Showing Posts For zapv.8051:

Merge Transfusion with Deathly Invigoration

in Necromancer

Posted by: zapv.8051

zapv.8051

I’ve seen transfusion with 1.6k healing power heal for 6k to 5 targets, that is 30k health to allies on a 40(32) second cooldown. It’s an awesome adept trait. I don’t think deathly invigoration should heal when entering and exiting, but maybe if they just bumped it up to 1000 baseline then made it scale by like 0.33 with healing power (every 300 healing power is an extra 100 health). They could also just make it scale well with healing power (i.e. 1 extra health per one healing power), and it would be 2k per exit for full clerics builds.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

Fixing Necromancer- 3 Changes You Would Make?

in Necromancer

Posted by: zapv.8051

zapv.8051

1: buff siphons and signets (vampiric, vampiric precision, remove bloodthirst, vampiric rituals, signet of vampirism, signet of locust, signet of undeath, plague signet passive)

2: Fix Death Magic by merging the 4 staff traits into that tree or somewhere else, and adding at least one master and at least one grandmaster trait that actually give boons. Could be something like:
wells grant boons on pulse (master or grandmaster)
or
corruption skills transfer a boon from your target to you (adept or master)
Kind of ridiculous that necros don’t get boons from the boon duration traitline.

3: Buff our weapon skills to have blast finishers and be more useful in general. Looking at you axe auto and dagger 2/3.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

(edited by zapv.8051)

Siphoned Power is... good? Trait EXPLAINED

in Profession Balance

Posted by: zapv.8051

zapv.8051

It’s a terrible trait. Most people know it gives more than one stack but it is still terrible. That’s because the last thing you need when at low health is more damage. Furthermore, your not going to realistically get more than 5 stacks unless multiple people are hitting you in which case you are dead anyway. Furthermore, if you save up death shroud to use this trait to its max effectiveness your not using death shroud properly. It is one of the worst traits in the game and what you posted changes none of that.

Most people know? Really? The community claims to know a lot of things but you’d be surprised if you read something like this: https://forum-en.gw2archive.eu/forum/professions/necromancer/Siphoned-Power/first#post4229829

Also, I never said that this trait was good/bad, I simply stated how it works and how to maximize its effect.

I read that thread, at most 3 people didn’t understand the trait fully. Reread it yourself and you’ll see most people know exactly what the trait does. Also, I understand what you did. I explained why what you said doesn’t justify how bad the trait is. Maximizing this traits effect is a death sentence. Also, you stated your opinion at the top the traits is good. That isn’t even remotely true as I explained.

Most people didn’t get, no one corrected the guy who made the thread or said “that is not how it works”. Also, I said HOW to maximize the effect of this trait (below 25%, In full DS, against fast hitting target) not that you SHOULD. And didn’t you see the question mark? …good? = as in stating with the right things could be usefull to some extent. But yes, it’s a horrible trait, (but again) I was merely showing how it work because
It is misunderstood.

I can tell you for certain that people in that thread like spoj, bhawb, and Dranor definitely know how that trait works. The issue is not understanding it’s that the the trait is terrible. It isn’t nearly as misunderstood as you think, but I guess it’s fine for the very few people who don’t understand.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

Who won the Skill Bar Previews?

in Profession Balance

Posted by: zapv.8051

zapv.8051

There is two ways to look at this, who got the best buffs and how strong the classes will be relative to each other after this patch. My list is based on the latter.

1. Ele: Top tier in every single game mode be it pve, pvp, wvw roaming or zerging. Nothing except fgs and tornado got nerfed and people need to stop acting like those skills where carrying them in any game mode.
2. Guardian: Will be top tier in every single game mode except maybe wvw roaming. Might see 2 run on pvp teams because of mediation builds getting a big buff
3. Warrior: Despite the nerfs they will still be strong in every game mode, but they might fall off some pvp teams.
4. Mesmer: every build got buffed, I think they will be much stronger in zergs, and be meta in pvp.
5. Thief: realistically they didn’t recieve that bad of nerfs and will still do the same things in all game modes, but the added reveal skills will affect them.
6. Engineer: got some good buffs, but not much will really change for them.
7. Ranger: They got buffs, but they aren’t suddenly gonna dominate everything. Maybe I’m underestimating the changes, but I don’t think sniper builds will suddenly be on every pvp team, and thieves will still be better roamers.
8. Necromancer: Worst class in pve since day one by far cause of no group buffs, one of the worst classes in pvp due to lack of sustain against multiple enemies only being carried for one month by stupid amounts of damage. Necros have needed real sustain since day one and haven’t gotten it (SOV is still the worst heal in the game, and siphons are still 20 trait investment for 120ish hps). Terribly designed class that needs major changes to be balanced in this game (looking at you DS).

