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DOOOOOOOD Elemental minions?[edit]

There's a thunderstorm here right now, and I was thinkin "Oh man, if a zombie got hit by lightning, it'd be like lightning zombie and shit!". Then I got thinking it'd be pretty badass if minions, when walking through elemental walls(Fire and lightning, all we've seen so far) or other similar effects, would take on that element. Flaming minions, electric minions, etc. I don't think we've seen any evidence for it, but one can hope.--Gerroh 00:38, 30 May 2011 (UTC)

i remember in one demo they said that if a minion walks through a poison well (or any pet for that matter) it would have poison attacks. I dont remember the video however. --The preceding unsigned comment was added by (talk).
Me gusta. -User Eive Windgrace Harbinger of the Deceiver.png 02:20, 30 May 2011 (UTC)
Ever think maybe that's one of the ways professions can combine skills? Elementalists' mastery of the 4 elements + a Necromancer's minions... Static Field can charge them electrically? Flame Wall (etc) can make burning minions that causing burning on melee and when taking melee? They did say that professions mix well in many, creative ways... (~.^) ~~ User Kiomadoushi sig.png Kiomadoushi 02:26, 30 May 2011 (UTC)
Lightning-charged creepers? –~=Ϛρѧякγ AHHH! (τѧιк) ←♥– 01:20, 2 June 2011 (UTC)
Sounds like more animation. but that would look awesome, no? --Xu Davella 09:04, 2 June 2011 (UTC)
Would scare the shit out of me to be attacked by a lightning creeper. --ஸ Kyoshi User Kyoshi sig2.png 12:48, 2 June 2011 (UTC)
If an ele hits a pig with lightning, I hope it'll become a Zombie Pigman for the necro... --AdventurerPotatoe User AdventurerPotatoe Engineer tango icon 200px.png - 15:19, 2 June 2011 (UTC)

Marks & Wells[edit]

While Mark (skill type) offers a description that appears to differentiate the two, I view it as being in conflict with the description offered for the various known mark-type skills.

Has anyone that's played Necromancers noticed a practical difference between the two skill-types, other than what traits, etc., affect them? User A F K When Needed Signature Icon.png A F K When Needed 22:33, 3 July 2011 (UTC)

Marks are throw-down effects (you don't have to place them around you directly, and they stay there); Wells affect the area around you (so you can only have 1). That's the big difference. ~~ User Kiomadoushi sig.png Kiomadoushi 22:41, 3 July 2011 (UTC)

From what I gather from the descriptions is that Marks function the same way as traps, in that they are activated by an enemy walking into their range (but can be activated prematurely by using the skill button again) and wells are instantaneous and i believe activate around ur current position. Dont quote me on the last part :) The preceding unsigned comment was added by Squyres (talkcontribs).

I think the purpose of marks is that you activate them when the time is right, such as when there's multiple enemies in the area of one, or to "burst combo" opponents with damage and many conditions. Mediggo 07:34, 13 October 2011 (UTC)

IP weapon description rewrite[edit]

I prefer the IP's change to the weapons. It follows the same style as the other pages. --Xu Davella 12:25, 5 July 2011 (UTC)

Just as a note, I don't know if 'style' is really the crux of the issue here: there's a consistent style because the same ip had gone through all of the pages and updated them accordingly. In my opinion, it's more a content-tinged question of 'do we want more basic and utilitarian descriptions' or 'deeper but possibly more subjective and flavorful descriptions'. Redshift 14:30, 5 July 2011 (UTC)
I don't think this is the page to write that a focus is used to spike enemies. That's quite a bit of speculation given the game isn't even out yet. However, a very basic "is used to cast long range AoE spells" type of desrciption is a bit boring. Remove some of the speculative/interpretative stuff from his desciptions, but leave the nicer language, imo Thering 16:40, 5 July 2011 (UTC)

New trait line[edit]

Based on the images from this article here it seems as though we've got another trait line called Minion Master. Can we add this to the wiki or should we get something more solid? --Xu Davella 14:04, 25 July 2011 (UTC)

Please buy researching skills. :D --Xu Davella 14:07, 25 July 2011 (UTC)

About the trait lines, why is it said that both lines can't be used at the same time ? I haven't found any source or anything about that. It seems to me it works the exact same way as the Ele or Engi's lines — they use the same place on the trait interface, but that doesn't mean you can't use all of them, right ? -Alarielle- 13:26, 30 July 2011 (UTC)


Due to the recent update of the Warrior shout, Fear Me!, which causes it to induce Fear, should the Necromancer page be changed to correct the old assertion that Fear is a Necromancer only Condition, despite the fact that the official site still makes this assertion? -Azroth 22:51, 22 August 2011 (UTC)

