Thief 80 | Elementalist 80 | Mesmer 80 | Necromancer 80 | Revenant TBA
Chill on Auto-attack.
Thief 80 | Elementalist 80 | Mesmer 80 | Necromancer 80 | Revenant TBA
This is too much, surely?
Reapers attack slow, and its they main form of defense against melee damage….
Did you see how long the casts were? It is strong, but easily avoidable.
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.
Considering the class still has no mobility, poor access to stability, and no instant condi removal, it’s seem like a reasonable trade to me.
Did you see how long the casts were? It is strong, but easily avoidable.
And really easy to see.
Haven’t had a chance to watch the stream yet, I’m just going off what i’ve read on dulfy, everything else seems pretty cool, granted I haven’t seen it in action yet, but spammable chill just seems too much, why not cripple and have chill on one of the other 4 weapon skills?
I want necromancers to be viable, as It was one of the classes i really wanted to main back when the game was launched, but it just felt so lackluster and crap back then.
Thief 80 | Elementalist 80 | Mesmer 80 | Necromancer 80 | Revenant TBA
It’s on the 3rd swing of auto, and the swings are slow. So no, it’s not as bad as you think.
Going by the timers though on the skill description, it looks like it’d have 100% uptime, if you factor in condi+ food and traits.
Thief 80 | Elementalist 80 | Mesmer 80 | Necromancer 80 | Revenant TBA
Just dodge the attack that chills. You can also tell the attack that chills because the entire length of the sword turns noticeably frosty.
“He’s like a man with a fork in a world of soup.”
Going by the timers though on the skill description, it looks like it’d have 100% uptime, if you factor in condi+ food and traits.
It does, but those numbers aren’t final either. Plus none of the other attacks cause chill so it’s the weapon’s only way to proc it without supporting traits and such.
Chill is the Reaper’s thing. He isn’t the biggest damager, has slow attacks, gives little support, but he can chill out the kitten . Remove that part, and you’re basically neutering the Reaper.
Also, consider that you’ll probably spend 30-40% of the time in shroud, removing your main source of chill.
Well, I’m convinced it’s not really that much of a problem, now all we need is thieves to actually be affected by chill and we’re golden.
Thief 80 | Elementalist 80 | Mesmer 80 | Necromancer 80 | Revenant TBA
based on the speed of attacks it’s basically like he’s permanently chilled, so seems fair.
based on the speed of attacks it’s basically like he’s permanently chilled, so seems fair.
since thieves’ weapon skills have no cooldown, how about chill reducing their initiative regen?
we have to do things others may qualify as “evil”.
~Krunch Bloodrage, Looking For Group
Are necro players really suggesting people to dodge auto-attacks?…Like dodging auto-attacks?..I’ll remember this..
since thieves’ weapon skills have no cooldown, how about chill reducing their initiative regen?
As someone with a Thief main, I honestly think that’s fair.
you spend complaining about it on the forums, you’d be
done by now.”
It will get lowered to a lower duration since with runes, sigil and food 100% chill duration is a thing. 8s of chill every 3rd auto..
Yeah, but my impression is that with the Reaper, they are 100% cool with players having 100% chill uptime under ideal conditions. The Reaper is intended to leave everyone constantly chilled, it’s a feature, not a bug
you spend complaining about it on the forums, you’d be
done by now.”
Are necro players really suggesting people to dodge auto-attacks?…Like dodging auto-attacks?..I’ll remember this..
If someone is complaining about an ability, the answer is to dodge that ability. Otherwise deal with the consequences of being hit.
The ability broadcasts on loudspeaker when it’s going to land. If 100% chill up time by an auto-spamming GS Necro is really getting you down that much, there is an answer.
“He’s like a man with a fork in a world of soup.”
It will get lowered to a lower duration since with runes, sigil and food 100% chill duration is a thing. 8s of chill every 3rd auto..
Yeah and on the receiving end with runes, food and traits you can reduce chill by 100% as well, so I don’t really see a problem.
since thieves’ weapon skills have no cooldown, how about chill reducing their initiative regen?
As someone with a Thief main, I honestly think that’s fair.
Bump ^
I will remember this thread when the time comes, necro players will live to regret their disdainful words….what goes around..comes around. You say to have no problems with having powerful condis on auto-attack, you will come to regret this idea
I will remember this thread when the time comes, necro players will live to regret their disdainful words….what goes around..comes around. You say to have no problems with having powerful condis on auto-attack, you will come to regret this idea
Man, somebody woke up on the wrong side of the bed. Besides, Necros kinda thrive on condis, to an extent. Especially a condi-shedding mm… Now with cleave. So the passive aggressive threat to all necros is kind of… Well. Impotent
Thieves have poison and weakness on auto attack, Guards have burning, now Necros get chill. Which is actually easier to remove than any of the other conditions since its part of the movement impairing conditions which classes have built in traits or skills that either reduce their duration by huge amounts OR just outright remove them like a thief’s withdraw for example. Another major counter is simply shoutbows existing. Any way you look at it applying and keeping permanent chill on all but the most condi-cleanse lacking classes will be hard if not impossible. The only thing I can think of would be a mesmer but then they’d just blink away anyway so there’s that. Overall it just isn’t as bad as people make it out to be. Sure it CAN be strong, but its easily countered.
Haven’t had a chance to watch the stream yet, I’m just going off what i’ve read on dulfy, everything else seems pretty cool, granted I haven’t seen it in action yet, but spammable chill just seems too much, why not cripple and have chill on one of the other 4 weapon skills?
I want necromancers to be viable, as It was one of the classes i really wanted to main back when the game was launched, but it just felt so lackluster and crap back then.
