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DEATHsCLAW.1978

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Everything posted by DEATHsCLAW.1978

  1. if we ask the question what necromamcer needs it is hands down a meleeweaponset that actually works in competive pvp/wvw. in pve necro is gonna be allright but the weaponsets that can be used there just don't cut it in competitive. it doesn't matter if it's a condi or power, more important is some mobility/evades on it.
  2. still reduces recharge times of dagger #3, #4 and #5 when sbove 75% health. didn't test other modes
  3. seems not to be working at all in pvp. didn't test other modes
  4. leave necro pistol & torch alone man.. ofc all condi necros will use it but not because they are busted it's because scepter and all offhands are reeeeaaaallly bad alternatives.
  5. wait you really have trouble fightning a reaper in a 1v1? it is somewhat meta in teamcomps for its aoe pressure. but when caught alone it is useless. just use a semi competent roamer / duelist build and learn how to play it. your challenge is easymode on spellbreaker, berserker, untamed, chronomancer, virtuoso, scrapper, holo, sd thief, catalist, sword weaver, condi herald, dragon hunter, ... probably forgot a few
  6. that would be awesome, no doubt. problem is that vampires usually use daggers and necro already has a mainhand and offhand dagger..
  7. if you don't use nades on a scrapper in pvp, you use a suboptimal build. if you can't duel a reaper on a suboptimal build it's NORMAL, not OP..
  8. if you play anything besides core guard you have superior mobility. use it to kite shroud = easy win
  9. PvE: Reaper PvP: stongly suggest staying away from GSReaper bc it's too slow. Ranger GS is very fun to play here.
  10. I think most people here in this thread understand very well what necro is good at and that there needs to be weaknesses to compensate that. they also know that necro in wvw &pvp is only picked for its unique strenght to debilitate foes in an area, not for anything else. the upcoming patch is a hefty hit to that ability. if anet took away the mobility from thief everyone would agree on some other buffs elsewhere, right? same thing here (my opinion ofc)
  11. so if we think your approach trough, significant nerfs to "being a threat to other teams" should be compensated with buffs to mobility or sustain, right? a big reason why there is such a uproar in the necro community is not necessarily just because the one thing they can do is getting butchered, it's also because there are no compensation-buffs coming along..
  12. as far as I know necros counter support specs, especially eles & guards. as for pvp in 1v1 the last time I remember necro countered a somewhat decent duelist it was a dd-core ele as a core celestrial signet necro. might be wrong though. in a 1v1 usually warriors will eat necro alive in pvp
  13. necro gets focused in pvp because: -it's debilitating aoe pressure is impactful -it CANNOT slot any defenses (doesn't have them) so it's an easy first target just think about why all necros slot worm&spectral walk while skipping a lot of very powerful utilities. they cannot deal with close range pressure outside of shroud so they need to port out immediatly. worm is the worst teleport in the game btw..
  14. so much truth in this post! in pvp & wvw necro is a staple because of it's aoe booncorrupts (and maybe aoe weakness) combined with solid aoe damage. in about any other aspect than boonhate (survivability, aoe-damage, mobility, ...) there are much better alternarives. NECRO IS SUPBAR TO BAD IN ALL ASPECTS BESIDES IT'S DEBILITATING AOE-PRESSURE. but because supports can cover it's weaknesses necro is viable (and destructive) in teamfights. it has been like this for years. but what if you take this debilitating aspect away? ... lets see what the patch does (my opinion) currently in pvp, necro (procreaper) is barely good enough to hang onto it's "designed" pvp role in teamfight comps. the incoming nerfs to Weakening Shroud, Spiteful Spirit and Dagger 5 all reduce it's boon corruption output. I doubt it will be worth a pick in teamcomps anymore. outside a teamcomp, harbinger is somewhat viable while the other specs are C-tier at best. wvw-zerg they said they want to shake up the meta and scourge is clearly the target that's gonna get eliminated. it has been meta for years. the incoming nerfs to it's boon-hate output definitely have the potential to knock it out of there. I don't think that reaper is good enough to be a meta-pick, it will be viable though. wvw-roaming: like in pvp, harbinger is the only necro spec that can somewhat look after it's own. it works well with celestial so it will still be a solid pick there. in pve currently it looks brighter than ever. post patch without scourge but having mutliple viable specs is a something. fun fact: in the worst case, we are looking at a patch with potentially no necros in teamfights, roaming harbingers as only viably spec in pvp & wvw and necros being a good pick in pve. this is 100% the opposite of what the meta has been for years. just wanted to point that out 🙂
  15. pve: no, there will be viable builds post patch competitive (pvp/wvw): yes
  16. why would they speed up the endurance regen? the removal of dodging while disabled is 100% justified. it was so broken to begin with. mirage can now dodge like other classes can with the exeption of being able to attack while doing so (which is very powerful!) & mirage got it's damage nerfed in the big damage nerf where all specs got their damage reduced across the board in competitive. just to put the "nerfs to damage over the last years" into perspective. is it gonna struggle with the damage nerf to axe this patch? probably but I'm positive some mesmer mains will find a way to play it at high level
  17. the second dodge is a huge thing in pvp. if the damage is still fine (which I belive it is) then mirage will see a comeback. keep in mind it is a highly mobile version of mesmer and it also has good dueling and +1 potential. the damage nerfs to axe &staff are to make sure mirage won't be as broken as it ised to be when they released it. overall a good comeback candidate but we'll see if the damage is enough to compete.
