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#2132330 The End of Bad Videos is Here!

Posted The Mighteous One on 31 December 2012 - 06:21 PM

This is a video compiled by using 30 second Fraps clips over a period of about 45 minutes. Soloing in Tier 8 EB, I! Mighteous! Demonstrate that not only am I The Greatest Player In The Game, but I am the greatest Ranger that ever lived.

I watched a video the other day of a kid running around farming mobs by spamming them with traps. What a shame.

I watched a video the other day of a kid running around never making use of his pet? Shameful.

In fact, I see nothing but shameful video after shameful video on YouTube about rangers. I see people all over the forum saying "We need more! My ranger (with a lowercase "R") isn't strong enough! My traits don't work right! My DPS isn't this! My slot skills aren't that! One guy even said to another guy on this very board that there was such a thing as a "wrong build!"

I figured it was time to show people how to do it the RIGHT way. This video shows that there's absolutely nothing wrong with Rangers but that they're overpowered. Please nerf me, ArenaNet. I'm too good at this game.

You've never seen a video of a Ranger (with a capital R) before. I make use of the boar forage skill! The FORAGE skill! How many of you ever even thought of doing that? Well everybody's gonna be doing it now!

#2104277 Chunx's Minion Mastery Guide

Posted Relair on 02 December 2012 - 03:48 AM

I think he meant leaving bone fiend ready to summon until he arrived at his destination because it dies so much, and using bone minions for clearing trash/running around, and swapping them for flesh wurm on boss fights. I do that too, the minions die before they even get in exploding range half the time, and the wurm keeps plugging away at max range and rarely dies, and is a nice escape valve too.

#2104213 Chunx's Minion Mastery Guide

Posted OChunx on 02 December 2012 - 02:14 AM

View PostSetharos, on 30 November 2012 - 05:37 PM, said:

I see you listed the bone minion dps very low. Are you including the fact it attacks twice? I think its dps is kinda okay but its survivability is what worries me more, as you said, they are in fact the most focused minions if let alone. I am forced to spawn it sometimes in a complete opposite place from where i am going to be so i don't have to worry about it getting damaged since most of the time it will be out of reach of my blood mark, but still it can be easily killed by AoE fights or teammates going near where you summoned it. What about the bone minions dps from the explosion, are you counting it on the dps formula too? I mostly use them for that resource.

I currently run a build very similar to your guide, but using cleric, it does really well on dungeons and open pve activity since it allows me to tank a lot of damage  and get a lot of mitigation through 2900+ armor plus minion healing from blood traits and the blood fiend. Cleric in this case was what i preferred because some dungeon fights such as Lupicus(Arah) or Kholer(AC) the golem becomes completely useless and i can swap to lich and get some nice escalated damage from it, alas condition damage is kinda capped in this game due to the bleed cap limitation. But as I said before, it doesn't hurt having both sets(apothecary and cleric) since you can grab a full cleric set for almost 1g per piece(Menhlo set if i recall).

Other then that I gotta say you did a very nice update on your guide and I'd recommend people that want to go minion master to read your guide. Even if people end thinking minionmancer builds are not that useful, i would disagree and say it has somehow a fair spot for necros, also it is fun, and my guldies ask me to run dungeons as minionmancer due to the high relisience and mitigation I get from it, I can tank some bosses and some elite bosses for them without even DeathShrouding too much and they don't need to worry much about being chased, also there is the fact that conditionmancers can be capped and lose it's usefulness and damage at PvE depending on how many people controling conditions and doing condition damage are there nearby attacking too(ie:Dynamic Events and some group compositions) and an axe power build is still kinda meh due to axe still having so-so damage + somehow long cds from wells.

Overall all I gotta add for people is that knowing when and where you're gonna summon your minions is an important key to succeed as a minionmancer. I for one, alternate my worm and bone minions depending if i am clearing dungeon trash or controling a point/fighting a boss, also there is the advantage of not needing to explode the wurm for being able to swap the utility slot for the bone minions when out of combat. Which is a good thing. I prefere avoid summonion minions when i am skipping trash mobs or using them as bait to avoid fighting trash mobs too(their AI can kinda work that way too lol)

By the way i think the trait "Death into Life" in the Spite tree is bugged, but i can't confirm atm, at least last time i checked it wasn't updating my Healing Power tooltip.

