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Regon Phoenix.8215

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Posts posted by Regon Phoenix.8215

  1. Played for years before -> F2 always have been Berserk mode, it was clunky and there was no reason to use simple burst skills over primal burst skills.
    Returned few weeks ago -> F1 is Berserk mode, warrior feels much better to play, can even compete with most other classes.
    Few busy weeks -> Berserk mode is returned to F2 = regression into making berserker clunky again.
    A single good change to it was reversed, thus it is a regression.

  2. 1 minute ago, anbujackson.9564 said:

    It was one of the tradeoffs of berserker which they removed with the patch on tuesday.

    Its now like it used to be.

    Too bad. Regression into a worse state is always bad, so ok then. I shall then simply play better classes then, no problem.

    • Like 1
    • Confused 1
  3. So, few weeks ago I returned to the game and noticed that F1 became berserker mode and normal burst skills were removed for berserker.
    I really loved it and it was really fun when both berserker and burst was binded to one button.
    Today I logged in and it seems this awesome change was reversed.
    My question: why?

    • Like 1
    • Confused 1
  4. @Handin.4032 said:This looks quite fun, but not necessarily meshing well with the engineer. But at least it's unique! I can imagine though, just looking at it quickly, with a firebrand this would become quite OP in WvW. How? Simple: Get in a party with a firebrand (who provides a lot of stab). Then take traits 3/6/8 and build as tanky (e.g. Plaguedoctor or Apothecary or Shaman). Also get something like purity of purpose. Slot Elixir Gun (fumigate), Minion 2 and 4 and the elite. You'd be able to basically walk into a raid, heal and provide cleanses to some degree, and just constantly pump out AoE fear. There are likely other combinations which would be even more obnoxious.

    Well, AOE fear does have cooldown, but i see what you mean. This could work and would offer quite an unique combinations for various scenarios.

  5. In every MMORPG there must be the worst class. Every game have it. In some games those classes changes with every path. It is just happens to be so that in GW2 every path necromancer is the worst class. If you don't like it, then play a different class.

  6. @Anchoku.8142 said:While I like many of the skills and traits finding a place for a specialization like this that does not overlap too much with other professions' specializations is a problem.

    Are you sure?

    Major Trait 1Whenever you grant regeneration you also grant 2 stacks of might for 10 seconds.

    This elite would pump out as much healing as any other support class, especially when combined with Blood Magic traits.

  7. Quick description of the elite: Well, necromancer fantasy-wise is something which walks between life and death and manipulates both of these aspects. Reapers should be representation of death, Scourge should be representation of thin line between life and death, so this elite would represent life. It would be played as pure support and maximize its healing on others rather than itself, so, unlike others supports who are themselves nearly immortal, this Elite wouldn't bee too great at healing itself, but it would be wonderful at healing others.

    Adept Minor TraitYou now can use Shield in your off-hand and allow you to use Spirit Weapon abilities.Replace your Death Shroud with Life Shroud. This new shroud does not reduce damage you take, but instead increase all healing you take by 33%.

    Adept Major Trait LineMajor Trait 1Whenever you grant regeneration you also grant 2 stacks of might for 10 seconds.Major Trait 2Increase your healing power by 40 for every unique boon on you.Major Trait 3Scoring a critical hit on an enemy will inflict them with 1 stack of poison for 5 seconds.

    -

    Master Minor TraitEntering Shroud will grant you Regeneration for 3 seconds and cause your next attack to inflict 5 sec of weakness.

    Master Major Trait LineMajor Trait 4Gain 75 power and 150 condition damage while you have regeneration on yourself. Reduce condition duration on yourself by 20% while wearing shield.Major Trait 5Increase direct healing you do by 25% on allies (except yourself) who are at or bellow 50% of their maximum health. This effect is doubled when healing your own minions.Major Trait 6Increase your critical strike chance against weakened enemies by 15%.

    -

    Grandmaster Minor TraitIncrease duration and power of Regeneration you apply by 33%.

    Grandmaster Major Trait LineMajor Trait 7Fully reviving an ally will grant them Regeneration for 10 seconds. Also, Regeneration on you can not be removed or corrupted.Major Trait 8Increase your direct healing done on anyone but yourself by 25%.Major Trait 9Inflicting 5 stacks of poison or more on an enemy will inflict them with weakness for 5 seconds (cooldown: 5 sec). Siphon 40 (scales with power) health from nearby weakened enemies every second (radius: 240).



    Shield 4Rush forward knocking enemies to your sides while blocking all attacks. Also, cleanse all movement impairing conditions from yourself and grant life force for every enemy hit.

    • Casting time: 1/2 sec
    • Range: 450
    • Cooldown: 20 sec
    • Damage: 600 (scales with power)
    • Life Force per enemy hit: 3%

    -

    Shield 5Knockback and knockdown nearby enemies and grant regeneration to nearby allies.

    • Casting time: 1/2 sec
    • Radius: 240
    • Cooldown: 25 sec
    • Enemies hit: up to 5
    • Damage: 300 (scale with power)
    • Knockback: 450
    • Knockdown: 1 sec
    • Regeneration: 6 sec


    Healing Spirit WeaponSummon Staff Of Mercy in targeted area. It increase all healing you take and grant regeneration to nearby allies with every pulse.

    • Casting time: 3/4 sec
    • Cooldown: 30 sec
    • Range: 1200
    • Healing increase on you radius: 450
    • Healing on you increase: 50%
    • Duration: 6 sec
    • Pulses: 6
    • Regeneration radius: 240
    • Regeneration: 2 sec

    -

    Utility Spirit Weapon 1Summon Scepter Of Souls in targeted area. It cleanses conditions from allies and corrupt boons on enemies with every pulse.

    • Casting time: 3/4 sec
    • Cooldown: 30 sec
    • Range: 1200
    • Duration: 3 sec
    • Pulses: 3
    • Radius: 240
    • Condition removed per pulse: 1
    • Boons corrupted per pulse: 1

    -

    Utility Spirit Weapon 2Summon Hallowed Axe in targeted area. It will spin around dealing damage to enemies and remove movement impairing conditions from allies.

