Your choice of classes is good. You have everything covered. But yeah switch that guard to zerk. Ideal comp would be D/F ele, phalanx war, hammer guard, thief and mes.
Oh thats what he meant. Hmm well procing that on a clone doesnt justify not taking wells. Traited wells can proc 3 lifesteals per tick.
You cant waste lifesteal procs, theres no icd.
Not wp’ing out of the boulder puzzle is a whole new level of lazy…
Old type of lazy. Seen that kitten countless times in the old cof farming days.
Well nothing lasts long enough to justify condi in a group. This build is for solo lupi so i wont need epidemic. Plague signet is a instant cast 3 stacks of might. Sigil of battle maintains 9 stacks of might with runes of aristocracy. So its actually pretty amazing for might. Plus signet of vampirism gives 6 stacks of might.
Siphon works through shields and semi invulns. They fixed it for wvw because of abuse with lifesteal and binding blades etc. But it remains an intended mechanic for everything else. So you can basically lifesteal liadri to death in phase 1 and you can do the same to mai trin. http://youtu.be/H-5f4wDgWgE
Having good sustain and condi cleanse is pretty important for phase 2 if you arent abusing lifesteal or if you are going for 8 orb.
http://www.reddit.com/r/Guildwars2/comments/26lqo4/guild_wars_2_community_is_superb_awesome/
Why arent most people more like this guy. Just shows what happens when you actually put the effort in to explain that you are new and have an open mind.
You can bait out the leaps with every class. Evades are usually enough. But it can be risky if you try it on a necro. x)
Argueing about lore is silly. Just buff staff direct damage and our ranged power weapon problem is sorted. What we need is a melee cleave weapon (sword or greatsword please).
Ok sure. This build wont yield highest condi damage stat but it will allow you to proc a lot of bleeds on crit along with maintaining personal might. Also has plenty of condi duration for reaching the stack limit.
Just to point out that those builds probably wont yield you the highest condi damage in most situations. They are dependant on you recieving 25 stacks of might to achieve that (which you cant do by yourself).
So if you want to maximise personal condi dps then you would build differently.
I’m not sure about that because the stack limits. It’s very common that your bleeds are overwriting by an ally, so investing in duration/precision will not always give you more damage so investing in pure raw condition damage might be optimal. Luckily the zerk meta gives the condition user some breathing room.
I was considering more of a solo situation because in a group you barely get to apply conditions before things die.
Just to point out that those builds probably wont yield you the highest condi damage in most situations. They are dependant on you recieving 25 stacks of might to achieve that (which you cant do by yourself).
So if you want to maximise personal condi dps then you would build differently.
You perceive it as an issue, I don’t.
Being able to support your team no matter what your gear is what gives you so much freedom to build how you like, you don’t need to have a minimum of gear X in order to apply boon Y. Same with DPS, you can run full cleric but pile on a bunch of damage modifiers through traiting.
I’m not saying you couldn’t support with any gear, I mean you should get benefits using other gears.
We only have 2 options, support and cause high damage or support and cause lower damage, of course you’ll pick the 1st, but if you offer support a bit but cause high damage or support a lot but cause lower damage … now you have to think what you want to do.
You do already get other benefits. Take PVT/clerics and you become immortal. I dont really see the issue. The best thing about this game is that support and control is independant of gear stats. The only stats which effect support is boon and condi duration. But you can build around those without devoting an entire gearset to them. This is whats great about the build system. The real problem is the game is too easy and theres no new endgame content.
Necro already has good control. Unfortunately most of it is single target. Being able to stunlock bosses is bad design. Defiant is in place for a reason and it works really well, its a great example of what seperates experienced players from the rest. Its up to the players to work around it. If they refuse to learn about defiant then they dont deserve to be able to disable the boss.
Anyway if we want more control in the form of hard cc we would make the warrior take hammer (not needed anymore as dredge clown car got nerfed). If you want soft cc and low cd defiant stack stripping then necro already has that covered with very little investment (hello deathshroud).
