal and it doesnt stop the boons from reaching the golem in CoE. Whereas the guardians spirit shield works amazingly on both and the wall works on the boon golem aswell.
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Warrior can hit 30k with hundred blades and 15k with whirlwind. Then switch to axe + mace and keep high sustained dps until 100b is back off cooldown with fast hands. Guardians reflect and projectile absorption can be much more useful than the mesmers in some situations. For example the grawl fractal, a guardian uses wall of reflection when the elementals spawn, the group stand behind the wall and the elementals kill themselves. The guardian can also use the spirit shield to provide the group with another safe spot from the elementals and he can use binding blades to pull the elementals together so they can be aoe or cleaved down quickly.
Feedback just doesnt work as well seeing as you have to place it on a target and when you put it on the grawl boss it doesnt reflect his arrows because its too low down. Mesmers are mostly picked in dungeons for timewarp to increase dps, but they also provide the group with a little extra utility (which often isnt needed). Also guardians dont need a high hp pool if you use a set of knights armour. The toughness is more than enough to absorb most boss attacks and survive. I play both a mesmer and a guardian in high level dungeons on a regular basis. I think i know what im talking about. And your point about other mmo’s. Gw2 isnt one of those other mmo’s so thats a completely irrelevant point.
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All true but a zerker necro actually does more damage than most classes except warriors and thieves. And boon stripping is very useful on some bosses so it gives them that edge over the other non tier 1 classes. But as you said from a dps stand point they arent optimal and mesmers can boon strip pretty well aswell as providing the group with timewarp. So its kind of just how it goes seeing as efficiency is very important in high skilled dungeon running.
Boon stripping isn’t really an issue in PvE. You can still brute force your way through protection with an extra warrior or thief easier than bringing someone dedicated to the task of removing it. Even then, you’ll find maybe one boss in the entire dungeon that will have boons that you might want to consider having them stripped. Its really not worth it from that same efficiency standpoint. Or just bring a mesmer, like you said, so you can have your cake and eat it too.
In PVP thats a different story entirely, but even still, the classes with boons you want stripped will just reapply those boons faster than we can strip them. This is because they either have passives or more active skills to grant those boons, at much shorter cool downs, than we have at removing them.
Yes exactly, its not worth taking a boon strip class if you lose out on other more important utility or dps. This is why id like to see boss mechanics improved and providing more niche roles for other classes so they all have a certain dungeon where they can be part of the optimum group.
For example if they changed one of the dungeons to have huge amounts of boons on mobs and bosses then a necro would be a great choice. Or maybe some mechanics which prevent brute force from being that effective, allowing conditions to come out on top. This would open up the choices of most efficient team compositions for different dungeons. Which is lacking atm.
Just used a slightly reworked version of nemesis’s abomination build in tpvp as a bunker. Had no trouble tanking up to 3 enemies on a cap point while the rest of my team took the other points. Great life siphon build, just doesnt do much damage, although you still kill squishy players pretty easily. I will mention that ranged dps classes like rangers could beat me though, due avoiding dagger and well life siphon so i wasnt able to fully heal through their dps.
I honestly, don’t feel the hate isn’t unjustified. The way PVE is set up, its really the most efficient thing to just plow through everything with raw damage.
Condition manipulation is really more of a novelty in dungeons more than anything. To be frank, its more efficient to clear them out right rather than trying to get people to stack on one point (which will get people killed more often than not) so you can use Putrid Mark. The cool downs on our condition manipulation skills are also rather long for them to be used very often to the groups benefit. Every class has at least one way of removing conditions on themselves. If you bring a guardian, conditions on the party aren’t even a factor.
There is also the condition cap to consider. Raw damage is always useful no matter what the circumstance is, but you get two people who apply conditions in a single dungeon and those two peoples DPS is literally cut in half. The 25 stack cap on bleeds plus the way poison and burning stack duration instead of intensity, you’re handicapping yourself with more than 1 condition build. The necromancers direct damage doesn’t even come close to that of a thief or warriors, so why even bring a necromancer for that role? There are even some bosses (namely in CoE) that actively clears their conditions, nullifying the entire class completely if they’re traited that way. Going direct damage, you don’t even have to worry about this possibility when joining a random group, and necros are only mediocre at direct damage. Not bad, but not great, either.
This is why people hate on necromancers. Its all from an efficiency and utility stand point, and is really not all that unjustified if you compare them to what other classes bring to a group.
All true but a zerker necro actually does more damage than most classes except warriors and thieves. And boon stripping is very useful on some bosses so it gives them that edge over the other non tier 1 classes. But as you said from a dps stand point they arent optimal and mesmers can boon strip pretty well aswell as providing the group with timewarp. So its kind of just how it goes seeing as efficiency is very important in high skilled dungeon running.
Id say necro is probably the 4th best class in dungeons but everyone hates on them because they arent one of the optimum 3 classes.
