reaper=no meta for necros
If the gameplay is fun and the damage is ok I don’t care that it isn’t in the speedclear meta. Also to make a definite judgement we’ll have to wait and see the traits and the other shouts imo.
You can’t judge anything without the traits.
Only 5 professions can be meta anyway, so it’s not fair to expect them to be. So long as they are buffed to Engie/Ranger level of “fun to play, good DPS, good utility and not a detriment to the party” that will be good enough.
www.twitch.tv/nike_dnt
The whole point of giving necromancer shouts was to give the class group buffs it desperately lacked. So they get damaging shouts instead. Lol.
You can’t judge anything without the traits.
.
Yes, that is the last hope. But I think that, even with a traït like spotter or empower allies, necros won’t make it. What Nevets said.
They look kitten cool tho; I will give them that.
It looks to me that all the supportive abilities went to mesmers instead.
“Memories are nice, but that’s all they are.”
But if they’re good damage with Chill uptime and boon stripping as their “role” they’ll be fine for a group. As Nike said, only 5 professions will be meta for anything, as long as necros can contribute it’ll be solid.
Have to say im pretty dissapointed with the specialization. I was hoping the shouts would be about sacrificing health in order to bolster party members/ weaken foes, an interplay that’s been missing from necromancers.
It does look cool tho
What group buffs does a meta party need? You don’t need Might, Fury, or Vuln. If you mean some unique buff like Spotter you can ask Ranger how well that works out for them being part of the meta.
Necro just needs a low cool down blast finisher, a fun rotation, and comparable dps to every other profession.
www.twitch.tv/nike_dnt
I think Ranger would be much closer to meta if their melee weapon of choice didn’t bounce them off of cliffs like a rabbit in heat. And for what it’s worth, party buffs and being able to contribute to Might/Fury/Vuln would certainly help the Necromancer’s case.
What group buffs does a meta party need? You don’t need Might, Fury, or Vuln. If you mean some unique buff like Spotter you can ask Ranger how well that works out for them being part of the meta.
Necro just needs a low cool down blast finisher, a fun rotation, and comparable dps to every other profession.
Might = PS War
Fury = Ele
Vuln = group as a whole, Lightning Storm/DH guard/Engi/really lots of options
Projectile = Guard/Mes and other little things from the group
So yeah, exactly.
It’d be nice for their overall party worth, but in the meta you already have the main things covered.
You forgot blinds and maybe stealth… That puts thief on the meta, albeit its dps.
Necros could easly contribute to the party with minor changes…but guess is not going to happen.
I think Ranger would be much closer to meta if their melee weapon of choice didn’t bounce them off of cliffs like a rabbit in heat. And for what it’s worth, party buffs and being able to contribute to Might/Fury/Vuln would certainly help the Necromancer’s case.
Would love to see that ranger sword rework! ( I’m imagining lemmings with bunny ears atm).
Depends how HoT content turns out too. The reapers debuffing may actually be quite valuable. I suspect it may well have its place. Traits/skill effects and damage dependant.
Advocate of learning and being a useful party member.
http://mythdragons.enjin.com/recruitment
Necromancers could have been the condition variant of amplification I feel. You have empower allies with warrior, Necromancers could have gotten the condition variant with amplification of condition durations, potency(outside of might, there are sigils that directly amplify condition potency by a flat percentage, it was possible to do this with traits), etc.
With conditions becoming more of a thing in HoT I feel like it was a missed opportunity for them.
Necromancers could have been the condition variant of amplification I feel. You have empower allies with warrior, Necromancers could have gotten the condition variant with amplification of condition durations, potency(outside of might, there are sigils that directly amplify condition potency by a flat percentage, it was possible to do this with traits), etc.
With conditions becoming more of a thing in HoT I feel like it was a missed opportunity for them.
“could have gotten” or “could be getting” ? We don’t know all the traits yet
Necromancers could have been the condition variant of amplification I feel. You have empower allies with warrior, Necromancers could have gotten the condition variant with amplification of condition durations, potency(outside of might, there are sigils that directly amplify condition potency by a flat percentage, it was possible to do this with traits), etc.
