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Sarlan.7682

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Posts posted by Sarlan.7682

  1. I Run sth similar but with swap sigils (Hydro, Geo, Doom or what the poison sigil was called) and with sword/shield Mace/axe. Id say go for song of the mists and dont use maro but rather full grieving or Cele grieving mix. Main Burst would be mace 2 into legendswap+ weapon swap and sword 2 for extra burn stacks. Mace on a more power oriented setup like yours feels a bit lackluster with only Mace 3 being worth the extra power dmg from maro

  2. Immobbeast is pretty usefull in 15-25 sized fights, though is mostly meelee oriented wich in fact cripples its viability due to being in a poke and push meta so sb is only usefull 50% of the time. That said boonbeast is prob one of the easiest and strongest solo roamers and could get more wanted in zerg play if scrapper superspeed gets nerfed bec of the broken dolyak stance. Immunity to soft CC, stability and dmg reduction that stacks on protection, giving it 1 - 1 * 0.66 dmg reduction instead of the usual 1 - 1 * 0.33 - 0.67 * 0.33 and making it even better than dwarf stance.

  3. Reaper Onslaught ist actually necessary to make reaper shroud viable. Im all for reworking it though and make a slight attack Speed boost baseline since this would mean reaper gets even more dmg with dread and some pretty neat perma quickness builds in wvw. Reaper is unplayable with its current baseline attack speed though

     

    Speed runes are only really needed on gs reaper so idk... Wouldnt change to much

     

    I agree on slight lich dmg nerfs. though dont overnerf and rather make other elites higher impact with appropriate cds

     

    If you consider core necro op you should take a serious glance at other sidenoder builds rn. Core has overall pretty low Impact in teamfights compared to other classes/elites and is one of the easiest +1 targets as sidenoder even though it is kinda strong in 1v1s

     

    So to wrap it up: youve been complaining about a necessary trait that for sure needs to be reworked but for different reasons,

    About runes that are played on a few viable builds and not even on the ones considered Meta (though they might need some Nerf), about a slightly to high impact elite and a boring to play and mediocre sidenoder/teamfighter

     

    I think outside of Lich and slight speedrune adjustments this seems more like bias

     

  4. Guardian: strong in pve, wvw zerging and PvP, good enough for roaming

    Warri: good in pve, decent to trash in pvp, has its place in wvw zerging

    Ele: strong in pve, best Support in pvp and strong Support/dps in wvw

    Rev: strong in all game types

    Necro: not so great in pve, strong teamfighter in pvp and strong zerg dps, gets outclassed in Roaming If you dont run bunker core

    Engi: good in pve, s+ Tier in pvp, strong Support/dps Option in zergs good at Roaming

    Thief: good pve dps, good roamer in pvp Games, ultra busted in wvw roaming/ganking rather weak in zergs (still playable as dps though)

    Mesmer: strong in pve, kinda okish in pvp, strong zerg Support with massive boon rips/CC

    Ranger: strong in pve, strong PvP sidenoder, noobfriendly roaming pick and has a niche role as immob spam dps in zergs though not 100% needed

     

    Tbh rn every class is atleast viable everywhere. Take the crying with a grain of Salt.

  5. > @"snoow.1694" said:

    > You go to your character screen

    >

    > Hit „Create New Character“

    >

    > Make a Necro

    >

    > Go Beserker/Marauder amulet

    >

    > Take whatever traits you like + the Reaper line

    >

    > Choose Lich Form as your elite

    >

    > gg you are now a Plat player

     

    Lmao you have no clue...

     

    Back to the question: rev would probably be a solid pick it has power builds for pvp, condi/hybrid or power setups for wvw roaming and is still a strong zerg backliner... keep in mind that rev has a steeper learning curve than other classes like ranger guard warri or nec though.