2nd best, 1 being held by Mesmer for time warp+glamours, with how the dungeons currently work being able to heal a zerker warrior, valkyre ele or any kind of crit/backstab spam thief from 10% to 90% (or from 10% to 35% if not specced for healing) while having perma chill and high blind/weakness upkeep is insane.
Warriors are the best in pve. Guardians are better than necro’s in most dungeons because of utility.
Warriors bring dps, everything else takes up time or efficiency, but even so a ele can outdamage them in terms of burst and a thief does better sustained damage, its a hybrid of the 2 + on demand immunity with quickness that makes warriors good in pve, but if you actually ask any better warrior youll quickly discover that their worth isnt that high.
Guardians give a good amount of boons, true, but outside of aeigs spam and the defensive tome there is little they can continously do, with their healing being outdone by ele, ranger, necro and engie while warriors can tank just as much as them while still being stronger in terms of dps.
Both classes efficiency is way lower than a necros.
List would be: Mesmer, Necro, Ele, Warrior, Ranger, Engie, Guardian, Thief.
By your idea of guardians then i dont think you how to do any high level dungeons properly. Guardians provide huge amounts of reflect and projectile absorption. Stability, condition removal, sustained heals, and an anchor to take aggro or res people safely. Warriors out burst and outsustain damage both theives and eles in dungeons. Mesmers are very good for utility but are weak to conditions so they can be quite vulnerable in high level fractals unless you have good guardians to keep them alive. So imo guardians are probably second, mesmers third, warriors first. Because dps is that important to do dungeons effectively. The faster you kill a boss the less time you have to spend avoiding damage.
Id say necro is probably the 4th best class in dungeons but everyone hates on them because they arent one of the optimum 3 classes.
2nd best, 1 being held by Mesmer for time warp+glamours, with how the dungeons currently work being able to heal a zerker warrior, valkyre ele or any kind of crit/backstab spam thief from 10% to 90% (or from 10% to 35% if not specced for healing) while having perma chill and high blind/weakness upkeep is insane.
Warriors are the best in pve. Guardians are better than necro’s in most dungeons because of utility.
Id say necro is probably the 4th best class in dungeons but everyone hates on them because they arent one of the optimum 3 classes.
Minion can be compared to guardians spirit weapons. Only 1 of them worth using. Spirit shield and flesh wurm. But only for certain situations. They are unreliable and there are better choices for utility slots. If you want tankyness you can just trait into wells and and life siphoning which is much more reliable.
If you mix and match sets you can get a look that fits very close to what you described. Go on http://www.gw2armor.com/ and look through the sets. Obviously this site is missing some sets but it gives you some ideas atleast.
Nice, you used my idea to solo the orbs. Was gonna do a video of soloing this path pretty soon but no point now haha.
dagger warhorn + axe focus. No need for staff unless you need to go super range and support, which is pretty much never in pve.
Not sure why we didnt get hex’s. There is atleast one sort of hex in gw2. The guardians binding blades on the greatsword puts a non condition dot on enemies (a type of hex). Dont see why they scrapped hex’s completely. It could of been a much better set of utility skills instead of corruption skills and would of given necros a stand out set of utilities other than the poor adaptation of minions.
Energy is good for the staff. Gives you an extra dodge.
You mentioned its our stunbreaker. DS doesnt stun break, you can cast it while stunned but you still cant do anything. Would be nice if foot in the grave actually made it a stunbreak aswell as 3 seconds of stability, seeing as we have a lack of decent low cooldown stunbreaks.
If im online and you need an extra, just whisper me. I will most likely be able to play unless im doing dungeons with my guild.
I would like an invite to BoC aswell please. :>
You can go full dps wells and still support quite heavily just by picking the right wells.
Id possibly be up for this at some point. GMT +00:00. Can guilds span across NA and EU servers or do you have an EU BoC guild aswell?
Claiming minions are no worse than our other utilities is a joke. Yea sure some corruption skills miss alot but thats because they can be easily dodged and blocked atm. Nothing wrong with the spectral skills except spectral grasp getting caught on terrain and cooldowns. And theres is absolutely nothing wrong with wells, completely reliable and do exactly what they are supposed to.
Minions are just the classes pointless and broken set. If they had ranger pet AI then maybe they would work a little better. If it isnt reliable then it needs fixing. I dont know any other class that has a complete set of utilities which fail to work how they are supposed to consistantly.
They’ve never been reliable. Dont know why certain players seem to delude themselves into thinking theres a special method in making them work properly. Never fails to amuse me.
This is why MM is a waste in gw2.
Hey,
I have recently leveled my necro to 80 and get into some 2v1 battles. The problem I am having at the moment is trying to stomp people without taking too much damage.
Is there an ability or special thing I can do in order to make this happen?