With conditions becoming more of a thing in HoT I feel like it was a missed opportunity for them.
I think it’s a little early to say reaper definitely won’t have that as a trait option.
Advocate of learning and being a useful party member.
http://mythdragons.enjin.com/recruitment
It needs to be very high damage in addition to the vuln application. And by that i mean higher than staff ele. At the very least it should be comparable to ele and thief.
It needs to be very high damage in addition to the vuln application. And by that i mean higher than staff ele. At the very least it should be comparable to ele and thief.
i think the changes to condis are, and enemy behaviors are whats going to make necros meta.
This spec is more about offering a totally dif playstyle that to be honest necro was missing completely before.
And its probably going to be OP under 50% health.
Changes to condis will make condi engis meta not necros. Unless epidemic becomes mandatory.
It needs to be very high damage in addition to the vuln application. And by that i mean higher than staff ele. At the very least it should be comparable to ele and thief.
You need more than that. Engis are not meta for instance.
What it not make sense is Ice bow and glyph of storm on the same class. Nor PS and banners; nor aegis and reflects, etcetc. Those key skills shoud be divided among all the classes. So each class bring some unique skill and you never can have all the OP skills with any class composition.
I wonder if necro will have more than 5 enemy-cleave restriction considering their attack will have a huge windup and scale up with the more enemies they cleave. Hmm… hmm…
On the other hand, the pulse rate of blinding utilities is not reliable when mobs have fast attack rate. From the look of the new mobs (i.e. dinosaurs) in the demo, maybe chill (and slow) will be a new form of protection.
- doranduck, 2016 on Lore in Raids
I wonder if necro will have more than 5 enemy-cleave restriction considering their attack will have a huge windup and scale up with the more enemies they cleave. Hmm… hmm…
On the other hand, the pulse rate of blinding utilities is not reliable when mobs have fast attack rate. From the look of the new mobs (i.e. dinosaurs) in the demo, maybe chill (and slow) will be a new form of protection.
yeah, i think enemies are going to have more skills, higher attack speed, more mobility.
focused bursts will probably require breaking the bar first.
essentially, im thinking those things alone will change the meta a decent amount.
If you set the bar for you happiness at “Reaper will make Necro meta” you were doomed from the start. Try setting more realistic goal based around what is applicable to the game’s design.
www.twitch.tv/nike_dnt
What it not make sense is Ice bow and glyph of storm on the same class. Nor PS and banners; nor aegis and reflects, etcetc. Those key skills shoud be divided among all the classes. So each class bring some unique skill and you never can have all the OP skills with any class composition.
There you go. This is why the game is so unbalanced. All the important skills (read game mechanics) are concentrated on the same few classes.
For example, why do guardians have such great party support in the form of boons (especially Might), when they also have reflection, AND wear heavy armor, AND can regenerate endurance faster, AND have invulnerability, AND have Cleave attacks, AND Stability?
And why do necromancers have none of these mechanics, which clearly dominate the game? No stability, no invulnerability, no extra dodges, light armor, no reflection, no boon sharing, and no cleave?
At least now we get to hit multiple enemies with the Reaper. But that solves only a minor problem with our class. The classes are so unbalanced…
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
Comparable/highest damage is a realistic goal for a selfish class. :P
I wonder if necro will have more than 5 enemy-cleave restriction considering their attack will have a huge windup and scale up with the more enemies they cleave. Hmm… hmm…
On the other hand, the pulse rate of blinding utilities is not reliable when mobs have fast attack rate. From the look of the new mobs (i.e. dinosaurs) in the demo, maybe chill (and slow) will be a new form of protection.yeah, i think enemies are going to have more skills, higher attack speed, more mobility.
focused bursts will probably require breaking the bar first.
essentially, im thinking those things alone will change the meta a decent amount.