     

    If you wanna steamroll ppl in wvw roaming with low risk high reward gameplay, play dp shadowarts thief lul

  6. At first you should probably start of with a Meta build from metabattle or some experienced player and learn to play your class. Dont try to craft your own build at the start, youll just get more frustrated since your builds probably wont be any good (no offense here youre just new and meta setups are a good starting point). Try to learn and understand why the meta build works and maybe start watching good players that play your class to improve. Secondly yeah the PvP system isnt newbie friendly. Unranked Matches can be highly volatile since many players wont have the same rating they would get in ranked and also ppl will q up more often in premade teams due to the fact that ranked is solo/duoq only and tournaments have a huge downtime. Usually match quality will improve in ranked (my experience, some ppl will deny this). Dont get discouraged though you will eventually get good and improve your play so that pvp gets less frustrating.

  7. http://gw2skills.net/editor/?PSwAsiZlVwEZdMPGJW8SvrfA-zRJYkRHfhkZF0bIEdCY3sUlnG-e

    Version one, most defensive Option with some skill swaps like wurm or spectral armor for corrupt boon/spectral ring depending on matchups, and maybe switching dhuum fire for foot in the grave if you feel like you need that extra stunbreak above a good amount of damage.

     

    http://gw2skills.net/editor/?PSAFsE2ZUZFMRWHzjRiD/i36D-zRRYkRwwG98lRmVQ0pgdzSVmVA-e

    most offensive version which is just a really squishy but fun to play hybrid core nec.

    first one is probably stronger in 1vX but gets countered by heavy cleansing builds which turns those fights into an infinite timewaste xD

     

    after the blood bond nerf you maybe wanna drop blood magic for dm but im not sure about that... from my testing so far blood magic still seems stronger.

     

     

    Edit: swap warhorn for dagger in build one, also the hybrid option can be played with staff for more utility

  8. Anet shows once again, that theyre not good at reworking. Nothing new to see here.

    They made shades with sand savant traited arguably stronger in wvw zergs, which was one of the main reasons they even attempted the nerf.

    They did an interesting but overall useless rework of death magic which has still less sustain and less support than blood magic, which even got nerfed with the blood bond fix, cutting down extremly on the possible resustain in smallscale/pvp fights hitting scourge actually the hardest again, while giving back passive, selfish sustain thats only slightly stronger than the old version of dm lol.

     

    I guess its fair to say that those reworks and nerfs are at the level of chrono treatments, making a whole specialization pretty much useless in every mode but wvw zerging while not adressing any of its problems pointed out by the community over and over again.

     

    To end this: I dont even like what scourge brought to the class and really hated playing it for the most time but its still stunning to see how much a blindfolded balance team can fuck up on so many levels every time they release a rework. At least we'll maybe get to a point where every build and class is so gutted because of reworks and off the mark nerfs that theyre all playable again.

  9. > @"Psycoprophet.8107" said:

    > > @"Sarlan.7682" said:

    > > > @"Flumek.9043" said:

    > > > --NECRO--

    > > >

    > > > Hot garbage !

    > > > I was having low expectations but arenanet surprised me yet again with how incopetent and unrealistic they are.

    > > >

    > > > 1) Death magic is getting its 3x rework. No real work has been put in, nothing new. The numbers are weak. The mechanic feels CLUNKY cz necro has to be slow and clunky like superglue - while everyone else is playing guildwars, the fluid good feeling game. The useless "on death effects" the stayed. Traits that are 10x too weak have been kept same.

    > > >

    > > > 2) Scourge changes. They dont change ANYTHING in WVW. They only make PVP unplayable and Pve worse.

    > > > They failed the main point.

    > > >

    > > > 3) BLOOD BOND BUGFIX - Reality matters. Nothing else. No dreamworld or arenenets design teams concepts. YES - it was a bug. AND WITH A RANDOM bug that healed you for 5-15k in a 1v1 .... NECRO WAS STILL WORST SUSTAIN BUILD. slow to rotate. cant escape 1v1. Instadies to +1. Ez focus unless pocketed by babysitter.

    > > > So I just wonder *WHERES MY EXTRA 15k HEALING* :) Dont care where or how, just asking where and when is compesation buff ?

