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10 necros vs Gorseval. Could it work?

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spoj.9672

You can just abuse multiple mesmer portals as well if you want. As much as its a cool idea i dont really fancy the low dps and poor orb clearing of that party.

[NA] Necromancer Raid Builds

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spoj.9672

Thanks for giving me a reason to test my upload speed by the way. I was very impressed. x)

https://youtu.be/nJDPHWlb4zg

[NA] Necromancer Raid Builds

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Guess ill record a video. :P

Challenging PvE and timer

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You just admitted its easy to survive. Surely its even easier when you are tanky.

[NA] Necromancer Raid Builds

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spoj.9672

It does work as the tooltip says. But if you split your set your weapons are counted in both so it will still proc.

Your testing might be failing because you are either misunderstanding how we are setting up the weapon sets or you are experiencing the sigil equip bug. This bug occurs when you swap weapons and put them in the wrong slots so it causes the sigils to conflict. Only way to fix is to unequip all weapons then place them directly in the right slots.

Raid Leaderboards

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Well if we dont get an official one im sure gw2dungeons.net will accommodate once people start releasing videos of full clears or optimised boss kills.

[NA] Necromancer Raid Builds

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Maxzero it does work by splitting it across two sets. Its how i solo’d lupi with energy sigils on condi necro. If it didnt work i definitely would have noticed and wouldnt have been able to solo him on condi necro. x)

This was months ago though.

How does the aggro (tanking) work for raids?

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spoj.9672

That reaper probably had death magic. Aggro has been consistent whenever we have made sure the “tank” has the the highest toughness.

Heck i successfully tanked and held aggro on Gorseval with just a +4 toughness infusion.

If you are just testing on the smaller guardians you wont get accurate results. They dont follow the strict aggro rules like the main bosses do.

[NA] Necromancer Raid Builds

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#forumbugfix

And FYI dulfy guide has been updated. :>

[NA] Necromancer Raid Builds

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What Maxzero said about Death Nova jagged horror expiry must be true because when i was using the build you just linked (blood instead of death magic). I could get up to 12k bleeds just from Lich jagged horrors. But it was only when i started using death magic did i start to see huge spikes going above 13k. Without death 10k was consistent. With death magic 12k was consistent. So from my perspective there was a consistent 2k gain with the possibility of much large spikes when rotation went well for extended durations.

And this was all done on Sabetha. The builds probably not nearly as good on Gorseval or Vale Guardian. Simply because of less adds and those bosses move more.

[NA] Necromancer Raid Builds

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spoj.9672

This is what i suspect is better:

http://gw2skills.net/editor/?vRAQNBLRDbkh2QT1N2cDe3Gb4wxhxQNThY4FkdwHsBxfOAOAA-ThSFQB9T9nBpEEZWQAgTAAxU6pk9DaneBf9AASwBBohKDCAcAsbdjuBjP+4jP+4t7u7u7u7WKgFVWB-e

This is exactly what i used:

http://gw2skills.net/editor/?vRAQNBLRD7khGDNUdD2tJ4djxG4wBLFDm0HIE0Bi7hFxkYUAYAkAA-TBSFAB9r+DAnAAiV+p0+BtrHw3HAgVKBNeBBSBsoyK-e

You dont seem to get much extra poison out of rise + death nova. So probably better to just use CPC. Death Nova is still valuable as it spawns extra Jagged Horrors.

[NA] Necromancer Raid Builds

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spoj.9672

Ok so i havent tried double epidemic on Sabetha yet. But even without it that fight opens up the possibility for seriously broken damage. And this is from the ranged kiter who rarely gets buffs from the group.

I had 19k bleed ticks going on at times. Consistent 11-13k bleeds was easy to maintain. Then 1k chill, 2k torment, 3k poison and 3-4k burns (from jagged horrors + sun spirit).

But this is only possible on Sabetha because she doesnt move and jagged horrors stay alive. Any other fight jagged horrors would miss their attacks too frequently because of boss movement. Also we will lose the burn damage when they fix spirits.

I think is about time you share the build that achieves 19k bleed + others conditions.
Finally condi necro is getting love, man. I am really happy. \o/

Im actually considering dropping Reaper for it. The chill is only 1-1.5k and the sacrifices i made to get more bleeds reduced chill uptime. I suspect having tainted shackles and dark path will be more beneficial to the build.

[NA] Necromancer Raid Builds

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You can kill red orbs. They are just ridiculously tanky.

Necro guide?

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It doesnt cover all gametypes but i will be updating the PvE guide on dulfy this weekend.