I don’t personally care as much about meta as about interesting game play. If it is fun to play, we may be lucky to see a few new solo record here and there, along the line of what Sandy has achieved with his mesmer. We all play the meta for gold, but only fun play will last and inspire. Necro needs that face lift.
- doranduck, 2016 on Lore in Raids
What it not make sense is Ice bow and glyph of storm on the same class. Nor PS and banners; nor aegis and reflects, etcetc. Those key skills shoud be divided among all the classes. So each class bring some unique skill and you never can have all the OP skills with any class composition.
There you go. This is why the game is so unbalanced. All the important skills (read game mechanics) are concentrated on the same few classes.
For example, why do guardians have such great party support in the form of boons (especially Might), when they also have reflection, AND wear heavy armor, AND can regenerate endurance faster, AND have invulnerability, AND have Cleave attacks, AND Stability?
And why do necromancers have none of these mechanics, which clearly dominate the game? No stability, no invulnerability, no extra dodges, light armor, no reflection, no boon sharing, and no cleave?
At least now we get to hit multiple enemies with the Reaper. But that solves only a minor problem with our class. The classes are so unbalanced…
Umm, guardians have kitten for might
But, yes some classes have too much in the same builds, that’s the key factor right there, in the same builds. But we all know the game is not balanced with 5 man PVE teams in mind, it’s balanced for PVP.
I wonder if necro will have more than 5 enemy-cleave restriction considering their attack will have a huge windup and scale up with the more enemies they cleave. Hmm… hmm…
On the other hand, the pulse rate of blinding utilities is not reliable when mobs have fast attack rate. From the look of the new mobs (i.e. dinosaurs) in the demo, maybe chill (and slow) will be a new form of protection.yeah, i think enemies are going to have more skills, higher attack speed, more mobility.
focused bursts will probably require breaking the bar first.
essentially, im thinking those things alone will change the meta a decent amount.I don’t personally care as much about meta as about interesting game play. If it is fun to play, we may be lucky to see a few new solo record here and there, along the line of what Sandy has achieved with his mesmer. We all play the meta for gold, but only fun play will last and inspire. Necro needs that face lift.
Problem is soloing doesnt look like a favourable thing with active defence still not being addressed. Thats always been the barrier which prevented me from doing loads of solos. That and the abominable solo dps. Maybe ill do some easy solos with the better damage. But i dont really feel too proud with setting the bar low like that.
Then I hope that Necro can kill thing fast enough before he needs to use any active defense
- doranduck, 2016 on Lore in Raids
Looks like Necro will may be my main open world toon now. So KEWWLL!!!
Wynd Cloud | Fierce N Licious
Umm, guardians have kitten for might
buh….buh……muh empower……..
GWEN will become NGEW soon. Jerus, dust off your necro!
- doranduck, 2016 on Lore in Raids
I wonder if necro will have more than 5 enemy-cleave restriction considering their attack will have a huge windup and scale up with the more enemies they cleave. Hmm… hmm…
On the other hand, the pulse rate of blinding utilities is not reliable when mobs have fast attack rate. From the look of the new mobs (i.e. dinosaurs) in the demo, maybe chill (and slow) will be a new form of protection.yeah, i think enemies are going to have more skills, higher attack speed, more mobility.
focused bursts will probably require breaking the bar first.
essentially, im thinking those things alone will change the meta a decent amount.I don’t personally care as much about meta as about interesting game play. If it is fun to play, we may be lucky to see a few new solo record here and there, along the line of what Sandy has achieved with his mesmer. We all play the meta for gold, but only fun play will last and inspire. Necro needs that face lift.
Problem is soloing doesnt look like a favourable thing with active defence still not being addressed. Thats always been the barrier which prevented me from doing loads of solos. That and the abominable solo dps. Maybe ill do some easy solos with the better damage. But i dont really feel too proud with setting the bar low like that.
chill dmg mitigation could be large, combine that with say protection, and some decent heal over time, or vampiric skills, and you may end up a lot more survivable.
we ll see tmr, but the concept they talked about is like horror movies, hard to kill, with big deadly moves.
its unlikely they would throw them into the mix as a brawler without some ability to mitigate damage.