Can anyone explain why heal area does damage? Id love to be able to kill people with healz! Always makes us laugh when someone gets downed to it. “You cant heal things to death”, Ascalonian Monk begs to differ.
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Sell them tbh. Or give to me.
But then he has no vuln duration!
Nope just temp.
Thats deSades screenshot (he got banned :<). And weve learnt to turn our graphics right down for teq after numerous crashes… :<
Not really true. Say im going for lupi condi solo. Phase switch and lifesteal cleanses conditions so I dont really care about duration as much. I want max condi damage while i have the condis on the target. Condi duration makes it easier to reach 25 stacks of bleeding but what good is that if your bleeds dont tick as much. Theres a balance you need. Focusing solely on one and not the other is bad. And like you said condi duration can be covered by food and traits so aristocracy runes are fine.
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Well karma from 38 makes it much more worth it than 49. Rewards still arent good enough to justify doing a fractal that earns no karma.
You said organised group. Banners, might and fury is a given. Also lifeblast only out damages dagger in a piercing situation. Lifeblast does 0.93 coefficients per second whereas dagger does 1.4 coefficients per second. Pretty huge difference.
http://www.dtguilds.com/forum/page/2/m/6563292/viewthread/12821718-necro-dps-trials-halp-dek
You can scroll down to the group setting, without stacks for the kind of situation we are talking about. You can exclude ranger buffs and you still get a similar result. Every organised group will have banners and EA, many will have a ranger. So ignoring those is just cherry picking to favour the DS build.
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7k effective power is very low for both builds in an organised group. Put simply in an organised group you are going to have close to 100% crit chance without DP and you will easily have 4 conditions maintained permanently (5-6 isnt hard either). Thats an 8% boost from Target the weak which is greater than the 5% from strength of undeath. The ferocity doesnt make up the difference. Plus the 6/6 has more condition damage which will add a small amount. And dagger > lifeblast.
I get it, warriors benefit from self buffing, but necro? Oo
3 signets (signet mastery) + BiP + battle.
Ill be testing it out once i have enough CM tokens. :P
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Aristocrat runes >>>>>>>>>>>> krait runes.
^
Does anyone remember what they did before the feature patch? Because now they are pretty much the best runeset for condi damage on both necro and warrior. Whereas most people stick to the old undead runes or the new krait runes.
You are getting them mixed up Andele. 6/6 does more in an organised group. 6/2 is more dps in a pug group if you can maintain your lifeforce (which kind of makes it bad for both as its unreliable).
Also i have already debunked it above that neither line will result in more dps if everyone gets 100 (so 1+level/2+2% power – aka 2k+ on zerker build with bloodlust), you will with just 1 hit pre second from team guarantee more damage than close to death/5stack target the weak.
No idea what your trying to say here as i dont speak jibberish.
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It would be nice to have more trouser leggings. Currently there is only embroidered.
You really need to stop taking a dump on that lovely floor Lilith.
I dont see how group lifesteal, healing, retal and prot would put necro on par with the other classes. Group lifesteal would be nice if it was accessible to dps builds. Prot is the only other useful thing in your list. We already have good prot access and we dont really need any more. Besides if you want prot you can just take a hammer guard. x)
I can tell you if any of your suggestions were introduced. Necro would still remain the the very bottom tier class in pve. They might be nice and fun for the casual player but they are essentially useless to anyone with even a moderate amount of experience.
Those suggestions would do nothing to improve necros popularity. Would like actual decent buffs rather than useless play how you want crap. :P
@OP
A trait for 150 ferocity would be nice. Condi damage would fit the class better but would probably buff condi necro too much and crit damage would be much more desirable for the entire party.
The problem is necro builds often revolve around the utilities they take so slotting 3 stunbreaks kind of lacks a lot in other areas. Other classes builds are often defined by their weapons and they can afford to slot 3 pure defensive utilities without losing much effectiveness (excluding engi).
It seems we stumbled apon a frog after our fractal adventures.
I play all classes more than i play my necro these days. I dont think stability would be too much. But im also ok with it just becoming a stunbreak.
