The latest game update released earlier this week included a number of positive changes to necromancer skills and traits. Rather than simply rehashing a basic list of what’s been altered (you can find the original update notes on the official wiki) I spent some quality time on my necro in-game to test each of these changes out. We'll also take a look at one skill (and trait) that didn't make the cut for the latest update, but is in need of a number of fixes.
Each week Sardu lets his inner necro take over. The article might go down easily, but it comes up rough; sometimes controversial, and often offbeat, but never a boring read.
While the necromancer profession may be masters of condition manipulation and survivability, an often overlooked aspect of the necro is its massive potential for retaining high mobility. There are a lot of reasons why you might want to consider building for mobility vs. raw DPS or even putting too much emphasis on using Death Shroud like a killer Energizer bunny.
Like most build concepts, the first thing you need to ask yourself is “what is the purpose of this build, and what areas of the game will it provide the most benefit?” That’s absolutely the case here, so let’s take a look at some aspects of the game where it would be most beneficial to dial in a build focused on mobility.
Last week I dove into the many mysteries surrounding playing the necromancer profession as a Minion Master in Guild Wars 2. While that build offers a very unique play style, it's one that has typically taken somewhat of a back seat to those that capitalize on the strengths of Death Shroud, or the necro's ability to manipulate and spread multiple conditions.
As noted at the end of that column, this week I'm going to go over the traits that focus wholly on minions with a few key things in mind. First, it will give prospective minion masters (MM) a better understanding of which trait lines they'll need to invest in. Secondly, it will help give you some baseline understanding of any inherent strengths of playing an MM build. Finally, some of the information contained here will serve as a "sneak peak" of the Complete Guide to Minion Mastery that I'll be publishing in the near future.
In a previous episode of Grenth’s Grog, Sardu discussed some of the major trends being seen with necros in structured PvP. In particular, minion masters seem to be a thing of myth, rarely seen in active play. This trend began with BWE2, but progressed even further during BWE3.
Have necromancers lost their taste for controlling the undead in modern day Tyria, or have they simply forsaken their corpsified companions in favor of survivability and support builds? This week we dive deeper into the mysteries of the minion master in
Sardu’s Theatre of Doom the latest spine-tingling episode of Grenth’s Grog!
For today’s walk down necromancer lane, we raise a mighty eyebrow at the Corruptions skill line. While this particular utility skill line has a lot of interesting potential for condition manipulation, it still seems to be missing some magical ingredients to make it truly work. The risk vs. reward ratio is also skewed a bit too far in favor of risk, but how could the playstyle it offers be made more rewarding?