Overall, I thought it was a good patch, a lot of different builds got buffed on multiple classes, but I feel thieves and necros didn’t get anything that will allow them to run any new builds.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

Siphoned Power is... good? Trait EXPLAINED

in Profession Balance

Posted by: zapv.8051

zapv.8051

It’s a terrible trait. Most people know it gives more than one stack but it is still terrible. That’s because the last thing you need when at low health is more damage. Furthermore, your not going to realistically get more than 5 stacks unless multiple people are hitting you in which case you are dead anyway. Furthermore, if you save up death shroud to use this trait to its max effectiveness your not using death shroud properly. It is one of the worst traits in the game and what you posted changes none of that.

Most people know? Really? The community claims to know a lot of things but you’d be surprised if you read something like this: https://forum-en.gw2archive.eu/forum/professions/necromancer/Siphoned-Power/first#post4229829

Also, I never said that this trait was good/bad, I simply stated how it works and how to maximize its effect.

I read that thread, at most 3 people didn’t understand the trait fully. Reread it yourself and you’ll see most people know exactly what the trait does. Also, I understand what you did. I explained why what you said doesn’t justify how bad the trait is. Maximizing this traits effect is a death sentence. Also, you stated your opinion at the top the traits is good. That isn’t even remotely true as I explained.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

Siphoned Power is... good? Trait EXPLAINED

in Profession Balance

Posted by: zapv.8051

zapv.8051

It’s a terrible trait. Most people know it gives more than one stack but it is still terrible. That’s because the last thing you need when at low health is more damage. Furthermore, your not going to realistically get more than 5 stacks unless multiple people are hitting you in which case you are dead anyway. Furthermore, if you save up death shroud to use this trait to its max effectiveness your not using death shroud properly. It is one of the worst traits in the game and what you posted changes none of that.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

Weapon swapping, What if...

in Profession Balance

Posted by: zapv.8051

zapv.8051

Is there any logical reason they should do this. If not why even bring it up. If so it better be a good one cause they’d have to redo the whole elementalist class for this one change.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

dont you dare touch litch

in Profession Balance

Posted by: zapv.8051

zapv.8051

It should be a way to increase dps, but currently it is just silly. Either the people you are playing are good and you get stab striped then cced to death or you faceroll. They should balance it by lowering the damage and cast time of the auto and make 2 and 4 better. It would be sweet if 4 summoned 2 flesh golems for 15 seconds instead of 8 useless rats.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

[Necro Suggestion] Invoking the Marks

in Necromancer

Posted by: zapv.8051

zapv.8051

I’d like to see them make marks a better spacing tool. Give them a reduced cast time, but instead of activating when someone walks over them make them player activated with a delay between the player activation and the actual effect. Something like a half second. Then make each one colered differently give them stronger effects (like a boon for all allies in the area), and make the size of greater marks baseline. This idea will probably never happen because it’s too much to implement. The transform idea is too much though, you’d be adding 20 skills to necros and that will never happen.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

Predictions for 9/9/14

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Posted by: zapv.8051

zapv.8051

I still have never had Renewing Blast bug out. The only trick is that against larger enemies (like bosses), because they are so large, the angle shoots the life blast right over your allies’ heads.

I’m pretty sure that is the bug, but I don’t really use it because of that. Too many giant norn warriors and guardians in wvw.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

Predictions for 9/9/14

in Necromancer

Posted by: zapv.8051

zapv.8051

While these are completely reasonable, I expect a bigger buff to signets than that. Also, I really hope they just get rid of bloodthirst, but it probably won’t happen because they’d have to make a new trait. I would also be surprised if they don’t touch some of the other new traits. Renewing blast just needs a bug fix so that it actually hits people, and unholy sanctuary should heal double what it does now.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

Are necros that horrible?

in Necromancer

Posted by: zapv.8051

zapv.8051

Necro is more of a tank than War. It is roughly equivalent to Guardian. Warrior has significant combat mobility and spike damage. Necro is a straight up face tanker.