[NA] Necromancer Raid Builds

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Ok so i havent tried double epidemic on Sabetha yet. But even without it that fight opens up the possibility for seriously broken damage. And this is from the ranged kiter who rarely gets buffs from the group.

I had 19k bleed ticks going on at times. Consistent 11-13k bleeds was easy to maintain. Then 1k chill, 2k torment, 3k poison and 3-4k burns (from jagged horrors + sun spirit).

But this is only possible on Sabetha because she doesnt move and jagged horrors stay alive. Any other fight jagged horrors would miss their attacks too frequently because of boss movement. Also we will lose the burn damage when they fix spirits.

(edited by spoj.9672)

General Dungeon Discussion Thread - Part 3

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Got a new amulet from Sabetha.

Attachments:

Name 3 things good and bad about Raids.

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The problem is it caps magnetide shards on successful boss kills as well.

If they did not, i would just get my team and kill VG 4 times per hour and get rich and never need to do craft ascended stuff again.

Maybe (number here) Shards cap on failed attempts, and (indepent number here) cap for successful boss kills.

Guess i wasnt clear enough. The boss kill shards are rewarded from the chest. Which is on a weekly cap. But that should be separate from the 105 magnetide shard cap. So for someone who successfully beats the raid and farms it extra. They can get a total of 105 + x per weekly boss kill. I believe its 6 per boss. But im not sure. If so, that means people who are successful should be able to get 123 maximum per week instead of 105. Small difference but i think its important for people who can succeed to be rewarded better than people who just fail.

Item Restrictions in Raids

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Scam

[NA] Necromancer Raid Builds

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Versus 5 stacks everys 10 seconds with 5 second duration.

This is flawed as the chance on earth is 60% and condition necro does not hit that frequently as in very little multihits, so you are far away from triggering earth every 2 seconds

I was only comparing best case scenario. The biggest reason to take earth is range and not wanting to swap weapons.

[NA] Necromancer Raid Builds

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Yeah i tried using focus on second set for extra chill. But found it was unnecessary. But you could still use a swap sigil and just run scepter in 1 set and offhand dagger in the other purely for swap sigils. But generally yes you always want to be on scepter dagger or scepter something.

Shroud also procs weapon swap sigils. So you can use that even if you dont separate your scepter and dagger across two weapon sets.

(edited by spoj.9672)

[NA] Necromancer Raid Builds

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Depends if you are swapping every 10 seconds. If you ever miss a swap on cooldown Earth is probably slightly better.

If you look at the base numbers its 3 stacks for 10 seconds on a 10 second cooldown. Versus 5 stacks everys 10 seconds with 5 second duration. So you could equate that to 6 stacks with 5 second duration for geomancy verses 5 stacks with 5 second duration for earth.

And geomancy doesnt work at range whereas earth does.

Name 3 things good and bad about Raids.

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You misunderstood me. I think the cap is necessary. But it should only apply to failed attempts. Successfull kills should reward their weekly magnetide shards on top of the cap.

And the timers are good. They are needed to push you into making sacrifises which make the content harder. They arent even hard timers. So there should be very little complaints about them if you ask me.

(edited by spoj.9672)

Name 3 things good and bad about Raids.

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I have a small complaint about rewards.

Specifically to do with the magnetide shard cap. The cap is good. The problem is it caps magnetide shards on successful boss kills as well. I feel like the bonus shards from successfully completing a boss should still be granted and should be separate. So if you fail and cap at 105. You can still earn a few extra from succeeding. If you dont succeed then you only get 105 per week. This means players that actually clear the raid can get ahead of those that fail. Right now all players are rewarded almost equally regardless of success or failure. Unless you get lucky and get an ascended or unique item from the boss kills you are rewarded almost the same as someone who just farmed to fail constantly.

This kind of ruins the incentive and cuts the motivation to succeed.

(edited by spoj.9672)

[META] Condi Reaper in Gorseval!

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You need 2 to spike. The whole point of it is to have 2 so you can duplicate stacks. With just one you only have a mediocre condi class with good condi cleave on trash (Not important enough to warrant taking especially when power tank reaper can do the same job with grasping darkness and wells).

[META] Condi Reaper in Gorseval!

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Even just 1 condi reaper at Gorseval is nice for the trash mobs.

With just 1 reaper you have subpar condi damage. Its not difficult to clear the trash mobs with other methods.

[META] Condi Reaper in Gorseval!