    • Casting time: 1/2 sec
    • Cooldown: 30 sec
    • Range: 1200
    • Radius: 180
    • Duration: 3 sec
    • Damage (6x): 1200 (scale with power)
    • Perform whirl combo finisher when it appears

    -

    Utility Spirit Weapon 3Summon Candlestick Of Hope in targeted area. It will grant protection and regeneration to nearby allies with every pulse.

    • Casting time: 3/4 sec
    • Cooldown: 50 sec
    • Range: 1200
    • Duration: 8 sec
    • Pulses: 8
    • Radius: 240
    • Protection: 1 sec
    • Regeneration: 1 sec

    -

    Utility Spirit Weapon 4Summon Dagger Of The Deceiver in targeted area. It will strike all nearby enemies and inflict poison on them.

    • Casting time: 1/4 sec
    • Recharge rate of one charge: 15 sec
    • Charges: 4
    • Range: 1200
    • Radius: 180
    • Enemies hit: up to 3
    • Damage: 350 (scales with power)
    • Poison: 2 stacks for 8 sec

    -

    Elite Spirit WeaponSummon Greatsword Of The Underworld in targeted location and blink to it to performing a powerful attack. Also stunbreak yourself. This spirit weapon will linger for a few seconds following you and attacking nearby enemies who come too close.

    • Casting time: 1/2 sec
    • Cooldown: 150 sec
    • Range: 1200
    • Radius: 240
    • Damage: 900 (scales with power)
    • Duration: 6 sec
    • Attack range: 240
    • Attack speed: 1 sec
    • Attack damage: 250 (scales with power)
    • Initial hit cause blast combo finisher


    Shroud 1Release surge of energy in front of you dealing damage and poisoning enemies. Also, heal allies.

    • Casting time: 3/4 sec
    • Range: 240
    • Enemies hit: up to 3
    • Damage: 250 (scales with power)
    • Poison: 1 stack for 3 sec
    • Healing: 180 (scale with healing power)

    -

    Shroud 2Transform into noxious cloud as you rush forward. Evade all attacks while rushing and poison all enemies you come into contact with.

    • Casting time: 3/4 sec
    • Evasion: 3/4 sec
    • Cooldown: 10 sec
    • Range: 600
    • Poison: 1 stack for 6 sec

    -

    Shroud 3Cause a cocoon of life to form around your targeted ally (or yourself) granting them barrier. If this barrier is broken before it expires, then inflict fear and weakness on nearby enemies.

    • Casting time: 1/2 sec
    • Cooldown: 18 sec
    • Range: 900
    • Barrier: 2400 (scale with healing power)
    • Duration: 4 sec
    • Fear: 1 and 1/2 sec
    • Weakness: 5 sec
    • Radius: 240

    -

    Shroud 4Heal nearby allies and poison nearby enemies enemies with every pulse while channeling.

    • Channel duration: 9 sec
    • Cooldown: 30 sec
    • Radius: 300
    • Pulses: 9
    • Heal: 300 (scale with healing power)
    • Poison: 1 stack for 10 sec

    -

    Shroud 5Cause Candlestick Of Hope, Hallowed Axe and Scepter Of Souls to be summed around your target for 3 seconds.

    • Casting time: 1 and 1/2 sec
    • Cooldown: 50 sec
    • Range: 1200
  8. Quick description of the elite: a mixture between engineer and necromancer. This elite would copy lots of this from necromancer, but maintain its own engineer oriented twist.

    Adept Minor TraitYou now can use Mace in your main hand and allow you to use Minion abilities.Replace your toolbelt skills with Extra Limbs as F1, F2 and F3. Your F1 depends on your healing skill. Your F2 depends on your elite skills.

    Adept Major Trait LineMajor Trait 1Your F1 increases your healing power by 100 for 6 seconds.Major Trait 2Your F2 now poisons all enemies hit. Poison: 2 stacks for 6 seconds.Major Trait 3Your F3 now inflicts 1 second of fear on all affected enemies.

    -

    Master Minor TraitWhen you down an enemy, then you inflict fear on all other nearby enemies for 1 second. Radius: 300.

    Master Major Trait LineMajor Trait 4Your "Mace 3" now also heal all your minions and turrets for 200% of healing it does to you. Increase your healing power, power and condition damage by 50 while wielding a mace.Major Trait 5Your bio-mechanic hand will occasionally shoot a poisoned dart at your target inflict 1 stack of poison for 5 sec. Range: 900. Cooldown: 10 sec.Major Trait 6When you gain stability, then you also inflict 1 sec of fear on all nearby enemies. Radius: 300. Cooldown: 30 sec.

    -

    Grandmaster Minor TraitScoring a critical hit will cause your next auto-attack to inflict fear on your target for 1 sec. Cooldown: 20 sec.

    Grandmaster Major Trait LineMajor Trait 7Whenever you gain a boon, then share it with your minions. Range: 600.Major Trait 8When you inflict 5 stacks of poison or more on an enemy, then corrupt up to 2 boons on them. Cooldown: 10 sec.Major Trait 9Fear you inflict now deals damage (Same as necromancer's Terror trait). Increase duration of fear you inflict by 33%.



    Mace 1First hit of three hit chain. Hit your target and build up electricity.

    • Casting time: 1/2 sec
    • Range: 180
    • Damage: 250 (scales with power)

    -

    Mace 1Second hit of three hit chain. Hit your target, cripple it and build up electricity.

    • Casting time: 1/2 sec
    • Range: 180
    • Damage: 300 (scales with power)
    • Cripple: 1 sec

    -

    Mace 1Third hit of three hit chain. Release lightning in front of you dealing damage to all enemies.

    • Casting time: 1 sec
    • Range: 240
    • Damage: 550 (scales with power)

    -

    Mace 2Shoot out poisonous spike at your target.

    • Casting time: 1/2 sec
    • Cooldown: 6 sec
    • Range: 600
    • Pierce
    • Damage: 350 (Scales with power)
    • Poison: 3 stacks for 6 sec

    -

    Mace 3Create poisonous field for few seconds at targeted location. After it expires, if you are within it, then you get healed for some health.

    • Casting time: 3/4 sec
    • Range: 600
    • Radius: 240
    • Duration: 3
    • Damage (3x): 900 (Scales with power)
    • Pulses: 3
    • Poison: 1 stack for 6 sec
    • Poison combo field
    • Healing: 300 (scales with healing power)


    Healing MinionMinion: Summon a Minion which will follow you and channel a healing energy onto you. It does not attack enemies.Active: Overcharge your Healing Minion to increase all healing it does by 100% for 6 secs.