DS is the class mechanic that provides temporary invulnerability. In a way, you can think of Necro as a dark paladin with sub-par attacks and conditions instead of healing but designed as an aggro magnet.

Did you actually just say necros are tankier than a class that can afk and not die? Necros are the least tanky class in the game. Every other class can be attacked by theoretically infinite damage and not die through invulnerability skills. Deathshroud isn’t like being invulnerable, you still recieve damage and if you get too much you get hurt. That isn’t what invulnerability is and it shouldn’t be thought of that way. Also, necros shouldn’t be an aggro magnet either. They are a largely ranged caster class, what part of that says aggro?

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

Necromancer's Unite

in Necromancer

Posted by: zapv.8051

zapv.8051

Tanky maybe in DS but our sustain in spvp is rather bad. There is a reason why positioning is so important for necromancer in spvp and why there are no viable bloodmagic builds. Those buffs will most likely bloodmagic traits which really do suck and need buffs.

Pretty sure the reason they need buffs is because they don’t suck.

I see what you did there :P

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

Downed state: we are the worste

in Necromancer

Posted by: zapv.8051

zapv.8051

I have an 80 engi, so you dont need to tell me what the downed states do. In my opinion having 2 interrupts is better than having one. Also, if you take any of the on down traits your wasting a slot anyway so why even consider that. The #2 skills on both suck, but I agree engis is worse. The thing is though the engi 3 skill makes up for that. The aoe interrupt is way better than the added damage necros get.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

Downed state: we are the worste

in Necromancer

Posted by: zapv.8051

zapv.8051

@wolf You seem to be thinking in terms of 1vs1 where necros are indeed strong, but the only thing that actually matters with downed state is if you can prevent a stomp in a teamfight. In that regard necros are far and away the worst. Also, engi downed state isn’t nearly as bad as people say it is. Unless you waste the pull on a non stomp then the 2 skill is as good as necros. The 3 skill is way better.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

Last 4 professions in Friday's Skill Bar?

in Profession Balance

Posted by: zapv.8051

zapv.8051

The real problem is that necros have been the worst pve class in the game since launch, and have only been widely wanted on pvp teams for about a month (post dhummfire patch till the dhummfire nerf). That means in 2 years of this game necros have been bottom tier in 2 of the 3 game types for most of the time, and anet hasnt done anything to fix it.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

WvW Necro build

in Necromancer

Posted by: zapv.8051

zapv.8051

I don’t really know what a powermancer build in 3-5 man group setting would look like. You could just run axe warhorn staff 6/2/0/0/6 zerker dps build with close to death, axe training, ranged wells, might and vulnerability on life blast, and deathly perception. Along with well of corruption, well of suffering and maybe spectral walk. I dunno though maybe there is something better others have found.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

Changes in the Sept 2014 Feature Pack (WOOT!)

in Necromancer

Posted by: zapv.8051

zapv.8051

They will probably buff signets, maybe increase the uptime on wells. Spectral armor and walk are both really good, so I can’t see them changing those. Hopefully, blood magic gets a buff. All 3 grandmasters are bad, and ritual mastery should be adept. Maybe they will buff unholy sanctuary to double what it is now like thieves have.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

WvW Necro build

in Necromancer

Posted by: zapv.8051

zapv.8051

Do you want to roam solo or group, or follow a zerg?

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

[Death Shroud] Nerf it just like adrenaline

in Necromancer

Posted by: zapv.8051

zapv.8051

No, you can make a Necro that won’t die. You just won’t do anything else, whereas others will.

Curious, could you post a build using soldiers or sentinels or even nomads if you want? Are you talking about a well build or a spectral build.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

Downed state: we are the worste

in Necromancer

Posted by: zapv.8051

zapv.8051

Necros downed state is the worst by a ways. Good engis won’t pull the person unless they are stomping, and the second interrupt is great. If your comparing warriors, you have to realize their 2 skill is basically the same as ours except it can’t be condition cleared. Then realize vengeance allows them to deal way more damage then our 3 skill ever could. At the same time it gives them a chance to rez, which makes their downstate way better than ours. Every other classes is pretty obviously better than ours.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