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Yeah the double epi tactic. Thats the thing i was hinting at for Sabetha. I considered it for Gorseval. Just didnt feel it as valuable since there arent always adds on Gorseval. But you dont need 2 viper reapers. 1 can be power and then the second epi can be from a viper reaper.

Raids = good, Timers = bad

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I think they should swap hard enrages with soft enrages: For example the boss spawns more adds, more aoe, hits 30 % harder after a min and so on.

Getting killed by are a hard enrage timer is an immersion breaker. Back in GW 1 when you didnt do the required DPS in UW or DoA you just got overwhelmed by add waves for example.

Also in order to allow build diversity I would push the timer slightly back. Give people room for different builds. Guild Wars was always a game where you could play meta/speedclear or slower clear with your own favourite builds.

On top of that with the lack of meters, nobody can prove that his build is viable and so people that dont play metabuilds from websites/guides will eventually have their access to raid teams denied, despite having a good build.

With these steep timers everyone is forced into meta builds and this is not how this game used to be. Let people wipe on mechanics and only in extreme cases on a soft enrage timers.

It already is a soft enrage…..

Chill Problem

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I keep saying it doesnt require team effort. Everytime i tank with power reaper on it i have almost perma 600 chill ticks on gorseval. :P

In theory you can lose a lot of damage. But in my experience that rarely happens. Sure an improvement would be nice. But its not nearly as bad as most of you are making it out to be.

Chill Problem

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Yeah i tested it further. It switches between who ticks. And its kind of random when it does it. What it seems to do is swap when the oldest stack runs out. Even if the next few stacks are owned by the first player. So im not really sure whats going on with it.

But in actual gameplay you should see very little deathly chill downtime so long as noone is trying to stack chill intentionally. You can maintain it permanently if you hold the cap whenever other people apply a passive chill. Which isnt hard to do on a condi viper build.

Vale Guardian vs Fear

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Its only vale guard that soft cc doesn’t work on. Other bosses are fine.

1st Day in Raiding as a Necro.

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Which is necessary to create difficulty. But its not so strict that if you lack just a little dps you cant still make it. Our first Gorseval was a few seconds after the timer ran out.

Raids = good, Timers = bad

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The timer isnt a hard gate. You dont wipe as soon as the timer runs out. Have you actually played the raid?

1st Day in Raiding as a Necro.

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After writing all that, I thought about what are the closest examples to fighting a good AI in this game.

It is events with multiple mobs: each one may only have three skills but, with several types of them and in good quantity, the result is closer to what I expect of a boss with good AI. There is still no active skill countering but the numbers and positioning of multiple, powerful mobs.

Soloing or duoing refugee camp defense offers more real time strategy because of the more random and less predictable elements while being difficult enough due to being grossly outnumbered.

Arenanet could take four of their favorite fractal bosses, a few lower bosses like champs, stuff ten players onto a platform with them, and wish everyone luck. I would prefer that to gated phases and timers. The variety of boss skills should mix things up enough in the chaos.

Its all well and good have interesting dynamic fights like that. But for truly challenging content you need timers and gates as well. Both sides are required to create difficulty. Without them you can just take slow cheesy routes (see safespots etc). And the timers on spirit vale arent even hard gates. So im really confused about all these complaints about “hard gates” and “hard timers”. They dont exist in gw2 raids yet people are implying they do falsely. Im guessing they havent actually played the raids or havent lived long enough to run out of time on the timer so they dont realise that. :P

Sooo... My 3 Classes In Raiding...

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Condi necro tank cant sustain itself like a power tank can without crippling its mediocre damage further. Therefore you should be playing power dps tank if you want to tank on necro.

1st Day in Raiding as a Necro.

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Nope. Purely necrosploits.

Sooo... My 3 Classes In Raiding...

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Condi necro is generally inferior because they don’t offer the bar breakers or DPS of an engi but that Rev is a welcome addition to almost any comp.

Bar breakers eh’? Reaper shroud 5 for stun, Reaper shroud 3 for fear, flesh golem activation, staff 5 for fear. Am I missing something obvious here?

You shouldnt really have a staff in a raid fight and RS 5 is way too slow for quick breakbar breaking. Golem and RS3 are good though. But condi reaper looks like it should go lich form for the bleeds on jagged horrors.

1st Day in Raiding as a Necro.

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Yeah but thats ignoring something potentially broken that i want to try out next time my team plays.

1st Day in Raiding as a Necro.

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Necro performance varies hugely on each raid boss. Vale guard neither builds are amazing. But dps tank is still probably one of the best tanks. For Gorseval dps tank is really good. Sabetha I would say scepter Condi is really good for everything except the cannons. You can take the range dps role to lure fireballs without losing dps.