Yea, the bone fiend damage does look kind of funny, I just compared damage really quickly between the bone fiend and the bone minions, and it looked like even though bone fiend attacked for less, it did hit two times and and attacked faster than the minions, so at the very least its DPS should be higher than the minions. The DPS listed was taken during the BWE and not by me, so it might be so out of date that it would warrant a removal from the guide.

I see what you're saying with preferring cleric over apothecary. Cleric is definitely better than apothecary in large group dynamic events, but the days of Orr zergs are over and its hard to justify going power over condition damage when hitting the bleed cap will never be an issue when you are soloing PvE and will rarely be an issue in dungeons, unless there's another necro or some earth-bleed elementalists (I think they bleed, correct me if I'm wrong). Focusing on condition damage also opens up the option to use scepter for the secondary set (though it's equally valid that focusing on power makes D/D secondary better), not to mention the skill that you spam most, mark of blood, derives about 90% of its damage from bleeding. Even though many of the other staff skills don't benefit of condition damage, their cooldowns are too long anyway to add effectively to DPS.

Knowing when to summon sounds like great advice. Would you care to elaborate on it a bit more? I just didn't entirely get what you were trying to say. I for one basically just summon my minions as soon as they come off cooldown, unless I'm trying to run somewhere fast and/or don't want aggro. Maybe I can add it into a "tips" section of the guide. Of course, I'm gonna credit you with that bit.

I don't know if Death into Life is bugged; it could be working. It's not listed as a bug in the master necromancer bug compilation: https://forum-en.gui...n-NB44-NT18-NP7. My guess is that it is functioning like the guardian trait "Strength in Numbers" right now. The stat on the hero menu isn't updated (not like healing power even has a stat tab on there so I'm not sure what you mean by not updating on your tooltip), but no one knows for sure that it isn't working either.

#2015192 Chunx's Minion Mastery Guide

Posted OChunx on 13 October 2012 - 05:24 AM

Last Major Update: June 7, 2014

Major edits/changes from recent updates marked in blue!

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TABLE OF CONTENTS-----------------------------------------------------------------------

I. Introduction
   - Philosophy
   - Pros  
   - Cons
II. The General Build
   - Weapons, Skills, and Stats
   - Spite
* Major Traits   
* Minor Traits
   - Death Magic
* Major Traits   
* Minor Traits
   - Blood Magic
* Major Traits   
* Minor Traits
   - Use
   - Underwater Combat
III. The Minions
IV. Equips
- Armor
- Weapons
- Trinkets


Hi guys, ever since guild wars 1, I've enjoyed the notion of being a one man army. In gw1, a minion master was a support role who not only dished out massive AoE damage, but more importantly provided a massive meatshield that increased a party's survivability drastically. Although the style has obviously changed in gw2, a minion master retains that feeling of toughness and power that comes with leading your own army. So I thought I'd share with you guys my thoughts and build on the minion master since I see so many threads with questions on this.


You are one of the most unkillable forces in PvE. With 7 bodies of HP (and death shroud) coupled with high toughness, vitality (highest base vitality in the game), and healing power, you are a real tank in the game. Being at range means you get hit less often and less hard as well, so really most deaths should have been caused by you running off a cliff. You also do an admirable amount of single target damage with all your minions along with you focusing on one enemy. Your staff is also one of the best AoE option necromancers have.

Your DPS is generally below that of many other necromancer builds. With a reliance on minions, you are also reliant on their subpar AI. When your minions are down, you are also extremely vulnerable. Minions just get destroyed by AoE damage and are generally unviable in most dungeons. Marching around needing to maintain 6 other bodies is sort of clunky and might slow you down a bit when roaming the world.