    • Casting time: 1 sec
    • Cooldown: 40 sec
    • Healing per sec: 200 (scales with healing power)
    • Healing range: 450
    • Active cooldown: 20 sec

    -

    Utility Minion 1Minion: Summon a Minion which will follow you, attack your enemies and cripple enemies it hit.Active: Overcharge this Minion to increase its attack speed by 100% for 6 seconds.

    • Casting time: 1 sec
    • Cooldown: 50 sec
    • Minion attack speed: 2 sec
    • Minion attack damage: 200 (scales with attack power)
    • Minion attack range: 240
    • Cripple: 1 sec
    • Active cooldown: 20 sec

    -

    Utility Minion 2Minion: Summon a Minion which will follow you, attack your enemies at range and poison them.Active: Overcharge this minion causing it transfer up to 2 conditions from you and inflict all conditions from itself unto any enemy it his within next 6 seconds.

    • Casting time: 1 sec
    • Cooldown: 50 sec
    • Minion attack speed: 3 sec
    • Minion attack damage: 280 (scales with attack power)
    • Minion attack range: 900
    • Poison: 1 stack for 3 sec
    • Active cooldown: 30 sec

    -

    Utility Minion 3Minion: Summon a Minion which will follow you, attack your enemies and constantly transfer a condition from you onto itself.Active: Cause this Minion teleport to you and stunbreak you.

    • Casting time: 1 sec
    • Cooldown: 50 sec
    • Minion attack speed: 1 sec
    • Minion attack damage: 160 (scales with attack power)
    • Minion attack range: 240
    • Condition transfer distance: 600
    • Condition transfer interval: every 6 sec
    • Active cooldown: 20 sec

    -

    Utility Minion 4Minion: Summon a Minion which will follow you and heal your other minions or turrets.Active: Overcharge this Minion to grant stability and resistance to all nearby allies.

    • Casting time: 1 sec
    • Cooldown: 50 sec
    • Minion healing per sec: 300 (scales with healing power)
    • Minion healing range range: 300
    • Active radius: 600
    • Active cooldown: 40 sec
    • Stability: 1 stack for 6 sec
    • Resistance: 3 sec

    -

    Elite MinionMinion: Summon a Minion which will follow you and attack your target.Active: Cause this minion to roar and inflict fear on all nearby enemies after 1 second delay.

    • Casting time: 2 sec
    • Cooldown: 90 sec
    • Minion attack speed: 1 and 1/2 sec
    • Minion attack damage: 360 (scales with attack power)
    • Minion attack range: 240
    • Active cooldown: 50 sec
    • Fear: 2 sec
    • Active radius: 300


    F1Activate bio-mechanic hand granting you special effect based on your healing utility skill. Lasts for 6 seconds.Elixir: heal yourself and transform 1 condition on yourself into a boon.Engineering Kit: heal yourself and all nearby allies.Gadget: heal yourself instantly and for same amount after 3 second delay.Turret: heal yourself and grant regeneration to yourself.

    • Casting time: 1/2 sec
    • Cooldown: 15 sec
    • Healing: 800 (scales with healing power)
    • Radius: 300
    • Regeneration: 3 sec

    -

    F2Activate bio-mechanic hand to attack your enemies in a cone and trigger additional effect based on your elite utility skill.Elixir: deal damage to enemies and inflict poison on them.Engineering Kit: deal damage to enemies (counts as explosion).Turret: deals damage to enemies and pull them to yourself.

    • Casting time: 1/2 sec
    • Cooldown: 15 sec
    • Range: 450
    • Damage: 550 (scales with power)
    • Poison: 2 stacks for 4 sec

    -

    F3Activate both your bio-mechanic hands to hit all nearby enemies and steal up to 1 boon from all enemies hit.

    • Casting time: 3/4 sec
    • Cooldown: 20 sec
    • Radius: 300
    • Damage: 650 (scales with power)


    Tools traits synergy:Static Discharge -> Discharge 3 bolts when F3 is activated.Kinetic Battery -> Grants 2 stacks when F1 or F2 is activated, grants 3 stacks when F3 is activated.

  9. A disastrous titan who wields a tree it pulled out of the earth

    Quick description of the elite: This Elite would excel at AOE conditions and would benefit from using burst skills as often as possible even if your adrenaline is low. It would also play around creating combo fields and performing combo finishers. It would play as high-risk high-reward class as it does not tankiness of spellbreaker or emergency healing of berserker.In PVP this class most likely will flank enemies and push as many AOE abilities as it can while avoiding as much damage as possible.In PVE this class most likely would play around combo fields of his own and other players.

    Adept Minor TraitYou now can use Staff and allow you to use Calamity abilities.After using your Burst skill a random minor calamity will occur at your current location. Using Riffle or Longbow will cause minor calamity to occur at your targets location if your target is within 1200 range.

    Adept Major Trait LineMajor Trait 1Extend duration of resistance you grant yourself by 1 second.Major Trait 2Whenever you cripple an enemy you also inflict them with 1 stack of bleed for 5 seconds.Major Trait 3Downing an enemy will cause you to lash out against nearby enemies dealing 400 (scales with power) damage to them. Radius: 240.

    -

    Master Minor TraitGain resistance for 2 seconds after one of your minor calamities occur. Cooldown: 30 sec.

    Master Major Trait LineMajor Trait 4Reduce your Vitality and Toughness by 100 while wielding staff, but increase your power and condition damage by 200. Staff 5 now will also grant 2 seconds of resistance.Major Trait 5Rolling will cripple nearby enemies for 5 seconds (radius: 240). Inflicting bleed on an enemy will grant you 5 seconds of vigor (cooldown: 20 sec).Major Trait 6Disabling an enemy will grant you 2 seconds of quickness. Downing an enemy will grant you stability for 5 seconds.

    -

    Grandmaster Minor TraitPerforming a combo finisher will cause lightning to strike nearby enemies dealing 400 (scales with power) damage (radius: 240) and create lightning combo field (radius: 240) for 3 seconds. Cooldown: 14 sec.