Chill Problem

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It doesn’t kick off stacks. But as for damage im unsure how that works because if i start it doesn’t stop ticking until chill runs out or I completely stop applying. I need to test it further. 2 necros is enough to test.

Combat log shows condis now. You have been away too long.

1st Day in Raiding as a Necro.

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Its relatively good for Sabetha. I may have to take greatsword on the secondary set just for the cannons. I did have sustain problems though. And we only had a few attempts before people had to go. So it was mostly learning the mechanics. We werent really trying for a kill at that stage.

1st Day in Raiding as a Necro.

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Yeah i tested lich and condi on Sabetha today. Im re-evaluating my opinion on condi Reaper. Its potentially very powerful. But i still wouldnt be so quick to say its better than power for the overall performance and dps in a fight.

1st Day in Raiding as a Necro.

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They die after about 20 seconds, so you burst high bleeds but then you have cool down for 160 seconds. It’s really amazing for something like high lvl fractals where you burst dps, its astoundingly bad for raids where you have to maintain dps.

They do not die, can confirm it’s consistent. I raided tonight with Lich Form, I cast it once during the start of the fight and the minions stayed alive for a vast majority of the fight, I even had enough time to cast it again so I had 8 of them. I will always be running lich from now on unless there is some weird niche situation where I need something else.

Golem Charge for breakbar on Gorseval is pretty important. Flesh Golem is also a consistent 1.1K+ dps.

Raids NOT Color blind Friendly...

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You can change your contrast/hue settings with Nvidia driver. Easy work around.

Daggers is the best pve weapon

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Yeah its good that you are on the ball. Im far too lazy so the dulfy guide has been delayed far too long. And its nice to discuss things with someone that understands the little details for a change. Most people would rather not put the thought in for themselves and just ask blanket questions. So thank you!

Just started doing some of the dulfy guide earlier. No idea if i will finish it tomorrow since we plan to tackle the third raid boss during the day and then i have to get up for work the next day. So we shall see!

(edited by spoj.9672)

The Sickest Guild [NA] - Spirit Vale Cleared

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In the real world if you set aside a half a day for raids you get fired, divorced, drop out, or all three.

Bit overdramatic and overexaggerated dont you think?

Daggers is the best pve weapon

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Thats pretty much exactly what i would suggest based on my experience. If your dark field or your allies burn field is up for long enough and you want to stay shroud for CC or other reasons then it might be better to start off with Deaths Charge. That way you can get a second Deaths Charge off before you leave Shroud. Wells are kind of flexible though. Some times you might want to drop them first. Sometimes you might want to save them for a more opportune time.

Greatsword and dagger auto are actually very close in terms of damage. Deathly Chill potentially boosts greatsword auto slightly above dagger even when you consider the extra life steal procs. However dagger is a lot more reliable when dodging is involved. And you still want to swap to dagger set for reapers touch obviously. So its actually not bad to be auto attacking on greatsword. If you do have to auto on greatsword, ideally you want to finish the chain to make sure you get the chill and you can get a further Chilling Nova proc (assuming no grasping darkness chill is available).

(edited by spoj.9672)

Chill Problem

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They do not replace. That i am certain on. If chill is capped no additional chill will be applied. But traits like Bitter Chill will still proc regardless. Obviously the confusion is with Deathly Chill. Which i need to test further.

But for chill in general its simple. Each stack successfully applied cannot be replaced. Once you reach 5 stacks no new chills can be applied until the first stack runs its course.

Raids = good, Timers = bad

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The timers arent even hard timers. You can take longer and still beat the boss. Its just not something you want to do.

Chill Problem

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You just raised an important aspect i forgot to test. So i will check that when i have time.

I only considered extremes because a deathly chill reaper is going to be investing in chill uptime. So they if they are chilling then they should always see chill damage so long as cap doesnt get reached. But as you just pointed out i may have had a flaw in my testing method and missed something. Thanks for bringing that up!

I would just like to point out though. I never had deathly chill downtime while playing reaper tank on Gorseval. And there were other chills going on during the fight.

1st Day in Raiding as a Necro.

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I used full dps traits this time. With toughness food again yeah. So top/top/mid, mid/bot/top and mid/bot/mid. Double wells and signet of spite.

The pressure is higher but you can dodge most of his attacks and the enrage timer is a lot more strict. So dps made sense given i didnt actually need rise or any extra sustain over blood and the occasional dagger 2 while pulling to the edge.

Also Grasping darkness is amazingly good on the spirits when pulling him to the wall.