The General Build---------------------------------------------------------------------------


This build is mainly meant for general PvE open-world map roaming and personal story completion, for which it actually excels quite well at. In addition, it's useful for small skirmishes in WvW and holding points in sPvP. However, It is highly unsuited for the completion of the more challenging dungeons and fractals.

NOTE: This guide assumes that you have about 1900 Power and 1400 Healing Power, from which many of these numbers are derived. You may find that your actual numbers are a bit higher than these, as I underestimated figures to be on the safe side.

Weapons, Skills, and Stats

Your main weapon will be your staff. This will be the tool that you will use 95% of the time to heal your minions with through the use of Mark of Blood and deal AoE damage with through the use of your other supportive marks. Going into Death Shroud while wielding the staff also guarantees that your attacks while in Death Shroud will deal the maximum damage possible, as Death Shroud's power directly scales off primary weapon damage.

Your secondary set will be dagger and focus. Switch to this weapon set in instances where your marks cannot trigger (world bosses) or in instances where there's just no way your minions will be damaged (eg. when dozens of people are stacking on top of a champion). This set allows you to dish out more direct damage through the use of Reaper's Touch and dagger auto attack, while also stacking vulnerability so that your minions will deal more damage. The downside, of course, is that while you are using this set, the only way to heal your minions is through Death Shroud.

Honestly though, I'd recommend sticking with the staff 95% of the time, but hey, it's all up to you how you think is the best way to play.

Spite - Helps aid our damage output a bit.

Major Traits
(III) Spiteful Removal - 10 points nets us Spiteful Removal, a trait that is useful in cleansing conditions from us. This build carries surprisingly little condition removal for a necromancer build, so we'll take what we can.

(IX) Training of the Master - We go 20 points into the Spite line to pick up Training of the Master (increase minion damage by 25%) which is absolutely necessary to ensure that you get respectable amounts of damage out of your minions.

Minor Traits
(5) Parasitic Bond - There's nothing much to say: kill a foe, gain about 1,000 life. The healing scales with healing power.

(15) Death into Life - Death into Life rewards stacking of power and damage by helping fuel our healing power. Useful.

Death Magic - Helps ensure the survival of our minions.

Major Traits
(V) Staff Mastery - Staff Mastery reduces the cooldown of our marks, allowing us to keep the regeneration up on the minions more easily by spamming more Marks of Blood and aids in the overall (AoE) DPS of staff as more marks can be spammed in a shorter period of time.

(X) Flesh of the Master - Absolutely crucial for minion masters. An additional 50% health for minions makes a huge difference in minion survivability, and yours as well. The toughness you gain for each minion is pretty nice too. With +20 toughness per minion, you're looking at an additional 120 toughness with just your standard six minions up. Add in a potential four Jagged Horrors and this minor trait can provide you with up to 200 additional toughness, an increase of about 10%, depending on your toughness.

(XI) Death Nova - This is one big packaged trait. The Death Nova itself does okay damage, and well make sure your minions give one last parting gift when and if they ever die. The AoE and poison field aspects are also nice as well. What we really like is the constant stream of Jagged Horror spawns every 15 seconds. These guys will start adding up over team as your constant healing means that more and more will start accumulating, adding a surprising amount of damage to your build. Not to mention the other benefits of having extra minions (more bodies, more distraction, more toughness from Flesh of the Master. They will also be a reliable activator of Death Nova as each of them eventually die.

Minor Traits
(5) Armored Shroud - You gain toughness in Death Shroud.

(15) Soul Comprehension - You gain more life force from deaths.

(25) Deadly Strength - Turning toughness into power is pretty useful, and allows both you and your minions to do more damage (because of minion damage scaling with Vampiric master).

Blood Magic - Helps aid our damage output and ensure the survival of our minions.

Major Traits
(VI) Transfusion - Wow. This is probably the highest burst heal in the game. With full healing power gear, Life Transfer will heal around 27,000 health every 40 seconds. The people who say healing power doesn't scale well obviously have never used Life Transfer with Transfusion. In fact, this combination is great by itself within any context (paired with healing power gear). Imagine healing your entire party for their entire life bar every 40 seconds. And if that wasn't good enough, the healing is spread across nine pulses, decreasing the likelihood that you will overheal (like with one lump sum of healing). Can also heal your minions out of combat as the Life Transfer healing doesn't actually require a target. The healing scales with healing power.