[Death Shroud] Nerf it just like adrenaline

in Necromancer

Posted by: zapv.8051

zapv.8051

DS is OP . Have a 2nd life bar is a broken mechanic . I play all others class and I’ll trade all my blocks / evade / invul / teleport / immunities for get 2x more HP on demand like necros have . They should remove DS from the game and necro will be totally balanced . And move Terror to grandmaster .
And what are you guys saying ? Pfft . You necros can fill DS soo fast . Just use staff 1 on clock tower kitten . And you have too much attrition . Plague just reset the fight easily , way better than thieves shadow refuge . All you have to do is L2P sorry

Please don’t respond to this troll and let this thread die.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

[Necro][Shroud] F1 F2 F3 F4 [New Mechanic]

in Profession Balance

Posted by: zapv.8051

zapv.8051

I don’t think they will add 15 more skills to necros because necros already have 20 which is above average. Instead they could make the F2 F3 and F4 skills, simply one skill that related to the classes mechanics. For instance, F2 could sacrifice life force to summon a minion, F3 could sacrifice life force to siphon health, and F4 could sacrifice health to do massive damage. This would be a lot easier to implement, but it still probably won’t happen. Unless there is a significant expansion I can’t see Anet changing any of the class mechanics.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

Hypothetical Question about SoV

in Necromancer

Posted by: zapv.8051

zapv.8051

Well the passive heal is 320ish which is 10% of 3000. Considering most attacks don’t deal 3000 damage it is pretty much a 10% damage reduction plus it has a low cooldown for a utility of 35 seconds. I’d say that would make it a pretty decent ability for some kind of tanking build with high toughness. Having said that I believe this skill will get a buff along with other siphons on september 9th.

any information on that out? I think I missed it if there was.

Just an educated guess.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

Hypothetical Question about SoV

in Necromancer

Posted by: zapv.8051

zapv.8051

Well the passive heal is 320ish which is 10% of 3000. Considering most attacks don’t deal 3000 damage it is pretty much a 10% damage reduction plus it has a low cooldown for a utility of 35 seconds. I’d say that would make it a pretty decent ability for some kind of tanking build with high toughness. Having said that I believe this skill will get a buff along with other siphons on september 9th.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

WvW Frontline build?

in Necromancer

Posted by: zapv.8051

zapv.8051

You keep on using full ptv, I used to do that too until I decided to try and deal more damage and crit more often. Also I’m critting ALOT because I’m staying with the train. Also axe is poop.

What server and what guild are you in zap.

Also the point of the hammer train is not distract the zerg or whatever the kitten your talking about its to kittening kill people that don’t have stab because they didn’t stay with the guardians lol.

PVT does a lot of damage, very close to the amount your build does. The only reason I take axe is for perma retal because it destroys engis. I wouldn’t actually use the auto.

I’m on Yak’s Bend, I don’t have a guild, don’t need one when I only roam anymore (used to command on Darkhaven, but to many terribad players so I left).

Your last point is incorrect. The point of the hammer train is to draw all of the attention, and engage the enemy zerg’s hammer train. Staying with them means you should expect to get hit by the enemy zergs hammer train and backline. Staying on you backline means you only need to worry about gankers which are few and far between in most zergs anyway.

If you’re just running hammer train straight into hammer train you’re doing it wrong. Im seriously starting to think you shouldn’t be giving advice on here. Archon is right you are going for the tail. Veil and dodge statics and try to take out the tail of the enemies train.

Think what you want, fact is any good zerg will make the enemy zerg go through their hammer train before they get to their back liners. It certainly isn’t what you described which would be two hammer trains running right past each other to get to the backliners. Also in pug zergs, which is of course more pertinent to the topic at hand, people are far to scattered to even think about what is backline and what is hammer train.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

WvW Frontline build?

in Necromancer

Posted by: zapv.8051

zapv.8051

It’s a long post, as in it is a long post compared to what is common on these forums. Also length has nothing to do with literacy. Also, you make a lot of assumptions if you fear for this countries literacy based on one post. Your definitely not a scientist.

A necro in pvt will do way more damage than a guard in pvt. If a guard did more damage total in pvt it would also do more damage in zerker, and people wouldn’t run necros for zergs at all cause there would be no point. A well necro does more damage than a single guard. As said before this post, I’m not saying necros should play the role of tanky frontliners, but that is what the OP asked for. As for damage it is at least as good as your builds singular long cooldown well.