Dubs lag is caused by dub and nothing else. Noone else has dubble lag like his. I wouldnt worry about it if you have a semi decent isp. x)
It effects both auto and scepter 2. So its a pretty good increase.
Most of necros long duration bleeds are on other skills other than the auto attack. The auto attack just increases the amount sustained. And necros get more bleed duration than any other class. So they are pretty much the best class for single target bleed damage.
Warriors would like to have a word with you.
Hemophilia + Lingering Curse vs Deep Cuts
Lingering Curse ignores the 100% condition duration cap. So if you max condition duration necro can get 133% bleed duration vs 100% on warrior. But warriors have op base duration on sword. So i guess they are pretty equal. >.>
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I dont like the non combat puzzles but atleast dredge takes a reasonable amount of time to complete now. So i cant really complain too much.
Most of necros long duration bleeds are on other skills other than the auto attack. The auto attack just increases the amount sustained. And necros get more bleed duration than any other class. So they are pretty much the best class for single target bleed damage.
Bleeds overwrite the oldest stacks. They work just like might stacks. Burn and poison should use the latest applicants condi damage but some people have reported strange behaviour with duration conditions.
Weakness is very good in fractals but its difficult to get enough long lasting weakness without sacrificing damage. Alternatively if your whole group uses scale venom then every mob/boss should have perma weakness on them. So theres not really a reason to spec for it. CPC, withering precision (kind of bad because of icd), offhand dagger and enfeeble are generally the best things to take for extra weakness if you need it and dont have a group using scale venom.
In dungeons you really dont need it at all. Nothing in dungeons is that dangerous.
That wasnt even an rT run btw.
Some will suffer a lot more than others.
Warrior can still use them for example. And classes that rely on perception are kitten.
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I dont even care about it for speedruns and casual runs as we never used them there. What bothers me is they destroyed soloing in competative times.
Did you not see the waiting 7 seconds for smoke bomb after the spider run and before the deadeyes? Clearly engi has enough stealth. That run was a mess yeah, but thats because it wasnt repeated to perfection (why would anyone waste their time doing that with such an awful comp).
Anyway what do you recommend for TA Forward guang. Id love to improve our time on that path. http://gwscr.com/records/current-meta-dungeon-records
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Actually it is a pretty standard tactic to lock down the necro so he cant get lifeforce and becomes a complete dead weight right from the beginning. Even in my limited pvp experience I know about that. x)
Or just allow you to keep the stacks even if you swap the weapon? Oh wait thats too op!
Yeah and for solo warrior can just use an axe with bloodlust seeing as you camp gs for lupi solo. But it completely destroys classes that have to swap weapons. I wanted to get a smoother berserker necro solo done and from testing the other week it looked like i could get about the same or faster than before patch, despite the crit damage nerf. Now thats not going to be possible.
They separated the underwater and land weapons for this. It was the only possible solution. And i guess i can see why they didnt mind doing it this way. Its not like underwater combat is popular or common anyway. What annoys me is why did they feel it needed nerfing? Its not like the sigils were overpowered and pretty much noone used them in dungeons unless doing a solo lupi. With this change they have made stacking sigils completely useless. If their reason for changing it was wvw then thats a huge joke. Balancing zerg content, pls anet.
Nobody uses FGS on the burrows in p3. That’s ridiculous. What you do is get 2 eles, so 4 icebows, then go in teams of two. 2x Ice Storm on the 1st burrow = insta-dea. 2x Ice Storm on the 2nd burrow = insta-dead. Then on the run to the 3rd and 4th burrows at the far end on the room, Ice Storm gets off CD for everyone, so do the same thing. There is no need whatsoever for an FGS. You should have given that ele a good scolding for using FGS where he shouldn’t have, and thus depriving the group of it for the last boss.
You can use fgs at the burrows and have if off cooldown before the the boss thanks to timegating. So really there is no reason to give anyone a good scolding. Not that you even need fgs to kill the boss in seconds anyway.