(VII) Vampiric Master - Here we go. With a full set of healing power gear (and the 20/0/20/30/0 stat spread), this trait should be adding at least 70 points of damage to each of your minion's attacks, and healing you for over 65 points of health for each attack. Considering that you'll probably have anywhere from 6-8 minions at a time, you'll be healing an additional 400-500 health after every full cycle of minion attacks. Not only that, but adding 70+ points of damage is a huge boost to minion DPS. Build changing to say the least. The added damage that minions do scales with power, while the amount they siphon scales with healing power.

NOTE: Bloodthirst is a respectable alternative to Transfusion as it boosts both the damage and healing aspects of Vampiric Master.

Minor Traits
(5) Full of Life - The regeneration helps heal you.

(15) Vampiric - The health siphon helps heal you.


You will rely mostly on your marks and your minions to deal damage, however, spamming mark of blood as soon as it's off cooldown is your priority. The more often it goes down, the longer your minions last, and with such a long cooldown on minion skills, it is imperative that they don't go down. So a typical situation would probably start with you aggroing the mobs with Necrotic Grasp, followed by laying marks 2-5 down right away, then spamming each mark as it comes off of cooldown, with Mark of Blood always taking priority. Also enter Death Shroud when you have the trait Transfusion to mass heal your minions. Your Death Shroud-based heals will be the main source of healing for your ranged minions (bone fiend and blood fiend) as they are oftentimes not within the radius of your Mark of Bloods. The Superior Sigil of Water also adds great burst heals in a large area and regularly procs. Use the minion skills as soon as they're off cooldown for a bit more utility and damage, although you may want to save them as the case calls for. If one of your bone minions dies but the other is still alive, blow the leftover one up so that you can recast to get both back.

In essence, the build is very support and control oriented. Not because there's a lot of crowd control skills (although there are many, AoE chill, AoE fear, cripple, AoE knockdown), but because of the swarming, aggro, and body-blocking potential of minions in managing just one enemy, or an entire crowd of enemies. The highly-traited staff offers both offense in the form of more AoE, but at the same time lets you lay down larger and more frequent Marks of Blood, providing massive healing for minions, and support for melee party members. In this way, you can effectively fill three different roles, lending lots of healing support while being near unkillable yourself, as well as decent AoE and single target damage.

I guess the cornerstone of everything can be said to be the staff which provides both offense and defense. The minions simply augment the crowd control portion while providing targets for your staff support skills when no one else is around, and then adding damage on top of that.

Underwater Combat

Underwater combat essentially uses the same bar, just with Plague instead of Flesh Golem since no other Necro elites work underwater. This also means you'll have to focus more on damage yourself. Honestly though, the only reason that minions even work on land is because you can keep them maintained by healing them, something you can't do at all underwater. Although technically there still are ways to heal them (Deadly Feast on the Spear), it just isn't worth it to focus on it, though you can try. Spear will do more damage, but trident will be safer.

The Minions---------------------------------------------------------------------------------

Many experience issues with their minions not attacking when they get into a fight. Here are some tips on triggering minion aggression:
1. Auto-attack the mob you want to attack using the 1 skill. This is important, especially for the staff. I was able to reliably replicate having my minions focus on a target by first attacking it once with 1. Marks will not work; your minions will continue to stand still if you use a mark on the enemy. Bone minions seem to be just a tiny bit less responsive to this, but that may just be anecdotal.
2. Using the corresponding minion skills has so far had a 100% success rate in making minions attack. Obviously, this will only apply for some.
3. Running away far enough will disengage your minions. For flesh golem, however, you tend to have to run away farther. You'll know when he's back when he teleports back.