As for cleave, your build doesn’t have cleave either so I’m not sure I understand your point. The reason we are taken in zergs and gvg is for blinds, boon corruption and spectral wall protection and cc. The point of locust swarm is cc not damage, the aoe interrupt and aoe cripple are very good in wvw if you didn’t realize.

The next paragraph is barely legible, but I’ll extrapolate. Yes the water fields go on you, but theres nothing saying your wells can’t go on top after that as the water field should still have priority. Furthermore, water fields are generally used when there is a small break in the action as the hammer trains are running around for another go at each other. Not right when you are engaging. Also, my well of corruption will corrupt just as many boons as yours, but I didn’t waste a trait to make that happen.

I don’t even no what to say about the last paragraph, it is very disconnected from what I actually said. You implied I said a lot of things that I didn’t. For instance, you said that I said the hammer train was a “mere distraction.” I by no means said it was a mere distraction. I said it attracts the attention of the enemy zerg or kills you. Those two things are completely different.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

WvW Frontline build?

in Necromancer

Posted by: zapv.8051

zapv.8051

You keep on using full ptv, I used to do that too until I decided to try and deal more damage and crit more often. Also I’m critting ALOT because I’m staying with the train. Also axe is poop.

What server and what guild are you in zap.

Also the point of the hammer train is not distract the zerg or whatever the kitten your talking about its to kittening kill people that don’t have stab because they didn’t stay with the guardians lol.

PVT does a lot of damage, very close to the amount your build does. The only reason I take axe is for perma retal because it destroys engis. I wouldn’t actually use the auto.

I’m on Yak’s Bend, I don’t have a guild, don’t need one when I only roam anymore (used to command on Darkhaven, but to many terribad players so I left).

Your last point is incorrect. The point of the hammer train is to draw all of the attention, and engage the enemy zerg’s hammer train. Staying with them means you should expect to get hit by the enemy zergs hammer train and backline. Staying on you backline means you only need to worry about gankers which are few and far between in most zergs anyway.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

WvW Frontline build?

in Necromancer

Posted by: zapv.8051

zapv.8051

snip text limit

Gosh what a long post, you talk a lot about yourself at the top, which is off topic. Then you say that a guard with 4% crit chance is better at dealing damage than a necro with 4% crit change (actually 9 due to 2 in curses), which is laughable. Then you say wells do bad damage without damaging gear, that’s true, but then again soldiers is the 6th highest effective power in the game ahead of gearsets like knights that you used in your build.

The second paragraph is a mess, your basically saying that you take ranged wells so you can strip stability early, which you still won’t do because there are other boons ahead of it. You also say wells will overwrite water fields if you don’t have ranged wells. That’s dumb, as you could just as easily overwrite them with ranged wells. Your last sentence in the paragraph perfectly explains why ranged wells don’t matter. It is far to chaotic and mobile for your placement to be that bad regardless.

Full zerker necros are very viable, they deal a crapton of damage.

Nexed post is also wrong. If your not on the front line and getting killed your doing it wrong. Your much safer because zergs have to focus the hammer train. That is the point of the hammer train, either it draws all the attention or it walks all over you.

The real reason I picked soldiers gear is because it gives stupid amounts of effective health and effective power. In fact no gear set gives more effective health and effective power. Also, if you think you need precision to deal good damage your kidding yourself. 2300 power with no might stacks is a lot, and while i would deal more damage if i stacked a little precision there isn’t a good gearset for it. There is nothing that is main stat power second stat precision, and third stat toughness or vitality. Ferocity is wasted unless your main focus is damage which it won’t be unless your full zerker. Also here is the actual build post sorry it took 2 days:

http://gw2skills.net/editor/?fRAQNBHhZakkmiarpxlG+bUUMISdayY9iKA1TPWE-TFCEABRcIAUU9Hb2fwJlfAcCA4SJ4DPBA30HQKAmUGB-w

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

WvW Frontline build?

in Necromancer

Posted by: zapv.8051

zapv.8051

I’m not pug zerging. I am running with the hammer train in my guilds gvg group and in my group raids. Your joking if you think you can’t have precision as a frontline player. Look at my builds stats. I’m on a t2 server and still capable of running without full ptv due to my excellent guardians and eles and our recovery on water fields. Maybe YOU aren’t able to use precision but I am perfectly capable of dropping my wells with the train after receiving stab leaping up to the guardians with ds 2 hitting ds 5 4 going daggers spamming 1 until recovery, swap to staff drop 4 on the water field and mark the enemies. Rinse and repeat. All while in the hammr train.