There you go. This is why the game is so unbalanced. All the important skills (read game mechanics) are concentrated on the same few classes.
For example, why do guardians have such great party support in the form of boons (especially Might), when they also have reflection, AND wear heavy armor, AND can regenerate endurance faster, AND have invulnerability, AND have Cleave attacks, AND Stability?
WHAT?!
Everybody agrees on Necromancers lacking a lot of utility and being in a really bad spot, but your Guardian biref analysis is crazy.
Heavy Armor? Yes, it equals 153/304 Thoughness bonus over Medium/Light armor bearers. Also Low HP tier, which equals a 427/756 Vitality malus when compared with Medium/High HP tiers.
Might? What Might? Relying on Guardian Staff for might is subpar for easily 99% of the PvE content and plain terrible for most of it.
Endurance regeneration through Vigor, a long CD Invulnerability skill, Cleaving attacks … those are things necro lacks but which are available for almost every other single class.
You’re right on Reflects and AoE stability (which I don’t find that huge), and you missed decent AoE condition removal (if needed) and reliable AoE AEGIS (which is the true jewel of the crown).
Everything else is meh (better than Necro though).
GWEN will become NGEW soon. Jerus, dust off your necro!
I gotta dust off the game and scrape off the rust first(serously I tried playing last night just in SW… god my fingers got slow) But yes, I see myself playing necro with this stuff. Looks fun, and multiple spin to wins!
I wonder if necro will have more than 5 enemy-cleave restriction considering their attack will have a huge windup and scale up with the more enemies they cleave. Hmm… hmm…
On the other hand, the pulse rate of blinding utilities is not reliable when mobs have fast attack rate. From the look of the new mobs (i.e. dinosaurs) in the demo, maybe chill (and slow) will be a new form of protection.yeah, i think enemies are going to have more skills, higher attack speed, more mobility.
focused bursts will probably require breaking the bar first.
essentially, im thinking those things alone will change the meta a decent amount.I don’t personally care as much about meta as about interesting game play. If it is fun to play, we may be lucky to see a few new solo record here and there, along the line of what Sandy has achieved with his mesmer. We all play the meta for gold, but only fun play will last and inspire. Necro needs that face lift.
Problem is soloing doesnt look like a favourable thing with active defence still not being addressed. Thats always been the barrier which prevented me from doing loads of solos. That and the abominable solo dps. Maybe ill do some easy solos with the better damage. But i dont really feel too proud with setting the bar low like that.
chill dmg mitigation could be large, combine that with say protection, and some decent heal over time, or vampiric skills, and you may end up a lot more survivable.
we ll see tmr, but the concept they talked about is like horror movies, hard to kill, with big deadly moves.its unlikely they would throw them into the mix as a brawler without some ability to mitigate damage.
Damage reduction doesnt work so well on bosses unless you go for defensive gear. So no im not optimistic with just those traits. Perma chill doesnt stop lupi from hitting you every 2-3 seconds. In groups we will be fine because we always have been when we get carried by classes with group defence. Solos less so.
And even if the damage reduction was good enough. We dont have enough sustain to supplement it. This is exactly why necros can no longer solo lupi. Im not optimistic about real active defence. But we shall see.
I think chill will work against enemies with fast attack like those raptors shown in http://www.twitch.tv/guildwars2/b/655187027 about 41 minutes in and to slow down bosses with frequent massive attack like Mossman’s Gouge, or Fimbul’s leap smash so we can burst them in between three possible aegis.
- doranduck, 2016 on Lore in Raids
Yeah it might be useful with slow and blind on trash pulls with rapid attack rates. But that doesnt mean ele wont be able to do that. Frozen ground and glyph of storms is a lot of chill for a trash mob burst.