It should also be noted that minion power, vitality, and toughness do not scale with your stats or your traits. However, minions do inherit the condition damage, condition duration, and boon duration of the necromancer. This only affects the minions that apply conditions of course, such as the Jagged Horror and Flesh Golem.

Blood Fiend - Your main source of healing, the blood fiend siphons health (about 1500 per attack) and gives it to you. The healing scales with healing power.
Armor: 2000
Health: 22230
Traited Health: 33345

Bone Fiend - Ranged minion which fires two projectiles that cripple once every 10 seconds. Use its utility skill to instantly immobilize enemies. Can regenerate health out of combat.
Armor: 2600
Health: 11970
Traited Health: 17955

Shadow Fiend - Awesome minion. Inherently tougher than many of the other minions and haunt is useful in blinding bosses. Is always on the front line so he will be a meatshield for you and is constantly healed by mark of blood. Can regenerate health out of combat. The utility skill AoE blinds.
Armor: 2125
Health: 18297
Traited Health: 27446

Bone Minions - Probably more resilient than what you thought they would be because of all the healing the get from mark of blood. They do okay damage if both are alive, but generally try not to explode them because they are worth more to you alive than dead (extra meatshields, each will be 20 extra toughness because of Flesh of the Master.
Armor: 2125
Health: 8550
Traited Health: 12825

Flesh Golem - Awesome elite skill even if you aren't a minion master. This guy can AoE knockdown and does a ton of damage. This guy seems to be getting better and better with each patch having gone through numerous AI and health/toughness buffs. Use the golem's charge attack against things that will keep it in place (against walls, edges, doors, breakable objects) and it will repeatedly knockdown and deal continuous pulses of damage. Very useful in breaking objects and doors in WvW. His attacks also apply cripple.
Armor: 2600
Health: 22230
Traited Health: 33345

Flesh Worm - Yes, he's good if you're one place for a long time, but the fact that you can't move him is VERY bad, basically the same as always having one less (or two) minion. The biggest pro about him is that he does a lot of damage, so maybe you can use him in long fights with Champions or Veterans.
Armor: 2470
Health: 15390
Traited Health: 23085

Jagged Horror - These little guys won't last long in fights due to their constant internal degeneration (-3.5% health every second), but when they are up, they will provide you the +20 toughness from Flesh of the Master and will bleed the enemy on an attack. If you are constantly spamming Mark of Blood and endless mobs are coming at you, it is entirely possible to keep 3-5 of them up. Flesh of the Master does affect these guys as well.
Armor: 2125
Health: 14877
Traited Health: 22316




All armor should be Cleric's (++Healing Power, +Power, +Toughness). The healing power is there to make sure that your heals are powerful enough to maintain your minions. The power benefits Vampiric Master, which in turn helps your minions deal more damage. Toughness is simply the last stat we are forced to take, but does provide a nice amount of defense to the already high base-HP pool of the necromancer.

Runes on armor should be 6 Superior Runes of the Monk. These maximize your healing power and increases the duration of your regeneration boons on your minions. What really sets these runes apart from other healing power runes is the six-rune bonus power that substantially increases the potency of your heals.

Lastly, if you're crazy enough to use create ascended gear for a minion master build, infusions are basically determined by your wealth. Just put Mighty Infusions in your offensive slots and Healing Infusions in your defensive ones.


For the same reason as the armor, your staff should be Cleric's. A Superior Sigil of Life should go on your staff, as it offers a huge bonus in healing power to help heal your minions with. The Superior Sigil of Water is great in it's regular and extremely high radius heals.

The axe and focus can both be Berserker's (++Power, +Precision, +Critical Damage) to maximize damage, since presumably you'll only be using that stat when you won't be healing your minions. Putting a Superior Sigil of Life on one of them also helps stack up those healing counters for after your weapon swap while having a Superior Sigil of Force helps while fighting with the axe and focus.

Spear and trident are both Berserker's because it's generally impractical to focus on healing your minions underwater. Place Superior Sigils of Force on to do more damage. Even though trident is a condition-based weapon, we go with a power-focused stat distribution because power still adds to Vampiric Master which in turn adds to minion damage.