If you don’t run frontline as a necro against decent groups the gank squads will pick you off so kittening fast even in full zerker gear you are better off staying with your driver, especially if he is a guard. Sure occasionally you are going to have to pull off if kitten gets to heavy and you are getting focused.

So let me get this straight, you recommended your build for very specific gvg fights, where you have very good eles and guards providing support to you, to a random poster on the forum who probably isn’t gvg. OK just wanted to make that clear.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

Condition vs Power: PvE team construction

in Profession Balance

Posted by: zapv.8051

zapv.8051

I’ll give you credit I didn’t expect it to be that close, but that is one scenario across a huge game. In general power builds do more damage than condition builds.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

September 2014 Feature Pack

in PvP

Posted by: zapv.8051

zapv.8051

Destiny releases the same day of the feature pack for GW2. Pretty sure they released last feature pack the same time as another MMO release. So basically we have to wait for a big title to release before we see any new features added in-game? Kappa

Considering dragon age inquisition comes out later this year and the witcher 3 is next spring this idea fits pretty well into it.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

Condition vs Power: PvE team construction

in Profession Balance

Posted by: zapv.8051

zapv.8051

1) a condi warrior deals more damage than a berserker one on a heavy armored target, so yeah, conditions are already outdamaging pure power ( with free toughness on top)
2) The cap issue has been acknowledged by anet, it’s a strict server problem, you can’t keep track of 5×25 bleeds, at least that’s what they said.
3) You can play how you want. Just join any “all welcomed” lfg or start your own. Sure, you won’t be accepted for a speedrun in rabid, how’s that surprising?
4) The only way to make condi more suited for pve without destroying pvp is to split the skills and mechanics, and we’re used to anet not wanting that.
All in all, yeah having condi builds viable in groups would be a change. But they are already so powerful in all other game modes where berserker doesn’t shine, meh. Condi builds already deal too much damage for the amount of toughness it provides, imo. Also, if conditions are calculated for each players, that means125 vuln stacks. lel.

I want to see some actual evidence for 1.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

WvW Frontline build?

in Necromancer

Posted by: zapv.8051

zapv.8051

To archon and nexed, you aren’t frontlining if you have precision as a stat on any of your gear. Same with ranged wells, no point if your actually frontlining. Also, most people in a pug zerg aren’t running -condition duration so chilling darkness is still 25 seconds of chill.

To afya, no we aren’t built for front lining, but you can do it. Decent stability uptime, warhorn and wells make necros better than most classes at it just not as good as warriors or guardians.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

WvW Frontline build?

in Necromancer

Posted by: zapv.8051

zapv.8051

I’d recommend going full soldiers. The effective hp and effective power are awesome. Some would probably recommend knights, but soldiers does more damage and makes you more tanky. As for everything else, trait 0/2/2/4/6. Take chilling darkness, ritual of protection, transfusion, ritual mastery, vital persistence, near to death, and foot in the grave. Take well of blood, plague, and well of darkness. The other 2 utilities can be any of the remaining wells or spectral wall. As for weapons, take staff and warhorn. The mainhand is your choice between axe and dagger. For runes and sigils, the best is sigil of energy on both weapons. Sigil of momentum, bloodlust, or life on one weapon, and the last can be whatever. For runes take whatever you can afford that you like. Rune of the dolyak is a good option. For food take -condition duration food (look it up online) or healing power food. The other consumable should be sharpening stones.

I’ll post a link later, I’m at work on my phone right now.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

WvW Frontline build?

in Necromancer

Posted by: zapv.8051

zapv.8051

Do you want to be as tanky as possible or deal a decent amount of damage. I’m really asking if you want your power to be above 2k before stacks or if you want 30kish hp and 3kish armor.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

[Death Shroud] Nerf it just like adrenaline

in Necromancer

Posted by: zapv.8051

zapv.8051

Enough said,
Death Shroud = adrenaline

If warriors cannot carry their adrenaline to the next battle, then necros should not be able to carry their 100% full Death Shroud to the next battle. Their life force should decay as soon as they exit combat PERIOD.