I wonder if necro will have more than 5 enemy-cleave restriction considering their attack will have a huge windup and scale up with the more enemies they cleave. Hmm… hmm…
On the other hand, the pulse rate of blinding utilities is not reliable when mobs have fast attack rate. From the look of the new mobs (i.e. dinosaurs) in the demo, maybe chill (and slow) will be a new form of protection.yeah, i think enemies are going to have more skills, higher attack speed, more mobility.
focused bursts will probably require breaking the bar first.
essentially, im thinking those things alone will change the meta a decent amount.I don’t personally care as much about meta as about interesting game play. If it is fun to play, we may be lucky to see a few new solo record here and there, along the line of what Sandy has achieved with his mesmer. We all play the meta for gold, but only fun play will last and inspire. Necro needs that face lift.
Problem is soloing doesnt look like a favourable thing with active defence still not being addressed. Thats always been the barrier which prevented me from doing loads of solos. That and the abominable solo dps. Maybe ill do some easy solos with the better damage. But i dont really feel too proud with setting the bar low like that.
chill dmg mitigation could be large, combine that with say protection, and some decent heal over time, or vampiric skills, and you may end up a lot more survivable.
we ll see tmr, but the concept they talked about is like horror movies, hard to kill, with big deadly moves.its unlikely they would throw them into the mix as a brawler without some ability to mitigate damage.
Damage reduction doesnt work so well on bosses unless you go for defensive gear. So no im not optimistic with just those traits. Perma chill doesnt stop lupi from hitting you every 2-3 seconds. In groups we will be fine because we always have been when we get carried by classes with group defence. Solos less so.
And even if the damage reduction was good enough. We dont have enough sustain to supplement it. This is exactly why necros can no longer solo lupi. Im not optimistic about real active defence. But we shall see.
mitigation defense is just about number crunching.
lets say chill reduces dmg by 50% throw on protection 33%
2000 dmg becomes 660.
combine this with death shroud, evasion, regen, etc you may be able to survive indefinately with well timed chill applications and other active defenses.
Yeah it might be useful with slow and blind on trash pulls with rapid attack rates. But that doesnt mean ele wont be able to do that. Frozen ground and glyph of storms is a lot of chill for a trash mob burst.
what makes you think certain bosses wont get rapid attack rates?
I wonder if necro will have more than 5 enemy-cleave restriction considering their attack will have a huge windup and scale up with the more enemies they cleave. Hmm… hmm…
On the other hand, the pulse rate of blinding utilities is not reliable when mobs have fast attack rate. From the look of the new mobs (i.e. dinosaurs) in the demo, maybe chill (and slow) will be a new form of protection.yeah, i think enemies are going to have more skills, higher attack speed, more mobility.
focused bursts will probably require breaking the bar first.
essentially, im thinking those things alone will change the meta a decent amount.I don’t personally care as much about meta as about interesting game play. If it is fun to play, we may be lucky to see a few new solo record here and there, along the line of what Sandy has achieved with his mesmer. We all play the meta for gold, but only fun play will last and inspire. Necro needs that face lift.
Problem is soloing doesnt look like a favourable thing with active defence still not being addressed. Thats always been the barrier which prevented me from doing loads of solos. That and the abominable solo dps. Maybe ill do some easy solos with the better damage. But i dont really feel too proud with setting the bar low like that.
chill dmg mitigation could be large, combine that with say protection, and some decent heal over time, or vampiric skills, and you may end up a lot more survivable.
we ll see tmr, but the concept they talked about is like horror movies, hard to kill, with big deadly moves.its unlikely they would throw them into the mix as a brawler without some ability to mitigate damage.
Damage reduction doesnt work so well on bosses unless you go for defensive gear. So no im not optimistic with just those traits. Perma chill doesnt stop lupi from hitting you every 2-3 seconds. In groups we will be fine because we always have been when we get carried by classes with group defence. Solos less so.
And even if the damage reduction was good enough. We dont have enough sustain to supplement it. This is exactly why necros can no longer solo lupi. Im not optimistic about real active defence. But we shall see.
mitigation defense is just about number crunching.
lets say chill reduces dmg by 50% throw on protection 33%2000 dmg becomes 660.
combine this with death shroud, evasion, regen, etc you may be able to survive indefinately with well timed chill applications and other active defenses.