    > > >

    > > > 4) Other class balance - 0 NERFS

    > > > RAMPAGE ... nothing

    > > > CONDI THIEF .. nothing , have a shorter steal

    > > > THIEF IMPROVISATION ---- oh you feel clunky ? here have some QoL that we took from necro :)

    > > > REST --- still 10x dodges and 1-shot potential

    > >

    > > Couldnt say it any better... Another sustain nerf for necros because we allready have enough dodges, blocks and invulns.... Oh wait wrong class....

    >

    > Not that I dont semi agree but u guys sound like scourge was suffering lol seemed to be pretty great for pve,pvp and THE class along side fb in wvw. The not being able to cast a shade at range and on yourself was a great change. Upping target cap to from 5 to 10 savant was silly asf and baffles everyone as most complaints were about scourge in wvw which is now more broken. I don't know how to improve them in pve and pvp but the shade spamming at range and on its self was pure cheese just as condi thief is.

     

    I mean scourge is really only to oppressive with a support lately otherwise it is annoying but compared to other classes easy to shut down. The Changes to shades are bad but scourge was never good designed to begin with and really the definition of unfun mechanics to me. On the other hand they 'fix' a trait that was one of the best sustain choices necro overall had for a long time and rework a bad traitline in a way that its possibly worse than it was before or at best still useless.

  10. > @"Flumek.9043" said:

    > --NECRO--

    >

    > Hot garbage !

    > I was having low expectations but arenanet surprised me yet again with how incopetent and unrealistic they are.

    >

    > 1) Death magic is getting its 3x rework. No real work has been put in, nothing new. The numbers are weak. The mechanic feels CLUNKY cz necro has to be slow and clunky like superglue - while everyone else is playing guildwars, the fluid good feeling game. The useless "on death effects" the stayed. Traits that are 10x too weak have been kept same.

    >

    > 2) Scourge changes. They dont change ANYTHING in WVW. They only make PVP unplayable and Pve worse.

    > They failed the main point.

    >

    > 3) BLOOD BOND BUGFIX - Reality matters. Nothing else. No dreamworld or arenenets design teams concepts. YES - it was a bug. AND WITH A RANDOM bug that healed you for 5-15k in a 1v1 .... NECRO WAS STILL WORST SUSTAIN BUILD. slow to rotate. cant escape 1v1. Instadies to +1. Ez focus unless pocketed by babysitter.

    > So I just wonder *WHERES MY EXTRA 15k HEALING* :) Dont care where or how, just asking where and when is compesation buff ?

    >

    > 4) Other class balance - 0 NERFS

    > RAMPAGE ... nothing

    > CONDI THIEF .. nothing , have a shorter steal

    > THIEF IMPROVISATION ---- oh you feel clunky ? here have some QoL that we took from necro :)

    > REST --- still 10x dodges and 1-shot potential

     

    Couldnt say it any better... Another sustain nerf for necros because we allready have enough dodges, blocks and invulns.... Oh wait wrong class....

  11. 1. Dont random dodge if there is no attack happening

    2. Learn to cancel cast your greatsword 5 ability into gravedigger or whatever gs4 is called, also use cancelcasting to bait dodges with your elite if you fight something like a good thief that will most likely dodge it

    3. Learn to kite multiple ppl into tight areas like choke points...maybe you couldve won that first fight if you wouldnt have tried to run into open field.

    4. Abuse line of sight: some of your abilities hit through walls while enemies cant range attack you... abuse that to lure them into meelee range while taking less damage

    5. Try core terror necro. Its in my opinion stronger than reaper for roaming rn due to higher survivability...you will sacrifice those big damage numbers but youll get higher survivability If you know what youre doing

    Otherwise entertaining video with some good fights ^^

     

  12. 1. Switch sword shield for hammer. This way you get more projectile hate, more cc and more tagging potential.

    2. Don't run glint. Take core with jalis ventari or mallyx ventari.

    retribution, salvation, and invocation. This way you get more projectile hate, the 50% dmg reduction for your group, retaliation for even more tagging and an on demand heal when switching to ventari which can be used as 1.2k range heal with hammer 3.

     

    Or go with the Renegade suggestion from above ^^

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