    Grandmaster Major Trait LineMajor Trait 7Condition inflicted by your Calamity abilities will last 20% longer. Gain resistance for 1 second after using one of your Calamity abilities.Major Trait 8Heal yourself for 25% of bleeding damage you deal.Major Trait 9Performing Burst skill will also cause you to lash out against nearby enemies dealing 400 (scales with power) damage to them. Radius: 240.



    Staff 1First hit of two hit chain. Slam your staff in front of you dealing damage to all enemies.

    • Casting time: 3/4 sec
    • Range: 180
    • Damage: 350 (scales with power)

    -

    Staff 1Second hit of two hit chain. Spin around your staff dealing damage to all enemies around you and cripple them.

    • Casting time: 1 sec
    • Radius: 180
    • Damage: 400 (scales with power)
    • Cripple: 1 sec

    -

    Staff 2Strike ground in front of yourself to damage nearby enemies and cause rock shards to explode to inflict bleeding on nearby enemies.

    • Casting time: 1/2 sec
    • Cooldown: 4 sec
    • Range: 180
    • Radius: 180
    • Damage: 200 (scales with power)
    • Bleed: 2 stacks for 4 sec
    • Blast combo finisher

    -

    Staff 3Jump towards your target. When you land crush nearby enemies dealing damage to them and cripple them.

    • Casting time: 3/4 sec
    • Cooldown: 10 sec
    • Range: 450
    • Radius: 240
    • Damage: 500 (scales with power)
    • Cripple: 2 sec
    • Leap combo finisher

    -

    Staff 4Spin your staff above your head to cause a twister to pull nearby enemies to yourself and inflict them with confusion.

    • Casting time: 3/4 sec
    • Cooldown: 16
    • Radius: 450
    • Damage: 400 (scales with power)
    • Confusion: 2 stacks for 6 sec

    Staff 5Engulf your staff in flames causing your "Staff 1" to inflict burn on all enemies hit.

    • Casting time: 1 sec
    • Cooldown: 20 sec
    • Duration: 8 sec
    • Burn per hit: 1 stack for 1 sec


    Healing CalamityCause energy of life to erupt under your feet healing you and nearby allies.

    • Casting time: instant
    • Cooldown: 40 sec
    • Radius: 300
    • Instant healing self: 3400 (scales with healing power)
    • Instant healing others: 800 (scales with healing power)
    • Duration: 6 sec
    • Healing per second self: 300 (scales with healing power)
    • Healing per second others: 200 (scales with healing power)
    • Light combo field.

    -

    Utility Calamity 1Cause a violent twister to erupt under your feet to cripple you and all nearby enemies. Also, stunbreak yourself.

    • Casting time: instant
    • Cooldown: 20 sec
    • Radius: 240
    • Cripple self: 2 sec
    • Cripple enemies: 5 sec
    • Whirl combo finisher

    -

    Utility Calamity 2Cause wildfire to erupt under your feet to burn you and all nearby enemies.

    • Casting time: instant
    • Cooldown: 25 sec
    • Duration: 4 sec
    • Radius: 300
    • Burn self per sec: 1 stack for 1 sec
    • Burn enemies per sec: 1 stack for 2 sec
    • Fire combo field

    -

    Utility Calamity 3Cause extreme cold to descend under your feet to chill yourself and all nearby enemies.

    • Casting time: instant
    • Cooldown: 25 sec
    • Duration: 4 sec
    • Chill self per sec: 1 sec
    • Chill others per sec: 3 sec
    • Ice combo field

    -

    Utility Calamity 4Cause earthquake to trigger under your feet to cripple and and nearby enemies. Also, knockdown all nearby enemies.

    • Casting time: instant
    • Cooldown: 30 sec
    • Radius: 240
    • Cripple self: 2 sec
    • Cripple enemies: 5 sec
    • Knockdown: 1 and 1/2 sec

    -

    Elite CalamityCause meteor to fall under your feet after short delay. Meteor hit will cripple and burn you and all enemies hit. Also, knockback all enemies hit.

    • Casting time: instant
    • Delay: 1 sec
    • Cooldown: 50 sec
    • Damage: 1000 (scales with power)
    • Cripple self: 2 sec
    • Burn self: 1 stack for 2 sec
    • Cripple others: 5 sec
    • Burn others: 5 stacks for 5 sec
    • Blast combo finisher


    F1: staffRelease titanic roar to immobilize and frighten nearby enemies. Deal extreme damage to downed enemies. Immobilize longer per adrenaline bar consumed.

    • Casting time: 3/4 sec
    • Radius: 240
    • Fear: 1 sec
    • Immobilize level 1: 1 sec
    • Immobilize level 2: 2 sec
    • Immobilize level 3: 3 sec
    • Damage to downed enemies: 900 (scales with power)
    • Blast combo finisher

    -

    Minor calamity 1Cause a small wildfire to spawn burning you and all nearby enemies. Also, crease fire combo field.

    • Radius: 240
    • Burn self: 1 stack for 1 sec
    • Burn others: 1 stack for 2 sec
    • Fire combo field duration: 2 sec

    -

    Minor calamity 2Cause small frost field to spawn chilling you and all nearby enemies. Also, create ice combo field.

    • Radius: 240
    • Chill self: 1 sec
    • Chill others: 3 sec
    • Ice combo field duration: 2 sec

    -

    Minor calamity 3Cause lightning to strike dealing damage to you and all nearby enemies. Also, create lightning combo field.

    • Radius: 240
    • Damage self: 200 (scale with power)
    • Damage others: 450 (scale with power)
    • Lightning combo field duration: 2 sec
  10. @Anchoku.8142 said:What are your thoughts on LF generation by enemy deaths at 1200 range?

    Well, necro do have staff and staff's range is 1200. So, it should be okay.

    @Anchoku.8142 said:Regarding the Mesmer and Thief or Engi-like skills, do you think there is a space for Necro to have them?

    Engineer? You mean Reanimator who melds technology and necromancy?Thief? You mean Grave Robber who collects and use necromantic artifacts of the old?Mesmer? Sounds something like a Ghost Lord who use life force of his fallen foes to temporally bring them back to life as illusions of their former lives.So, yeah, absolutely.

  11. @Anchoku.8142 said:Tanking in PvE is best with stability access so boss control effects do not cause the tank to lose boss position control.