Warriors also build adrenaline in a couple attacks while necromancers take half a fight to build it up IF they are dedicated to it. Also, the core of the warrior’s defenses are not completely dependent on Adrenaline.

Necros gain life force with most skills used, plus they also have traits that enhance life force while in combat. Their Death Shroud should not carry to the next battle PERIOD!

Do yourself a favor and stop talking, you very clearly don’t know what your talking about and your embarrassing yourself.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

[skill bar] skills we NEED

in Necromancer

Posted by: zapv.8051

zapv.8051

Tbh, about going toe2toe with a Dagger against other melee class and just mashing buttons… Necromancer wins. The auto on dagger is incredibly powerful, way more powerful that AA of Thief’s Dagger for example.

Trading hits with melee dagger powermancer is a suicide.

That simply isn’t true. I’d say every class has a build that will own a dagger necro, but especially a thief or warrior. They have real burst skills.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

WvW (Roam/Zerging) Necromancer Bleed Build?

in Necromancer

Posted by: zapv.8051

zapv.8051

Well I wouldn’t ever run that build but it could work. I’d recommend stacking a torment sigil for the extra cover condition. Also a sigil of corruption is to good to pass up in wvw.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

New Combo Field, Earth.

in Profession Balance

Posted by: zapv.8051

zapv.8051

I’m sorry but melee classes don’t need to be even stronger. Currently the strongest classes in this game are Warriors, Guardians, and elementalists. Except staff eles, all melee classes. Making them stronger is kind of against the idea of balance I keep hearing everyone talk complain about. Kiting is very difficult already, making it less effective probably isn’t a good idea.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

[Skill Barr] necro vs buffs

in Necromancer

Posted by: zapv.8051

zapv.8051

If they merge a few of the staff traits and buff siphons I’d be happy. Add in cleave on dagger like the thief and we are talking about a really good patch.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

List of useless traits.

in Necromancer

Posted by: zapv.8051

zapv.8051

The question isn’t if a trait can be used in a build and find some use. The question is if a trait is strong when compared to other traits at that level. 3 conditions removed on an enemy death is just really really bad compared to other adept traits. Vampiric rituals is the same way. It might be kind of useful sometimes, but compared to traits from other classes in the same spot it is just not up to par. Stop trying to say, I find this trait useful sometimes so it isn’t bad. Just because it is useful to you sometimes doesn’t mean it is good.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

biggest trait joke ever

in Profession Balance

Posted by: zapv.8051

zapv.8051

As I explained above that simply isn’t true. Both of those traits will in all likelihood benefit the user. Furthermore, they aren’t almost useless grandmaster traits.

gotta be joking!
the description for Last refuge should pretty much read “get 4 seconds of the revealed debuff when your health hits 25%”
and you’re right its not a grand master trait, it is the very first trait so going in to that trait branch will always push the trait on you!

Lol maybe if your bad, but if your smart you will ANTICIPATE the trait proccing. With all the complaints about this trait you would think people would know by now when it is coming. I very rarely get revealed because of this trait on my d/p thief, and very often get extra stealth and escape because of it. For me, a person who uses the trait wisely it is much much better than a trait that does almost nothing. Also, I want to iterate again that thieves best pvp and pve builds dont go into shadow arts while pve necros and power pvp necros will almost always go into spite. Therefore, in the scenarios anet balances around having an almost useless 25 point grandmaster trait should be much higher priority then a trait that gets complaints because thieves get killed in wvw.

+1

Also Dhuumfire condition necro or any hybrid will also go into Spite.. it has a lot of good traits but this one is trash… in fact, I dislike all the minors in spite.. power to healing power? WHY!?

I actually kind of like power to healing power.

It makes regeneration tick for more when applied by the staff or focus.

That being said it is still underwhelming compared to other things it could give.