Spamable would be dagger AA speed, it’s no where near that and it’s seems to be the key to how reaper will have survivability in melee. Since the specs damage reduction, ability to stay on target and the ability to land it’s longer cast time shouts and attacks all seemed tied to the target being chilled.
It was 2 vs 20 but its ok we got’em both!
Well, I’m convinced it’s not really that much of a problem, now all we need is thieves to actually be affected by chill and we’re golden.
Attacks that chill, blinds that chill, fears that chill, an elite that chills. No matter how you put it, that thief is getting chilled.
The
I’ve made condi necros that can keep a target chilled for days… know what? … it sucked…
The chill is nice, but lets not get crazy here. Chill runes are a thing, and no one uses them.
Playing the engineer “as intended” is simply not viable.
Rangers and warriors have cripple on AA and theirs is much faster than reaper’s
Dodging on AA is a nice idea, but Vigor and Energy runes only get you so far and if you wasted your dodges on AA you are going to eat the big skills.
There is no way a necromancer will be allowed to chill someone with autoattacks in PvP more than ~once per game. It makes you facetank damage from your opponent for far too long and can be blinded/dodged/rupted easily. In PvE, well, it’s so slow I’m sure you’ll be losing significant DPS for wasting time on this autoattack.
Chill on AA is the only thing that can save this specialization. Knowing the weaknesses of the profession, and how they were exasperated in the specialization, chill on AA is the least they could do.
Rangers and warriors have cripple on AA and theirs is much faster than reaper’s
The ranger cripple is single target. The warrior one feels like a lack of forethought when they place it on the chain which was final thrust originally.
But it needs to be mentioned maybe if Anet had not done so much homogenizing early in the game then perhaps professions could be allowed to have differences without the comparisons.
Dodging on AA is a nice idea, but Vigor and Energy runes only get you so far and if you wasted your dodges on AA you are going to eat the big skills.
Every class except necro has an over abundance of damage avoidance. So its fair. Plus with high mobility you can just walk out of range of the attack. Maybe even just walk normally behind the necro to avoid the hit.
In the video there are times when its faster and times when its slower so looks like they are still messing with its cast and after cast. It essentially has similar timing to maul so you should be able to turn and use it same with maul.
Yeah, but my impression is that with the Reaper, they are 100% cool with players having 100% chill uptime under ideal conditions. The Reaper is intended to leave everyone constantly chilled, it’s a feature, not a bug
Constant chill will be not fun. Unskilled and bad design
Yeah, but my impression is that with the Reaper, they are 100% cool with players having 100% chill uptime under ideal conditions. The Reaper is intended to leave everyone constantly chilled, it’s a feature, not a bug
Constant chill will be not fun. Unskilled and bad design
By that notion so is elemental attunement, healing signet and a bunch of other things already in the game.
Constant chill isnt likely to be as easy as many people are making it out to be. Its going to require greatsword auto attack spam which means you wont be doing much else. And then the only other sources are RS #5, the elite shout and the chill shout. Those arent really very short cooldowns. And if you dodge the opening chills (first auto attack or those big cooldowns). The reaper is going to have a hard time getting that chill on you.
And this is the thing. Reaper doesnt have as many CC’s or big hits and any they do have are on chill attacks. So you can save your avoidance for the chill attacks and then control the fight from there.
I think they’ve designed the chill sources quite well. Theres definitely the chance to snowball from a good chill application early on. But its going to be hard to do that consistantly in sPvP. Perma chill only really seems reliably feesable in PvE. Which is fair.
(edited by spoj.9672)
If it were a faster attack time then 100% chill time could be considered overpowered. The slower attack time and it being on a three step auto attack is what balances it out.
Timelord to Lillium Honeybuns, IoJ
Forever together, or not at all.
based on the speed of attacks it’s basically like he’s permanently chilled, so seems fair.
since thieves’ weapon skills have no cooldown, how about chill reducing their initiative regen?
I don’t know why they didn’t do this to begin with. Kind of an oversight.
It’s been said 10000 times that chill should affect Init Regen.
However, not at 66% I don’t think. If it added a special tool tip note that it slows down initiative generation by 33%, that’d be nice. Even then it wouldn’t be a full 33% since they gain initiative in several ways.
Warlord Sikari (80 Scrapper)
Question: will deathly chill work like terror that each second of chill will proc damage? Or just application? I can’t watch video at work to try and answer question on my own.
Question: will deathly chill work like terror that each second of chill will proc damage? Or just application? I can’t watch video at work to try and answer question on my own.
It will work like Terror. And in fact will always work alongside terror since all fears apply 3s of chill.
Question: will deathly chill work like terror that each second of chill will proc damage? Or just application? I can’t watch video at work to try and answer question on my own.
It will work like Terror. And in fact will always work alongside terror since all fears apply 3s of chill.
And is the damage static or is it based off condition damage?
I will remember this thread when the time comes, necro players will live to regret their disdainful words….what goes around..comes around. You say to have no problems with having powerful condis on auto-attack, you will come to regret this idea
I think you’re vastly overestimating things. As many have stated, the likelihood of that third attack landing is quite small. Every meta class has access to mobility, which is part of the reason they’re meta. If you’re hit by that third attack multiple times in a single engagement then you pretty much deserve to lose. Necros are still going to be CC’ed and focused for days, so the fact you’re worried about an incredibly long auto-attack chain is kind of hilarious.
https://www.youtube.com/watch?v=Am9gVQB8gss
And is the damage static or is it based off condition damage?
Should be condition damage, but I’m not sure if this was confirmed.