It’s incredibly difficult to do as a condition necro. You can fear mark revivers, or go DS/fear to disrupt a single reviver. Condition necros aren’t going to typically have DS stability, well of darkness, warhorn daze, etc.
Power necro has some better tools available but is still quite lacking in this department.
Bleeding them out doesn’t really work with multiple revivers. I’ve started to just give up on stomping completely. I’ve been poisoning the downed and just loading up the reviver with conditions. If they get the revive off then I epidemic and see if I can get them both downed at the same time.
It’s worked a few times, but I just don’t think necro is a top tier soloing class because of this one issue. It’s a very good duo/trio class if you team up with someone with solid stomp mechanics.
I play terror condition spec in spvp. I always take well of darkness. And it really is amazing at allowing you to stomp. Not to mention in a 1v2 if you dont stomp, the 2nd guy will res his teammate if he has half a brain. Which will cause you to lose unless you succeed in stomping.
Do you really wanna go into the whole condition dmg vs power?
So everytime a person decide to go pure condition dmg they know that.
1. Crit dmg have no effect.
2. Object take no condition dmg
3. there is a bleed cap of 25 making it very fun to use in events or dungeons with 1-2 other condition spec.
4. When you down a player with conditions they go poof.
5. Vulnerability dont affect condition dmg.
6. Many events that give dmg boost dont affect condition dmg.
7. Quickness makes you ram into bleed cap instantly.
8. Curses 25 doesnt affect condition dmg.Im sorry but only benefit is to ignore toughness isnt enough and if your condition spec and have to take down things like burrows its a huge issue.
Outside of tpvp/spvp condition dmg have tons of issues and toughness isnt something power specs have trouble with and even if there were stuff like vuln helps to get around it, nothing helps condition get around the whole object / bleedcap / no scaling issues.
You shouldnt be trying to destroy a burrow with condition damage spec! If you want to build conditions thats fine. But you cant complain about not doing much damage to objects. You’ve built around a certain way of dealing damage which only effects living objects. Its a core game mechanic and completely fair.
Well of darkness works on most enemies. Either use that or just finish them off with regular attacks. Or DS stability.
Stop being foolish. You pick a condition build knowing that your going to do poor object damage. I mentioned conditions ignoring toughness because thats a powerful feature conditions have to balance that they cant hurt objects. Think of it this way. Conditions are highly effective at killing things with alot of toughness over a moderate to long duration but pure damage is effective at killing glassier things and objects. You cant expect every build to be able to do everything effectively. Thats the sacrifice you make when you build a certain way. Its like asking a glass cannon build to be given way more tankyness.
If you want lifesteal in a dagger build you want to go high crit, high power. So the traits can be quite flexible but you want 15 points in blood magic for vampiric precision.
Not sure I agree with this. You need a very high crit rate to make vampiric precision be more effective than the bonus healing from bloodthirst on vampiric, and that’s before you take into account Life Siphon or Signet of the Locust (if you decide to use the active frequently) or even life leech (downed state).
I wrote a post about it here.
I don’t disagree with taking just 15 points in blood magic, but you should get bloodthirst, not vampiric precision.
With 50% crit rate you get more damage and more healing out of it. The numbers suggest only 1/2 hits will crit but in reality almost every attack crits especially if you get fury from curses or a warrior in the group. Bloodthirst doesnt increase the damage tick from lifesteal just boosts the healing you get per tick. But a crit with vampiric precision heals you for the normal hit + the crit lifesteal. Which is more even if you dont crit 100% of the time. But obviously you need about 50% crit rate. Also Wells + locust swarm can crit and provide a huge amount of healing over a short duration in a zerker build.
And in response to the post you linked. Im not concerned with life siphon. I rarely use that in a fight as its poor damage and has enough healing without bloodthirst. But i can understand you’re point if your focusing more on sustained survivability rather than damage dealing with a little sustain to help.
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Run a power build = problem solved. Conditions ignore toughness so its a fair trade off to make objects immune to them.
LOS does have an effect on it, please just go try it on the arch near Greenwater. You stand near the flag guard, cast it on the top of the arch, and if you dont look at it, you will port directly under it. While you’re not looking at it, the Red Bar for Out of range is active, and when looking at it, the red bar is removed and you teleport on the archway. I’ve tested this numerous time while waiting for dolyaks/roamers to kill.
The spell will still work even if you dont see it, but you won’t move up or down, only in the direction the wurm is.
So I played with it on this particular arch: I could actually get the skill to work without looking at the wurm, while the indicator was still red. (Teleported from the ground up to on top of the wall / arch). So it’s weird all around. :/
And regarding the Arah example: I’m sorry man, but I don’t run Arah, and I’m not gonna stop a pick up group so I can test shadowstep pathing in that segment.
Not asking you to. Just pointing out its a very buggy teleport. Mesmer blink is far less buggy. :>