The problem is it is in the power and condition duration line and not the healing power line. I’d expect if I wanted healing I would go into the healing power line. Then again id expect if I wanted boons I’d go into the boon duration line and that doesn’t really work out either.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

perplexity goodness?

in Necromancer

Posted by: zapv.8051

zapv.8051

Personally, I find doom and reapers mark enough. Also, despite this post ^ the majority of your damage is still coming from bleeds, and the extra condition transfer is op against other condi builds.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

biggest trait joke ever

in Profession Balance

Posted by: zapv.8051

zapv.8051

As I explained above that simply isn’t true. Both of those traits will in all likelihood benefit the user. Furthermore, they aren’t almost useless grandmaster traits.

gotta be joking!
the description for Last refuge should pretty much read “get 4 seconds of the revealed debuff when your health hits 25%”
and you’re right its not a grand master trait, it is the very first trait so going in to that trait branch will always push the trait on you!

Lol maybe if your bad, but if your smart you will ANTICIPATE the trait proccing. With all the complaints about this trait you would think people would know by now when it is coming. I very rarely get revealed because of this trait on my d/p thief, and very often get extra stealth and escape because of it. For me, a person who uses the trait wisely it is much much better than a trait that does almost nothing. Also, I want to iterate again that thieves best pvp and pve builds dont go into shadow arts while pve necros and power pvp necros will almost always go into spite. Therefore, in the scenarios anet balances around having an almost useless 25 point grandmaster trait should be much higher priority then a trait that gets complaints because thieves get killed in wvw.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

perplexity goodness?

in Necromancer

Posted by: zapv.8051

zapv.8051

Perplexity is very very strong on a roaming necro. 6/6/2/0/0 or 4/6/4/0/0 are extremely strong one vs one and even 1 vs 2. Run dire/rabid (only enough precision for 30% crit chance at most) gear a sigil of corruption and a sigil of torment on s/d and you will be very tough. For utilities it is really up to you. I’m good at kiting so I run spectral wall corrupt boon and signet of spite, but you could take spectral walk/armor or flesh wurm if you want a stun break. In all seriousness though 2k condition damage, 70% condition duration and every condition in the game with 6/6/2/0/0 is almost unbeatable 1vs1.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

biggest trait joke ever

in Profession Balance

Posted by: zapv.8051

zapv.8051

This trait has nothing on Hard to Catch or Last Refuge, both of which screw over the user. Last Refuge is even an Adept Minor trait.

As I explained above that simply isn’t true. Both of those traits will in all likelihood benefit the user. Furthermore, they aren’t almost useless grandmaster traits.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

biggest trait joke ever

in Profession Balance

Posted by: zapv.8051

zapv.8051

at least it’s not a trait that will kill you and is adept tier…

Wrong trait.

BTW OP would you like to trade?

I cant speak for the op but I’d gladly make that trade any day of the week. Stealth necro op.

I was talking about Hard to Survive, but w/e.

I’d still gladly make that trade. At least hard to survive might do something useful (in fact it is fairly high probability that you will be moved somewhere farther away from your opponent). I dont think that trait is master level, but it is certainly better than a grandmaster that is only kind of noticeable if you have a lot of deathshroud. Siphoned power also encourages bad play by wanting you to save deathshroud till your health is low. I’m in no way against thieves, and I’d never take hard to catch, but these 2 traits are better than people give them credit for. Hard to catch is to random, but I dont even see a problem with last refuge because you should know when it is coming.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

Fix deathshroud first

in Profession Balance

Posted by: zapv.8051

zapv.8051

Dark Path will never become a ground-targeted teleport. It was like that in beta and its too strong without hammering the skill with other nerfs.

It could of happened before april 15th but I agree that change probably won’t happen because dark path becomes way too strong with poc.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

biggest trait joke ever

in Profession Balance

Posted by: zapv.8051

zapv.8051

at least it’s not a trait that will kill you and is adept tier…

This trait can also save you… Stealth removes conditions, so if you are running away it can trigger. I mean, most thieves who get low are running away anyhow to reset the fight.

most thieves who are getting low are trying to get into stealth by their own means when last refuge triggers and puts them on revealed. i have never, ever met a thief that wouldn’t gladly take “no adept minor” over having to take last refuge.

at least it’s not a trait that will kill you and is adept tier…

Wrong trait.

at least you can opt out of that one…

In my honest opinion last refuge is still a far better trait. It can be useful, but very few thieves anticipate it hitting even though they know it is coming. Siphoned power on the other hand is an almost useless GRANDMASTER trait. Furthermore, thieves aren’t running shadow arts in the two game modes that are supposedly balanced anyway aka pve and pvp. The same cannot be said for necros and spite.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

(edited by zapv.8051)