Though underwater really doesn't matter too much. Take Berserker's on both if you want. Take Cleric's on both if you want. Take Rabid or Apothecary on the Trident if you want. It just doesn't really matter too much, and this build really isn't that effective underwater either way (most builds aren't, but that's a different problem with underwater combat...).


All Cleric's.The ascended Cleric backpiece is gotten by crafting either Quiver of a Thousand Arrows or There with Yakkington: A Traveler's Tale and choosing the Cleric affix. I'd recommend the later for its defensive infusion slot so that it is cheaper to place a healing infusion into the slot.


As always, please don't be afraid to comment or make a suggestion below. Especially in the case that I need to update some information, as the game is constantly changing.
Thank you for reading my guide and I hope this helps you a lot. :)


Mathog - Corrected some errors and false information that I had previously included
Miss Nightly - Suggested the use of scepter as a secondary weapon
Stellar - Suggested use the of axe/focus
Setharos - Started writing in my changes and updates per his suggestion
Reverse Ghost - Added an insightful post about stacking boon durations in order to utilize secondary weapon sets (axe/focus)
Phenn - for promoting my guide in his Introduction to the Necromancer guide
Pregnantman - for correcting my minion health stats

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#2064858 Mesmer's and thief's, too powerful?

Posted AetherMcLoud on 06 November 2012 - 02:23 PM

View PostAdashio, on 06 November 2012 - 12:16 AM, said:

Just out of a random thought I had. What are your builds that you are running. Or more importantly what class are u running mainly

Hello Adashio.
Look at your avatar,
Now back to mine.
Now back at your avatar.
Now back to mine.
Sadly, yours isn't mine.
But if you stopped playing lady-scented professions and switched to Elementalist yours could look like mine.
Look down, now back up.
Where are you? You're reading a post with the Avatar your avatar could look like.
What's in your post? Back at mine. I have it, it's factual discussion of tournament balance.
Look again. The post is now favorited.
Everything is possible when your avatar looks like a norn and not a lady.

I'm on a lightning.

#1993430 Dismal Science | Necroeconomics

Posted Kaenes on 04 October 2012 - 09:51 PM


I feel like this is the sort of thing that I've been doing far too often for my own sanity over the past few months. Introductions. Can I just skip this and start meandering inconsequentially about how aesthetically pleasing it is to watch a warrior being eaten by a shark in sPvP?

(I'll hold that for the conclusion. Best for last and whatnot.)

Greetings, my name is Kaenes and I'll be chiming in here on Guru to keep everyone up to date on the times and fortunes of necromancy in Guild Wars 2.  Other than my work here on Guru, I'm also the project lead of Foundation, a collaborative writing/art/music project. It's rather neat, you should check it out.

Posted Image

On the other side of the veil, I spend my time writing things, applying economics to places where economics should never tread (when I go grocery shopping, I actually calculate utility curves for each good I purchase to make sure that my overall utility is maximized), and realizing gradually that the American south-west is, functionally, a post-apocalyptic wasteland.

Keeping with the general theme of hating introductions, let's get down the science at hand.

A Big Ball of Magic-y, Doom-y Stuff

"So, Kaenes, how did you come to play a necromancer, which is obviously the most wonderful profession?"

Thanks for the question, anonymous cough-syrup hallucination!

When Guild Wars 2 went up for pre-order, I stopped what I was doing immediately and bought my copy. After 4-ish years of drooling over the potential of Guild Wars 2, I was ready to actually see what the fuss was about. The-dreaded-game-that-must-not-be-named had long lost its shine in my eyes and all of its assumed successors had proved equally uninspiring. That exasperation is, what I imagine to be, a widely shared emotion, and Guild Wars 2 promised to provide the first honest rethinking of the genre in nearly a decade. Needless to say, I was excited.

When the next BWE rolled around, I logged in; my young and impressionable heart set on rocking PvP with my much-anticipated mesmer. What followed was less than inspiring.