  18. we already have a singletarged ranged power weapon (axe), no need for a second one..
  19. from a competitive standpoint (pvp especially) there are definitely some winners: support druid will be better. especially the cd-reduction for celestrial avatar might make it viable in pvp DD catalyst got some big buffs warrior sword builds (condizerker duelist) sword thief is probably be better now meditrapper (dragonhunter) is a comeback candidate mirage if the damage hasn't been butchered too much in wvw-zergs scourge is getting deleted from the dps-role which opens up spaces for other ranged damage builds (dh, rev, ele, ...)
  20. i think they mentioned it on stream, they want to change the wvw meta if I recall it correctly. to them, ranged aoe booncorrupt is a problem. tbh scourge has been dominant in wvw zergs for the last years becaus of its massive ranged aoe-booncorrupt options. if they want to change the zerg meta in wvw the boon corruption changes are necessary. the sad part is that anes doesn't see that the booncorruption is the only reason necro is being picked over other classes in competitive modes. nerfing that without compensation will result in necro being trash tier in those modes. postpatch I expect necro to have one metabuild gamewide which is pve reaper..
  21. in competitive pvp, Necro suffers a lot from not having a useful melee weapon. Dagger doesn’t offer any defenses, while GS on Reaper is way to slow to be useful in pvp. the next patch won't change that, despite anet focusing on dagger. in my opinion, a redesign of dagger main hand is beyond necessary. to open up a skill slot, Dark Pact could moved to offhand Dagger, replacing Enfeebling Blood (which will not be missed after it loses it’s corrupt in the next patch). My idea is to give both Daggers a vampiric theme -main hand: mobile, evasive, mostly close range -offhand: self-strengthening with Dark Pact Autoattack: add bleeding (4s) to the 3rd strike and poison (4s) to the 4th strike. Dagger 2: Life Siphon add chill (3s) on the first hit, remove bonus while self-bleeding Dagger 3: reworked, leap-animation with bats leap-attack (450 range) while evading, Inflics Weakness (4s) and grants lifeforce (8%) cast time: ¾s cooldown: 10s grants access to a flipskill for 6s, which lets you return to the position where you started the leap Dagger 4: Deathly Swarm, unchanged Dagger 5: replaced by a stronger Dark Pact (old Dagger 3) add might (5stacks, 5s) and swiftness (10s) when bleeding yourself increase range to 900 increase cooldown to 20s some thoughts behind the skills: -bleed on autoattack to enable damage-boost on Life Siphon -poison on autoattack bc it fits to Necrotic Bite -leap attack with weakness gives the possibility to engage in melee range without getting deleted in a second (strong, but necessary on necro) -port back creates distance to use Life Siphon -evasive leap & port back give the capabilities to defend vs. focus of enemy team (big weakness on necro currently) -chill on Life Siphon for Reaper -900-range on Dark Pact to match Deathly Swarm, cooldown increase to compensate -Might & Swiftness on Dark Pact to show strengthening effect of the blood sacrifice Thoughts on this idea?
  22. boon corruption is getting removed bc anet wants to limit it in wvw for scourge especially. I doubt they had pvp in mind at all. rest is absolutely correct. I doubt necro will be anywhere close to meta in pvp, not even in teamfight compositions.
  23. from a pvp perspective I don't think any of the necromamcer weapons would see play on any other class outside of core engineer maybe.. it's not just warhorn.
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