    That's true. This elite would need a dedicated support to be viable as an actual tank and thus might not be that good, but i guess it is preferable alternative to necromancer having no tanking options at all. Also, keep in mind that this Elite with right build in PVE could maintain constant protection and additionally take even less damage while in shroud.

    @Anchoku.8142 said:For low-damage builds, significant group support will be needed aside from the tanking role; e.g., healing, boons, condition management, resurrecting, etc. No small-time support will make up for a low dps.

    Lots of CC? Necro already have several ways to deal AOE damage and do all things you mentioned on enemies in specific areas (wells, etc). This Elite could quite effectively pull enemies into wells and similar AOE spells. Getting pulled every 5 seconds if you are not careful can be very effective for group support, especially in PVP when you need to pull enemies from points.

    @Anchoku.8142 said:In PvP, a more unkillable and ineffectual version of core Necro would not be highly regarded so maybe think about how the concept can be a winner versus some builds and loser vs others.

    Well, it could hold a point for quite a long time. And it would be quite effect against builds who focus on bruising/bunking, because they usually don't do high damage.Sooo, while not technically stronger than some builds, this Elite could rush a point in a group fight and keep it while also pulling all enemies to itself for other party members to deal damage. So, technically, while not actually strong by itself, it could help out entire group quite a lot.

  12. Quick description of the elite: Something which would require maybe the most tactical gameplay compared to all other class. This elite could have very great battle mobility and surprise effective burst damage, especially when combined with help of other players. While it does not have sustain of Reaper or Scourge, it still have ways to deal with damage, especially ranged damage. This Elite would use basic Shroud, though, its use of Shroud most likely would differ quite a bit to Core necromancer's use of Shroud.This elite would play around lots of combos with its own combo fields and combo fields of allies, and it can maneuver through out battle field a little bit like Thief.While slower than other Rifle users, this Elites have good damage and it have the most important thing necromancer lacks - mobility.

    Adept Minor TraitYou now can use Rifle and allow you to use Paradox abilities.Grant you new F2 ability.

    Adept Major Trait LineMajor Trait 1Switching places with your F2 shadow version will also cleanse all movement affecting conditions from you.Major Trait 2Scoring a critical hit on enemy will inflict cripple on them for 2 seconds. Increase your chance to score a critical hit by 10% against bleeding enemies.Major Trait 3Your ranged attacks against enemies further than 600 units away have now have 25% chance to inflict 1 stack of poison for 8 sec.

    -

    Master Minor TraitWhenever you inflict cripple on an enemy you also mark them to death. This mark will trigger after scoring a critical hit on them and inflict 300 (scale with power) damage to market enemy. Each enemy can not be marked more often than once every 10 seconds.

    Master Major Trait LineMajor Trait 4Triggering Blast Combo Finisher with your Rifle will grant you 10% of your Life Force.Major Trait 5Scoring a critical hit against weakened enemy will corrupt 1 boon on them. Cooldown: 3 seconds.Major Trait 6Inflicting cripple or weakness on an enemy will also inflict them with 1 stack of poison for 3 sec.

    -

    Grandmaster Minor TraitSwitching places with your F2 shadow version will cause you to trigger Blast Combo Finisher at your new location. Successfully triggering any combo finisher will grant you 3 seconds of quickness.

    Grandmaster Major Trait LineMajor Trait 7Remove Life Force cost from Paradox abilities.Major Trait 8Gain 8 seconds of fury after exiting Shroud. Gain 1% of Life Force whenever you score a critical hit.Major Trait 9Create Poison Combo Field at your feet for 5 seconds after dodging while in combat. Dodging an attack will grant you vigor for 5 seconds.



    Rifle 1Shoot out death bullet piercing through all your targets. This bullet grants Life Force on critical hit.

    • Casting time: 1 sec
    • Range: 1200
    • Damage: 550 (scales with power)
    • Life Force: 7.5%

    -

    Rifle 2Roll backwards while unholy hands grasp nearby enemies and cripple them.

    • Casting time: 3/4 sec
    • Evasion: 3/4 sec
    • Range of roll: 300
    • Radius: 300
    • Cooldown: 6 sec
    • Enemies hit: up to 3
    • Damage: 400 (scales with power)
    • Cripple: 3 sec
    • Blast Combo Finisher

    -

    Rifle 3Release three poison gas canisters to land around your target and poison enemies who walk through poison fields.

    • Casting time: 3/4 sec
    • Range: 1200
    • Radius: 180
    • Cooldown: 8 sec
    • Duration: 3 sec
    • Poison: 3 stack for 1 sec
    • Interval: 1 sec
    • Poison Combo Field

    -

    Rifle 4Shoot an unholy bullet at a targeted area. Unholy hands will emerge in this area to grasp enemies inflicting them with weakness and poison.

    • Casting time: 1 sec
    • Cooldown: 14 sec
    • Range: 1200
    • Radius: 300
    • Duration: 3 sec
    • Interval: 1 sec
    • Damage (3x): 1200 (scales with power)
    • Weakness: 1 sec
    • Poison: 1 stack for 3 sec
    • Poison Combo Field

    -

    Rifle 5Overload your rifle with necrotic energy to shoot a more powerful death bullet. Using this ability too often can cause an explosion.

    • Casting time: 3/4 sec
    • Range: 1200
    • Recharge duration of one charge: 20 sec
    • Charges: 3
    • Pierce all enemies
    • Damage: 750 (scale with power)
    • Expending the last charge cause Blast Combo Finisher to trigger at your current location and critically hit all nearby enemies
    • Radius: 300
    • Damage: 150 (scale with power)


    Healing ParadoxEnter stealth and convert your Life Force into health while channeling.

    • Casting time: instant
    • Channeling: 2 sec
    • Cooldown: 40
    • Stealth: only while channeling
    • Healing: 1000 (scales with healing power) every 0.5 sec
    • Life Force cost: 500 every 0.5 sec

    -

    Utility Paradox 1Cause necromantic energy to burst within your target dealing damage. Inflict bleeding on your target if this ability scores a critical hit.

    • Casting time: 1/2 sec
    • Cooldown: 15 sec
    • Range: 1200
    • Damage: 400 (scales with power)
    • Bleeding: 5 stacks for 10 sec
    • Life Force cost: 1000
    • Blast Combo Finisher

    -

    Utility Paradox 2Create an otherworldly wall at targeted location. Enemies who pass through this wall get crippled and get random disable effect inflicted on them.