I shuffled through professions for the rest of the night, trying to find something that felt "right." After exhausting the engineer, the elementalist, and the other myriad of professions that weren't the necromancer, I eventually rolled a charr necromancer out of a potent mixture of boredom and desperation; it was love at first soul-reaping. (I was actually so shocked of the score at the end of the round that I immediately screenshotted the occurrence.)

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The reply then to this is, "Substantiate yourself! Why are necromancers so great?" Patience, for the substantiation follows.

10 Reasons Why Necromancers Are the Best Profession or My Apologies to David Letterman

  • Death Shroud. Oh, I'm sorry random elementalist. I wasn't aware that you lack a continually regenerating second health bar that you could activate at any time. That troll club the size of a sedan must've really hurt. Once I finish sucking our troll-friend's life out, I'll meander my glorious self over there and resurrect your corpse. (Don't forget AoE debuffing, fear, cc-immunity, and stacking self-buffs. The fun just continues on.)
  • Vampirism. Your health bar is my health bar. Basically, I'm a health socialist. From you according to your vitality, to me according to my dagger.
  • Conditions. Every time I see conditions, anywhere, I get giddy. Conditions on you, I'll spread to all of your teammates. Conditions on my team, I'll turn into boons. Conditions on me, I'll use as fuel to power the best heal in the game or to reflect back onto you. It doesn't end there; see those precious boons right above your health bar? Surprise! Those are now conditions eating away at said health bar.
  • Spectral Walk. This skill deserves a spot of its own. Massive duration of swiftness, coupled with one of the most useful secondary effects in the game. Don't believe me? Here's a completely hypothetical situation that may or may not have actually happened. I was defending the clock tower in a certain sPvP map. Lo and behold, a warrior and a guardian, both with shiny great-swords flailing erratically, come charging up the stairs.

    I could have stayed to fight (and then promptly died) or I could have done what I, theoretically, did. I activated spectral walk, and jumped out the window. The duo, power-stacking bloodlust in their eyes, jumped out after me with the expectation of an easy kill on wide open ground. I wish I could have seen the theoretical shock on their faces when I vanished, but I was back inside the theoretical clock tower again, so I couldn't.
  • Elite Skills. Unlike engineers (who definitely got the short end of the stick), necromancers have three immensely useful elite skills. The Flesh Golem is a minion without par, despite his occasional indecision on whether that centaur hitting him with a club is a threat or not. Plague is a fight changing support skill; 20-seconds of permanent AoE blinding and poison on your enemies is nothing to laugh at. This skill can single-handedly change the outcome of a losing battle - I couldn't count the times that I've saved a group from wiping on the Magg event in CoF by activating plague form and tanking the entire enemy team. Lich Form turns the necromancer into a one-man army capable of feats that defy common sense. Solo a group event, and you'll see what I mean.
  • Minions. Why do all the work yourself when you have disposable flesh slaves that you can exploit for your benefit? Capitalism at its best, folks. (Alternatively : DO YOU LIKE FREEDOM? PLAY A NECROMANCER! *queue rock music solo*)
  • Wells. Sorry Lassie, but if Jimmy fell into one of these, he's not making it back. At least, not in the same condition he was before. For more on this, see #6.
  • Vitality. Necromancers are part of the highest vitality tier, shared with those abominable warriors. Consider that an elementalist, stacking vitality, will almost equal our standard health pool, uninvested. That, my friends, is a beautiful thing.
  • Flexibility. A lot of derision has been heaped upon the "unfocused" structure of our trait trees; these people have been missing the forest for the trees (it's funny because it's a pun). Because of the diversity of traits within each of our lines, it's possible to run multiple builds without having to re-spend your points. For example, I'm currently running 30 Spite, 20 Death, and 20 Blood. This combination gives me access to, but is not limited to: Staff AoE, daggers and vampirism, debuff/power axe builds, minion mastery, and well specialization. Simply put, I can quickly and effectively adapt my tactics to any possible situation.
  • Group Support. The necromancer is possibly one of the most viscerally effective professions for group play. Wells are some of the most powerful AoE support skills in the game, our signets allow us to cleanse our allies of conditions and revive fallen comrades at distance, and our weapon skills are remarkably effective at debuffing and crippling an enemy. (Consider that the presence of a necromancer can trivialize the Legendary Flame Effigy in Citadel of Flame - otherwise, the boss was [pre-nerf] mathematically impossible.) Necromancers might not be churning out immense bursts of damage, but the sheer presence that they create on a battlefield makes them an invaluable member of any group.