Where are you getting the prot, regen and where are you getting the other active defence? Im telling you right now as i have tried it out its not enough if we get more fights that require as frequent avoidance as current lupi.
The chill damage reduction will probably be 10% just like putrid defence. And 2k damage is pretty weak for a boss hit.
Yeah it might be useful with slow and blind on trash pulls with rapid attack rates. But that doesnt mean ele wont be able to do that. Frozen ground and glyph of storms is a lot of chill for a trash mob burst.
what makes you think certain bosses wont get rapid attack rates?
Did i imply that? I dont believe i did. Anyway how is that relevant to what i said? You cant blind bosses so slowing them down to make blinds work better isnt going to make a difference. And chill isnt unique to necros.
I wonder if necro will have more than 5 enemy-cleave restriction considering their attack will have a huge windup and scale up with the more enemies they cleave. Hmm… hmm…
On the other hand, the pulse rate of blinding utilities is not reliable when mobs have fast attack rate. From the look of the new mobs (i.e. dinosaurs) in the demo, maybe chill (and slow) will be a new form of protection.yeah, i think enemies are going to have more skills, higher attack speed, more mobility.
focused bursts will probably require breaking the bar first.
essentially, im thinking those things alone will change the meta a decent amount.I don’t personally care as much about meta as about interesting game play. If it is fun to play, we may be lucky to see a few new solo record here and there, along the line of what Sandy has achieved with his mesmer. We all play the meta for gold, but only fun play will last and inspire. Necro needs that face lift.
Problem is soloing doesnt look like a favourable thing with active defence still not being addressed. Thats always been the barrier which prevented me from doing loads of solos. That and the abominable solo dps. Maybe ill do some easy solos with the better damage. But i dont really feel too proud with setting the bar low like that.
chill dmg mitigation could be large, combine that with say protection, and some decent heal over time, or vampiric skills, and you may end up a lot more survivable.
we ll see tmr, but the concept they talked about is like horror movies, hard to kill, with big deadly moves.its unlikely they would throw them into the mix as a brawler without some ability to mitigate damage.
Damage reduction doesnt work so well on bosses unless you go for defensive gear. So no im not optimistic with just those traits. Perma chill doesnt stop lupi from hitting you every 2-3 seconds. In groups we will be fine because we always have been when we get carried by classes with group defence. Solos less so.
And even if the damage reduction was good enough. We dont have enough sustain to supplement it. This is exactly why necros can no longer solo lupi. Im not optimistic about real active defence. But we shall see.
mitigation defense is just about number crunching.
lets say chill reduces dmg by 50% throw on protection 33%2000 dmg becomes 660.
combine this with death shroud, evasion, regen, etc you may be able to survive indefinately with well timed chill applications and other active defenses.
Where are you getting the prot, regen and where are you getting the other active defence? Im telling you right now as i have tried it out its not enough if we get more fights that require as frequent avoidance as current lupi.
The chill damage reduction will probably be 10% just like putrid defence. And 2k damage is pretty weak for a boss hit.
i doubt it will be 10% unless chill uptime is dramatically increased, and i doubt they want it dramatically increased.
point is, saying mitigation is ineffective doesnt make sense until you know the numbers.
and we dont know a lot about the numbers yet, or the effects of the other skills.
heres the thing they straight up said they want this to be
" slow but seemingly unstoppable horror monsters"
if they are made out of paper, they wont generate that effect.
based on the design intent, its fairly certain their survivability is going to be dramatically increased, and since it wont be due to superior movement, it will have to be due to mitigation/negation.
When they said that they were probably thinking more about PvP or if you build tanky in PvE.