    • Casting time: 3/4 sec
    • Cooldown: 30 sec
    • Life Force cost: 1500
    • Range: 1200
    • Length: 300
    • Duration: 4 sec
    • Cripple: 6 sec
    • Disable: 1 second of stun, taunt or fear

    -

    Utility Paradox 3Target a location. After 3 seconds a rift will open above the targeted location and blast targeted location with necrotic energies inflicting random conditions on enemies and trigger Blast Combo Finisher.

    • Casting time: 3/4 sec
    • Cooldown: 40 sec
    • Range: 1200
    • Radius: 300
    • Life Force cost: 2000
    • Damage: 900 (scales with power)
    • Poison: 3 stacks for 10 sec
    • Torment: 3 stacks for 8 sec
    • Confusion: 2 stacks for 6 sec

    -

    Utility Paradox 4Create slow moving field of darkness to slowly move from your current location towards targeted direction. This field destroy enemy projectiles and inflict blindness on enemies within field.

    • Casting time: 1/2 sec
    • Cooldown: 50 sec
    • Range: 1200
    • Life Force cost: 3000
    • Dark Combo Field
    • Blindness: 1 sec
    • Interval: 1 sec

    -

    Elite ParadoxPassive: Your shadow clone created by your F2 now will use your weapon's auto-attack against any enemies in its range, preferring to target enemies you marked for death. Also, switching places with your shadow clone will not cause it to disappear.Active: Instantly refresh cooldown of your F2.

    • Casting time: instant
    • Cooldown: 20 sec
    • Life Force cost: 4000


    F2Target a direction and create a shadowy clone of yourself which will move towards targeted direction. Reactivate this ability to switch places with your shadowy copy and destroy it. If your clone reach its maximum walking distance, then it will disappear after few seconds.

    • Casting time: 1/4 sec
    • Cooldown: 10 sec
    • Life Force cost: 4000
    • Range: 1200
    • Reactivation: instant
  13. Quick description of the elite: Essentially a massive hulking tank focused on grouping up all enemies and surviving for extended periods of time. While it does not have lots of damage, massive sustain or damage avoidance like some other tanks, but it does have tools to mitigate damage and offer excellent tools of managing enemies' movement.Unlike Reaper who focus on massive melee/AOE damage and constant chilling of foes, this Elite focus on weakening nearby enemies and strengthening itself.Similarly like Scourge, this elite can inflict some torment on nearby enemies, just not as good as the Scourge.This Elite does not have bonus health bar like Core or Reaper and can not pump barrier like Shade, but it can prevent damage via CC, weakness and protection.Technically this Elite would be even less mobile that Core Necromancer and it might be not entirely favorable for some players, especially how necromancer is already the least mobile class in the game, but while this Elite have very little mobility it still can deny mobility of other classes regarding pvp.I think this elite offers an option for tanking with alternative way of dealing with enemies and damage in both pvp and pve.

    Adept Minor TraitYou now can use Hammer and allow you to use Flesh Craft abilities.Replace your Death Shroud with Jailer's abilities. Unlock new mechanic of Death Tether - it will inflict an enemy for 5 seconds and after it expires it will pull affected enemy to you. Maximum range before tether breaks: 600.

    Adept Major Trait LineMajor Trait 1Generate 20% more Life Force while wielding Hammer. Increase Toughness granted by Hammer 4 by 100%.Major Trait 2Inflict 3 stacks of torment for 3 seconds on enemies whenever you inflict weakness on them.Major Trait 3Inflicting Death Tether on an enemy who is already affected by it will cause you to taunt that enemy for 1 second. Cooldown: 8 sec.

    -

    Master Minor TraitHitting enemies with your F1 within 300 range threshold will inflict them with Death Tether. Cooldown: 20 sec.

    Master Major Trait LineMajor Trait 4Your Flesh Craft gain bonus effects.Major Trait 5Disabling an enemy (including pulling them via your Death Tether) will inflict 2 seconds of slow on them. Cooldown: 2 sec.Major Trait 6Regenerate 40 (scales with healing power) health every second while you have protection.

    -

    Grandmaster Minor TraitTake 33% less direct damage from enemies affected by your Death Tether. Hitting an enemy with your Death Tether will transfer 1 damage condition from you to your enemy.

    Grandmaster Major Trait LineMajor Trait 7Increase duration of your F3 by 4 seconds.Major Trait 8Hitting a slowed or weakened enemy will deal 100 (scales with power) bonus damage and inflict 1 stack of torment for 3 sec.Major Trait 9Hitting an enemy with Death Tether will grant you 3 seconds of protection.



    Hammer 1First hit of two hit chain. Hit enemies in front of you and generate some Life Force.

    • Casting time: 1/2 sec
    • Range: 180
    • Enemies hit: up to 5
    • Damage: 250 (scales with power)
    • Life Force: 2%

    -

    Hammer 1Second hit of two hit chain. Hit enemies in front of you and inflict weakness on them. In addition, generate some life force.

    • Casting time: 3/4 sec
    • Range: 180
    • Enemies hit: up to 5
    • Damage: 300 (scales with power)
    • Weakness: 1 sec
    • Life Force: 2%

    -

    Hammer 2Lash enemies in front of you with spiked chains. Enemies hit take damage, get inflicted with bleed and torment. Generate Life Force for every enemy hit.

    • Casting time: 1/2 sec
    • Cooldown: 4 sec
    • Range: 240
    • Enemies hit: up to 5
    • Damage: 350 (scales with power)
    • Bleed: 2 stacks for 6 sec
    • Torment: 1 stack for 6 sec
    • Life Force: 1%

    -

    Hammer 3Perform a powerful to spin deal damage to nearby enemies and reflect projectiles while channeling.

    • Channel time: 1 sec
    • Cooldown: 8 sec
    • Radius: 180
    • Enemies hit: up to 5
    • Damage (2x): 500 (scales with power)

    -

    Hammer 4Pulse an air wave away from you destroying projectiles and knocking down nearby enemies. In addition, gain bonus toughness for few seconds after using this ability.

    • Casting time: 3/4 sec
    • Cooldown: 10 sec
    • Radius: 300
    • Enemies hit: up to 5
    • Knockdown: 3/4 sec
    • Bonus toughness: 200
    • Duration: 5 sec

    -

    Hammer 5Launch Death Tether at your target and if it hits, then inflict weakness on that enemy.