Thanks for All the Fish

And there you have it; Necromancers are superior. In the unlikely case that there are remaining questions about our viability and lethality, I would be happy to answer those concerns in the nearest dark alleyway. And no, of course not! My minions are definitely not laying in wait for you. That would be silly.

Tune in later this week; we'll be taking a look at necromancers in structured and unstructured content (read as "PvP" and "dynamic events"). There have been a lot of misconceptions and concerns about the necromancer's role in these scenarios and I'll be tackling those things head on.

"Necromancers don't really do meaningful damage."
"Their support is weak."
"I don't know why anyone would play a necromancer, compared to the other professions."
"They're only good for conditions, and nothing else."

To which I say, underestimate us at your own peril - because it will be perilous.

How perilous?

I suppose you'll have to wait, and see.

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#1772334 Worried about Greatsword PvP Viability

Posted Teilion on 20 August 2012 - 04:53 PM

Remember that mobility in itself is a resource and GS packs 2 fantastic run-type skills that by themselves are great artificial IMS. Sweep range is massive and 100B makes everyone either blow a CC, wastes a dodge, or get off the control point.

From an dedicated offensive standpoint, GS is "very easily counterable" and a burst gimmick. But when factored in with the ghetto mobility and wide range, it becomes every bit as good a punishing weapon for controlling space.

#1450476 Warrior Vs Guardian PvP

Posted bigaus on 16 May 2012 - 07:47 PM

View PostRed_Falcon, on 16 May 2012 - 01:16 PM, said:

1. Hard to say, they seem pretty much on par depending on builds.
Guardian damage: http://www.youtube.c...v=SCeqdmyfJKY#!
Warrior damage:
Warrior gets some glass cannon builds tho, Guardian not really.

2. Warrior has offensive mobility and CC tools (gap closers, KB, cripple, immob, antislows), while lacking escape tools.
Guardians has little in the form of CC and mobility, but a lot in regards of negating CC and mobility impairments.

3. Guardian is a lot better at removing conditions to self and team, and team-wide damage prevention (Prot/Aegis) and generally a ton of skill that heal team, protect team, negate damage, avoid damage.
Warrior has no real forms of healing outside the heal skill and traited shake it off (which heals 2k only and 19s cd), but gets 5s immortality twice; one by skill, one when health gets to 25% (traited).

4. Warrior can boosts team's offense. Fury, might, swiftness.
Guardian can boost team's survivability. Aegis, regen, protection, vigor, healing, shields.
Both can remove conditions but Guardian does it much better.

5. This is GW2 not WoW.

Ultimately, the Warrior has a more offensive playstyle, boosts team's offensive ability and focuses on -staying- in the middle of the battle, while the Guardian aims to outlast enemies, boosts team's survivability and ability to get out of conditions.

Pick your poison.

Warrior banners can also give increased damage, malice, healing etc.

and "I will avenge you!" will be the first thing the BNet kiddies want nerfed in sPvP. Promise you that.

and if you are interested in comparing ranged damage, rifle/bow warrior wins hands down over scepter/staff guardian.

Guardians are definitely better at support. Warriors better at control. Both have access to 2h hammer goodness. Guards have great area denial which is big time in WvW and sPvP.

#1687995 (BUGGED- NEW THREAD INC) Tome of Conquest: Your Guardian Competitive PvP Guide

Posted Master Eriko on 06 August 2012 - 10:55 PM

Guide temporarely removed because of forum bugs that deletes text and messes up the formatting whenever an edit is made. I'm currently trying to find a fix with the moderators. Sorry for the inconvenience.