It should. I don't know how to phrase it without removing the section though. -User Eive Windgrace Harbinger of the Deceiver.png 00:19, 23 August 2011 (UTC)

Death shroud ability[edit]

Ive got two questions about this Death Shroud ability. Will this life force decrease over time, like warriors "mana" in WoW? Also, if I quickly switch to Death Shroud and (for example) do that teleport spell quickly and then end Death Shroud, will the skill I used have its cooldown while Im in my real corpse? Lhimez 07:00, 15 October 2011 (UTC)

First, no. It won't decrease automatically, at least for what we see in the demo. Second, yes, your skills will continue to cooldown when you enter Death Shroud. User:Glastium Glastium | talk 07:55, 15 October 2011 (UTC)
Life force only decreases when you are in death shroud, as it functions as a timer and special "health bar (only for death shroud)." As for WoW, I have a faint idea, and the GW2 warrior has adrenaline with the same concept; it degenerates when not attacking and/or being out of combat. All your skills, regardless of forms entered or environmental weapons picked up, should be recharging in real-time. If a death shroud skill has a recharge time of 8 seconds then it will recharge in the 8 seconds after it has been used (even if you exit your form before it is fully recharged). Equally, a normal state skill of 15 seconds recharge will be recharged 15 seconds later, even if you enter death shroud (or another form) in the mean time. - Infinite - talk 11:40, 15 October 2011 (UTC)

As a former WoW player life force works more like demonic fury. You build it up then burn it in a magic form, with both a timer and extra spells. To be pedantic, it does differ in that Life Force is lost with damage.

Death Shroud heals and buffs? I don't think so.[edit]

The description under the "Abilities" section states:

Necromancers gain life force when enemies and allies die near them, and can use that life force to go into the Death Shroud. This drains life force slowly but gives access to an alternate set of skills which can be used to heal or buff allies.

Based on the known Death Shroud skills, there's no evidence that any of them provide healing or buffs to allies. All four skills of Death Shroud (not including End Death Shroud) are either offensive or, at most, provide additional life force for the Necro alone (which is of no healing or buffing benefit to allies).

There is some evidence with the revamped trait system that the Blood Magic minor trait Deathly Invigoration will provide an area heal when leaving Death Shroud. However, this is not intrinsic to Death Shroud itself; this only works if the Necro in question specifically traits Deathly Invigoration. Also, leaving Death Shroud to achieve an area heal is hardly the same as having healing and buff skills that are part of the Death Shroud skill bar.

Lastly, the official Necro page itself states nothing about Death Shroud healing or buffing allies. Granted, that page hasn't been updated recently as it contains information known to be outdated. Even so, there's nothing in the official source nor from any videos or interviews I've seen to support the assertion that Death Shroud permits a Necro to heal and buff allies. Anyone have evidence to the contrary? If not, perhaps this should be removed from the Necro page. Guild Wars 3 perhaps 18:02, 1 March 2012 (UTC)

Skill Animations and Images[edit]

I have found these two weapon/skill/ability guides if anybody is interested. They are both pretty similar, but including both since since more seems more talkative and I know some may not like that. They are quite recent as well. Even if not useful for the knowledge, since most of that is here, you can brush up on skill animations and by observation, find things you didn't know about otherwise as well:

GW2: Necromancer, All Weapon Skills & Abilities.

Guild Wars 2 Beta: Necromancer Weapon Skills (All) Previously Unsigned 20:11, 15 July 2012 (UTC)

I'm dissatisfied with the stub skill descriptions. I am going to add screenshots for each of the necromancer Weapon Skills. That necessarily means that there will be a lot of images of my character. I challenge you to make better screenshots just so we can have some diversity in visuals. --Josiah 16:11, 18 February 2013 (UTC)

Before you do so, I would go discuss it first on Guild Wars 2 Wiki:General formatting.--Relyk ~ talk > 22:52, 18 February 2013 (UTC)
There was a project on GWW to document skill animations with .gifs. We could potentially do that here. Felix Omni Signature.png 22:56, 18 February 2013 (UTC)
Guild Wars 2 Wiki:Projects/Skill animations, but it is dead.--Relyk ~ talk > 23:00, 18 February 2013 (UTC)
Well I'll be plum jiggered. Felix Omni Signature.png 23:03, 18 February 2013 (UTC)

New Traits/Specialisations[edit]

I was looking over my new traits today and I could not seem to find any fall damage reduction trait for the Necromancer any longer. Am I just blind or have they removed that? Winterbay (talk) 18:44, 25 June 2015 (UTC)

Insidious Disruption.png Terrifying Descent (Curses): When you take falling damage, inflict fear for 1 second on nearby foes. Reduces fall damage by 50%. Mora 18:47, 25 June 2015 (UTC)