    • Casting time: 3/4 sec
    • Cooldown: 12 sec
    • Range: 600
    • Weakness: 5 sec


    Healing Flesh CraftHeal yourself and gain protection. Heal additional health if you already had protection.

    • Casting time: 1/2 sec
    • Cooldown: 30 seconds
    • Healing: 4000 (scales with healing power)
    • Protection: 5 seconds
    • Bonus healing: 1500 (scales with healing power)
    • Major Trait 4 bonus: regenerate 200 (scales with healing power) health every second for 5 seconds

    -

    Utility Flesh Craft 1Stunbreak yourself and gain protection. If you already had protection, then inflict weakness on all nearby enemies.

    • Casting time: instant
    • Cooldown: 20 seconds
    • Protection: 5 seconds
    • Radius: 300
    • Weakness: 4 seconds
    • Major Trait 4 bonus: Taunt nearby enemies for 1 second

    -

    Utility Flesh Craft 2Launch superior Death Tether at your target. This tether have greater pull and break range.

    • Casting time: 3/4 sec
    • Cooldown: 40
    • Range: 1200
    • Major Trait 4 bonus: reduce cooldown of this ability by 10 seconds

    -

    Utility Flesh Craft 3Cause unholy hands to raise up around you and hit all enemies around. Hit enemies will be floated.

    • Casting time: 3/4 sec
    • Cooldown: 50 sec
    • Radius: 300
    • Damage: 450 (scales with power)
    • Float: 1 sec
    • Major Trait 4 bonus: deals double damage

    -

    Utility Flesh Craft 4Stunbreak yourself, gain super speed and resistance. If you were disabled while you activate this ability, then also gain might and protection.

    • Casting time: 1/2 sec
    • Cooldown: 60 sec
    • Super speed: 4 sec
    • Resistance: 3 sec
    • Might: 5 stacks for 10 sec
    • Protection: 5 sec
    • Major Trait 4 bonus: remove up to 2 damaging conditions from you

    -

    Elite Flesh CraftJump at your target's location, deal damage to your target and inflict them with Death Tether. Using this ability on a downed enemy will instantly finish that enemy and regenerate you some health.

    • Casting time: 1 sec
    • Cooldown: 140 sec
    • Range: 450
    • Damage: 800 (scales with power)
    • Healing: 800 (scales with healing power)
    • Major Trait 4 bonus: reduce casting time by 1/4 sec and and cooldown by 20 sec


    F1Launch slow moving projectile which will explode upon hitting any enemy in its patch.

    • Casting time: 3/4 sec
    • Cooldown: 0 sec
    • Life Force: 2000
    • Range: 1200
    • Damage: 600 (scales with power)
    • Explosion radius: 180
    • Projectile combo finisher

    -

    F2Cause damned skeletons to raise and strike all enemies around you. Enemies hit will take physical damage, get crippled and get tormented. If this ability hits a weakened enemy, then that enemy will also be inflicted with slow.

    • Casting time: 1/2 sec
    • Cooldown: 8 sec
    • Life Force cost: 4000
    • Radius: 300
    • Enemies hit: up to 5
    • Damage: 300 (scales with power)
    • Cripple: 5 sec
    • Torment: 4 stacks for 6 seconds
    • Slow: 2 sec

    -

    F3This ability counts as Shroud. Enter Jailer's Shroud and inflict Death Tether on up to 5 nearby enemies. While in this shroud you take less damage and gain protection every time you inflict Death Tether.

    • Casting time: instant
    • Cooldown: 30 seconds
    • Life Force cost: 8000
    • Radius: 600
    • Duration: 10 seconds
    • Damage reduction: 33%
    • Protection: 3 sec


    Blood Magic trait Transfusion synergy: Now works with F3.Soul Reaping trait Dhuumfire synergy: Now have 3 seconds cooldown.Death Magic trait Unholy Sanctuary synergy: When triggers grants you 2 seconds of immunity to all damage and cause you to automatically activate F3.

  14. @rng.1024 said:Do I have to remind you choosing both Berserker and Spellbreaker caps your adrenaline for bursts at 10?

    Liar liar pants on fire.

    @rng.1024 said:Let's even give you f.ex headbutt, take it out of the equation since it gives you the 30 adrenaline you are on about. Still berserker come out on top in everything but radius .

    You didn't even managed to provide a single reason why.... not a single one.... Combustive shot can be used more with same amount of adrenaline, adds more burning stacks and have wider fire field.

    @rng.1024 said:If you can't be bothered to actually read what's being said,

    Says the guy who claims that taking berserker elite reduce maximum adrenaline to 10.......Hypocrisy it is thy name RNG.

  15. @rng.1024 said:Alright. You said:"Combustive shot:

    3 shots (as in 1 shot cost 10 adrenaline, so 30 adrenaline means you can use it 3 times)

    6 stacks of burn for 5 secLast for 9 sec (fire field)Wide radius (360)"

    https://wiki.guildwars2.com/wiki/Combustive_ShotLet's look at it's tier 1 properties:

    • It's 2 shots (may I remind you the berserk skill has 3)

    How in the hell can besserker use it 3 times with only 30 adrenaline? :D :D :D :D

    @rng.1024 said:

    • since you've been disproven on every point so far I'll let you have that it's smaller, however the berserker skill can still hit 20 more targets

    You haven't even disproved me once and you claimed that berserker can use burst his burst 3 times with 30 adrenaline.......

    @rng.1024 said:Since I already showcased how the berserker burst is better in every way except radius, and it can be used once more in the timeframe even though I am extremely generous leaves no room for your opinion. Let's just forget everything else berserker enhances by the by, on this skill alone berserker still wins.

    Yeah, by comparing beserker magically using his burst 3 time with only having 30 adrenaline in total against 1 single burst of spellbreaker. Yes, in that, you proved you immeasurable intellect. However, in reality berserker can use his burst one with 30 adrenaline, while spellbreaker can use it 3 times. And 3 spellbreaker bursts are way more powerful that 1 berserker burst. I am sorry that reality doesn't work like your fantasy.

