(edited by azuzephyr.7280)
Another Useless Fact about Reanimator
Just as a side note, you mentioned how the Guardian Aegis can be traited to do a bunch of things when removed. Well, so can the Horror (healing you, taking your conditions, boon stripping, and exploding in poison on death). I recognize that the point investment for these benefits differs, but so do the effects. No drawing ahead on the Guardian or Thief here.
I have yet to see my Horrors die in one hit to anything but a big boss or a Churning Earth. If they do die in one shot, it’s because you took too long between fights, and honestly, that’s not an issue with the trait, but playstyle. Not saying it’s a bad thing, it still took a hit that otherwise would have gone to something that mattered and possibly got some extra damage in too.
my entire reason for even clicking on this thread was to talk about how i think jagged horrors are useless
Then why was the first thing and only thing you said asking me whether I play a thief?
Pointless OT
oh lord
this is the last response i’m putting in this thread in respect for the op asking to keep this topic civil
i don’t think i’ve ever seen my jagged horror attack anything
Notalkingplz (PvE/Spvp) – Guardian
Rough Trade (PvE)/Urok Ashpaw (Spvp) – Engineer
Just as a side note, you mentioned how the Guardian Aegis can be traited to do a bunch of things when removed. Well, so can the Horror (healing you, taking your conditions, boon stripping, and exploding in poison on death). I recognize that the point investment for these benefits differs, but so do the effects. No drawing ahead on the Guardian or Thief here.
I have yet to see my Horrors die in one hit to anything but a big boss or a Churning Earth. If they do die in one shot, it’s because you took too long between fights, and honestly, that’s not an issue with the trait, but playstyle. Not saying it’s a bad thing, it still took a hit that otherwise would have gone to something that mattered and possibly got some extra damage in too.
The big difference being that the guards 5pt trait is still a big benefit even if they had 0 other traits supporting blocks, thief 5pt is a huge net with 0 stealth suppourting traits, rangers – lets not even go there, ours is only any benefit at all if you are MM specced. That’s not how a minor trait should be.
And in tpvp it wont be up until you have killed someone, again that’s an awkward place to be, MM likely wont be in the teamfights – they’re bunker, jag only comes up after they fend off the roamer – if this is a thief they likely wont die at all, just stealth out. Any other spec who would be in teamfights where jagged horror could proc mid-fight has zero use for it, provided it doesn’t die to GtAoE in an instant.
I see it as part of a much wider problem too, it’s part of a tree which is totally underwhelming, confused as to what exactly it wants to be, but contains some mandatory traits for a lot of specs. It would sting a lot less if there was some better design behind the whole thing.
this is the last response i’m putting in this thread
(Y)
It’s important to realize that the thief’s Last Refuge trait existed and was implemented long before they introduced revealed. At the time, even if you wasted the stealth opportunity, it was just that: a lost opportunity. Currently, attacking from stealth grants you 3 seconds of revealed, so ‘missing’ that Last Refuge opportunity (which is rather easy to do) will actually make a thief more vulnerable for those 3 seconds than if they didn’t have the trait.
As for reanimator, I seriously don’t buy the ‘soaking AoE damage for allies by hitting the 5 target cap’. That requires you to have 5 people + JH in one AoE, something that seems only plausible if you’re going zerg-on-zerg. Which seems a sort of limited argument for a minor trait.
I can get behind the idea of it blocking a few (single target) attacks meant for a player, but really it doesn’t feel like that was the design of the jagged horror. They could have given it a phantasmal defender style of effect, so that it explicitly took the damage for you and allies, rather than having to try and set up a body block with a tiny hitbox. As it is, it just feels like a +1 to your minion counter that you aren’t supposed to keep up indefinitely, but can use nicely with other minion traits.
It’s pretty obvious, and nobody’s impressed.
god… what anet did to necros in GW2 really makes me regret having it as my main sometimes…
Oh, I agree that the design of the jagged horror was not “it can eat some hits meant for someone else.” It’s clear the trait was intended to give us a taste of the snowball effect necros had in GW1 where with just a few deaths, they would become a nigh unstoppable force. Unfortunately, the cooldown on the trait limits that sensation.
(edited by Drarnor Kunoram.5180)