When they said that they were probably thinking more about PvP or if you build tanky in PvE.
well tmr should show the entire hand one way or another
I wonder if necro will have more than 5 enemy-cleave restriction considering their attack will have a huge windup and scale up with the more enemies they cleave. Hmm… hmm…
On the other hand, the pulse rate of blinding utilities is not reliable when mobs have fast attack rate. From the look of the new mobs (i.e. dinosaurs) in the demo, maybe chill (and slow) will be a new form of protection.yeah, i think enemies are going to have more skills, higher attack speed, more mobility.
focused bursts will probably require breaking the bar first.
essentially, im thinking those things alone will change the meta a decent amount.I don’t personally care as much about meta as about interesting game play. If it is fun to play, we may be lucky to see a few new solo record here and there, along the line of what Sandy has achieved with his mesmer. We all play the meta for gold, but only fun play will last and inspire. Necro needs that face lift.
Problem is soloing doesnt look like a favourable thing with active defence still not being addressed. Thats always been the barrier which prevented me from doing loads of solos. That and the abominable solo dps. Maybe ill do some easy solos with the better damage. But i dont really feel too proud with setting the bar low like that.
chill dmg mitigation could be large, combine that with say protection, and some decent heal over time, or vampiric skills, and you may end up a lot more survivable.
we ll see tmr, but the concept they talked about is like horror movies, hard to kill, with big deadly moves.its unlikely they would throw them into the mix as a brawler without some ability to mitigate damage.
Damage reduction doesnt work so well on bosses unless you go for defensive gear. So no im not optimistic with just those traits. Perma chill doesnt stop lupi from hitting you every 2-3 seconds. In groups we will be fine because we always have been when we get carried by classes with group defence. Solos less so.
And even if the damage reduction was good enough. We dont have enough sustain to supplement it. This is exactly why necros can no longer solo lupi. Im not optimistic about real active defence. But we shall see.
mitigation defense is just about number crunching.
lets say chill reduces dmg by 50% throw on protection 33%2000 dmg becomes 660.
combine this with death shroud, evasion, regen, etc you may be able to survive indefinately with well timed chill applications and other active defenses.
Umm, yeah… if that happens WOW can you imagine the PVP community? lol (and I know I know, dungeon forum, but acting as if the game isn’t balanced around PVP is silly and it needs to be mentioned)
Personally I hope the damage is top notch, has some vuln potential, and a fun rotation jumping in and out of DS. If they have a trait to share some might and fury that’d be great. With Necro’s general direction if they could have necro at the top in damage production I think that’d be an ideal situation to give them hope in the meta or at least a nice spot in normal runs, because necro has always been that selfish profession.
If Necro can do more dps than Warrior and Guardian and cleave i’ll be happy. It won’t be part of the meta, but who care. As long as you can bring one in your party without not a huge sacrifice like right now it will alright. Especially if shouts/gs/reaper’s shroud is nice to play.
This is why I get so salty on these ‘meta’ discussions. All this back and forth and complaining when it really won’t matter unless you’re speedrunning.
Looks like Reaper gets good, meaningful DD, and it looks interesting to play.
This is why I get so salty on these ‘meta’ discussions. All this back and forth and complaining when it really won’t matter unless you’re speedrunning.
That’s a common misconception. It matters even more in non-speedrun contexts. If your entire team is running around in full clerics gear, your own ability to support them offfensively/defensively and provide massive DPS gains for the team are critical. It’s even more important than when you’re in a full meta group where each personal improvement is only a marginal team improvement.
Hell, it matters even more in open world where your ability to self-boost is critical because no one else will help you.
Its incredibly important if your teammates wont help you. Like for example 5 necros versus lupi. Which one is going to block all the auto attacks for the group? Oh wait. Or you have teammates that refuse to use certain skills to help the group because “its not part of my build”. Thats a reference to those classic pug guards that refuse to slot WoR.
Its hardly important in meta/organised runs because you know your teammates will help you. The issue with meta runs is you might feel like a dead weight dragging them down. But if you can get past that its fine. And you only need one minor thing like top damage to be ok in that type of group. But being just top damage isnt going to help you in groups that dont help each other out because you will die and you will not be self sufficient.
(edited by spoj.9672)