  16. @Opopanax.1803 said:I think the other thing being missed is that SB lacks flaming fury, mh sword berz f1 which stacks a ton of burning.It also lacks torch.It is also missing 33% burn duration.

    It also means that you are required to take arms for condi dmg and tactics for the longbow trait. Which means you lose out on discipline.

    I could see this for pve, but for PvP it just seems tough. Getting players to stand in fire fields is already hard enough...

    Did you read the original post?The same build, but different elites.Both uses bow.Despite beserker having condition traits and condition supporting utilities, it still under-performs when compared to spellbreaker with the same build and same weapon (bow).Berserker with sword might be better than spellbreaker with sword, but that's not the point of this thread.

  17. @rng.1024 said:I stopped reading after you treated Spellbreaker burst as a tier 3 burst.

    Where? Can't you read? Quote me stating that spellbreaker burst is tier 3 burst. I dare you.

    @rng.1024 said:And on top of that you don't realise that when out of Berserk you have access to the exact same t1 burst as Spellbreaker does.

    :D :D :D :D :D :D :D when was the last time you played berserker?

    @rng.1024 said:It's okay to want to be right, but wanting alone doesn't necessarily make it so.

    Yeah, you should follow your own advice.

  18. @rng.1024 said:

    @rng.1024 said:Dude you are comparing one burst skill against another in order to decide viability of a condition build. So what if it does less burn, it has lower cd and higher coefficient, your heal and elite fully recovers adrenaline and mixed with mace primal bursts knocks anything a condition spellbreaker can do out of the park. Berserk mode also passively increases your condition damage by ~20%. It's definitely a build/rotation problem.

    Good job. You almost got the thing i was talking about right. On paper berserker should offer a better condition build in PVP. All the trats, all utilities, etc. It SHOULD be the case, right? However, in reality it isn't the case. It is counter-intuitive, but nevertheless spellbreaker is still better for condition bow build. It doesn't make sense until you try it and find out that spellbreaker perform way better than berserker. It was bizarre to me as well at first, but that's how it is.

    Since both elite specs count as a level 1 burst, the Primal Burst is better in every way:
    • More burn
    • Last longer
    • Hits harder
    • Lower cooldown

    Spellbreaker has only 1 way to recharge the f1 which is Full Counter, Berserker has both it's heal and it's elite.

    For sustain I fully agree Spellbreaker or core wins the day, but not including mace/sword burst and rate plus range of condition application as a factor in your argument just showcases the bias of your opinion - which is just that as it has no basis in facts.

    For those interested in checking for themselves, here's the skills (both act as a lvl 1 burst):

    What? :D :D :D that's not even close to be real.


    Lets compare them equally in the same frame of 30 adrenaline

    Scorched earth:1 shot3 stacks of burn for 4 secLast for 4 sec (fire field)Narrow radius (140)

    Combustive shot:3 shots6 stacks of burn for 5 secLast for 9 sec (fire field)Wide radius (360)

    With the same adrenaline spellbreaker can dish out way more damage, maintain fire field way longer and hit way more enemies. Primal burst is demonstrably worse in every single way imaginable.The only advantage berserker have over spellbreaker is in environment when you aren't being attacked and can spam bursts at long rage (but that only applies to pve), but even then beserker mode have 15 sec cooldown, which is far longer than cooldown of spellbreaker's burst cooldown of 8 sec.

    "which is just that as it has no basis in facts" a clear case of projection, because you tried to compare scorched earth (30 adrenaline cost) and combustive shot (10 adrenaline cost) and then concluded that the one who cost 3 times more adrenaline is "better". Your argument is not only not based on facts, but it is also not based on reality of this or any other world.

  19. @Impact.2780 said:Scourge is the only class that can offer support as a damage/team fight role. This doesn't count scrapper which has next to no damage, or holo because it's not really a team fighter, but more of a skirmisher, and healing turret alone does not a support make.

    Not even remotely true.Tempest, druid, firebrand and chronomancer can also deal damage while also supporting the team. Of course, they deal less damage, but they offer better support. Also, scourge offer sub-par support while druid, tempest and firebrand offer much better support and thus are more valuable than sub-par support who deal mediocre damage.And since when scrapper have no damage? It deal more damage (at least single target) than scourge.

    @Impact.2780 said:Now, in a damage meta, with focus on kills and snowballs more than ever, combining that secondary support into a team fighter with damage and corrupts is too strong to pass up. More than that, with this combo, they are always together. Firebrand + scourge is the versatile element to any comp, allowing it to team fight as well as stall the enemy if you can't win the team fights, allowing your other 3 players to out rotate.

    You just claimed, that current meta is all about damage, and by taking firebrand-scourge, you will only have 3.5 damage dealers (because scourge can't deal damage like actual damage deals if it takes support traits). Why take someone who isn't top damage dealer or top support, but mediocre at both? Also, you claimed that necro defines meta, how is being mediocre at something meta defining?

    @Impact.2780 said:It's an interesting development and it's new. Players have tried to make damage/support hybrids out of guardian/DH before. The closest we had was D/D cele ele with might stacking before the nerfs, and it did eventually replace bunker guard (i.e. taking 2 cele eles). It's effective, hence why it can be said to define the meta in the sense that you need a scourge to be able to team fight against a meta comp.

    And they (except ele) never defined meta with. And now, as you yourself claimed, meta is all about massive burst, so being sub-part in everything isn't part of meta.

    @Impact.2780 said:Reaper is also a reason for the abundance of necros. People like direct damage, and reaper has a lot of it. Necro doesn't have blocks or a load of dodges because it's got a second health pool to absorb damage with. It's not just access to shroud skills, it is a defensive mechanic, too. But viewing it thus, requires thought, and reaper atm is the new 2013 GS War. Everyone who just wants to make big damage rolls reaper and thinks that by taking the class, they are instantly valuable because of its damage "potential," even when they can't actually kite or survive well. There are only a handful of players who actually know how to play reaper well at the moment, and that's across both EU and NA. Those who don't play it often get annoyed when they have the reaper on their team, because 95% of them are glorified suicide bombers. They charge, they faceroll, they die and rally anyone who was downed because you can pretty much guarantee they tagged the reaper.

    And how is that meta defining it it fails at everything?

    @Impact.2780 said:Necro does have fair mobility.

    At this point i can't take anything you say seriously. Necro have the worst mobility in the game.

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