No place for Reapers in raids/dungeons?

No place for Reapers in raids/dungeons?

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Posted by: Dadnir.5038

Dadnir.5038

Well, you got a few things wrong here. First, the fire field isn’t the best for damage. Its good, but when you compare it to a dark field the raw damage output from. Now the fire field only wins in blast finishers. When it comes to leaps even, Light field wins this one. But when compared projectile finishers or whirl the dark field wins out with higher raw damage. Lighting field also has more utility in both those categories as well. Its just people under value other types of finishers and over value blast finishers.

Water field isn’t the best defensive field either. And something I’ve explained over and over again, reaction will always play second fiddle to pro-action. Which actually makes Ice fields, Poison fields, dark fields and smoke fields are superior to it in terms of defense. Water field is the best at healing. Nothing else. But that’s not a defense. Its a reaction to damage. It doesn’t reduce or stop damage. Poison Fields, ice fields and dark fields actually provide proactive defense while water does not. You gain no benifit from blasting a water field at full health. You do gain a huge benefit from blasting the other fields or leaping or what have you. Pro-action > reaction. Blind and weakness are extremely valuable in challenging content that require the use of your abilities.

You’re underestimating the value of other fields outside of what the “Meta” told you is best and its not even true. I don’t know who invented this insane concept but its just false.

… They don’t need to put the other fields on the “Same level” as water and fire. They’re better! They’re straight up better. They provide more damage, higher active defenses and control! Something that fire and water fields seriously lack. Fire and water have their uses, but they’re over rated.

Like I said, This is their value in PvE while in PvP it’s alright and balanced. That’s the whole point. In PvE the debuff condition are less potent, healing yourself via siphon opposed to a good old burst of water is abysmal. And seriously you really think that burn (the ultimate damaging condition) is inferior to a siphon?

My whole point is that Anet need to give a sense to these debuff condition, to give a sense to the use of siphon. And thus opposed to the straigthforward approach that make fire and water immensely more valuable at the moment.

It’s not that I don’t see the potential, it’s just the content as we know it that make those fields values. These field work as intended in PvP, it’s perfect. Now what’ would be really good would be to make them work as well in PvE. From what I’ve seen it’s possible though. Some of the mobs in the BWE were close to be good example of what’s would be needed. The mechanism being here, I hope they will push them even further to finally make those field needed.

NB.: Still I think that blind and weakness have no value if they do not what they are intended to do. I’m okay with the fact that blind is used to deplete the break bar but weakness have to do it’s job. Come on, a guardian with a hammer can perma protect it’s party and Anet would chicken out about a condition that only reduce by 25% the damage dealt by a boss? This is ridiculous.

No core profession should be balanced around an optional elite specialization.

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Posted by: TheLastNobody.8319

TheLastNobody.8319

Two lightning hammers in a water field gives you both proactive and reactive defenses. (not that any of your proactive field combos work on bosses anyway)

GG.

Fields don’t stack. Also blind reduced the break bar last I checked, weakness still reduces their damage, frost armor gives you a passive 10% damage reduction, and stealth prevents you from getting focus fired by the boss.

GG.

I know fields don’t stack, but blast finishers do.

Do you even lightning hammer?

Blind reduces break bars, but so does other soft CC that’s more readily available (like cripple). Weakness doesn’t reduce the effectiveness of critical hits, and only lasts 50% as long on bosses. Blasting a water field heals for more than that 3 seconds of 10% damage reduction will prevent.

I’m not saying other fields aren’t useful, but in the current meta, spamming blast finishers in a water field is basically like turning on god mode.

So you’re double blasting water? That isn’t both proactive and reactive. That’s just reactive.

Healing will always be weaker than damage mitigation. This is just a fact. We know this to be true, I can prove it in ever single RPG ever mad. Thats why heals have to heal for so much. Aegis blocking a 5k attack is better than healing after the fact for 5k, blind causing an attack to miss is the same, weakness reducing the damage of all outgoing attacks are more valuable.

Slight amendum lily, weakness is great for long sustained attacks but against big burst your going on a coin flip. Sorry not preaching just saying. If it provided a straight up 25% damage reduction it’d be very very nice.

A knight in shining armor is a man who never had his metal truly tested.

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Posted by: Prism.5649

Prism.5649

Slight amendum lily, weakness is great for long sustained attacks but against big burst your going on a coin flip. Sorry not preaching just saying. If it provided a straight up 25% damage reduction it’d be very very nice.

This is true, and is why avoidance tanks have always been sub-optimal in other MMOs. Having an attack be reduced only half the time is an awful way to mitigate damage, and is why the weakness condition is terrible for bosses. Weakness isn’t bad against other players because they have more sustain DPS, but against bosses that are mostly big burst hitters it’s completely unreliable. Half the time weakness will save your life, the other half it will allow a huge spike of damage to hit you (and most likely kill you).

Not to say that weakness is useless, just that it isn’t at all reliable and is one of the worst damage reduction options available. Against bosses weakness really should just provide a flat damage decrease.

Prismatic Storm: Ele
Prismatic Science: Engi
Prismatic Dream: Mesmer

(edited by Prism.5649)

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Two lightning hammers in a water field gives you both proactive and reactive defenses. (not that any of your proactive field combos work on bosses anyway)

GG.

Fields don’t stack. Also blind reduced the break bar last I checked, weakness still reduces their damage, frost armor gives you a passive 10% damage reduction, and stealth prevents you from getting focus fired by the boss.

GG.

I know fields don’t stack, but blast finishers do.

Do you even lightning hammer?

Blind reduces break bars, but so does other soft CC that’s more readily available (like cripple). Weakness doesn’t reduce the effectiveness of critical hits, and only lasts 50% as long on bosses. Blasting a water field heals for more than that 3 seconds of 10% damage reduction will prevent.

I’m not saying other fields aren’t useful, but in the current meta, spamming blast finishers in a water field is basically like turning on god mode.

So you’re double blasting water? That isn’t both proactive and reactive. That’s just reactive.

Healing will always be weaker than damage mitigation. This is just a fact. We know this to be true, I can prove it in ever single RPG ever mad. Thats why heals have to heal for so much. Aegis blocking a 5k attack is better than healing after the fact for 5k, blind causing an attack to miss is the same, weakness reducing the damage of all outgoing attacks are more valuable.

Thank you for your vast enlightenment! I shall now require all my groups to have 5 siphon necros who blind spam the bosses! this is clearly vastly superior! Silly top tier players getting it completely wrong for 3 years. If only they had you to enlighten them earlier! Thank you for showing us the error of our ways!

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Posted by: Quarktastic.1027

Quarktastic.1027

Two lightning hammers in a water field gives you both proactive and reactive defenses. (not that any of your proactive field combos work on bosses anyway)

GG.

Fields don’t stack. Also blind reduced the break bar last I checked, weakness still reduces their damage, frost armor gives you a passive 10% damage reduction, and stealth prevents you from getting focus fired by the boss.

GG.

I know fields don’t stack, but blast finishers do.

Do you even lightning hammer?

Blind reduces break bars, but so does other soft CC that’s more readily available (like cripple). Weakness doesn’t reduce the effectiveness of critical hits, and only lasts 50% as long on bosses. Blasting a water field heals for more than that 3 seconds of 10% damage reduction will prevent.

I’m not saying other fields aren’t useful, but in the current meta, spamming blast finishers in a water field is basically like turning on god mode.

So you’re double blasting water? That isn’t both proactive and reactive. That’s just reactive.

Healing will always be weaker than damage mitigation. This is just a fact. We know this to be true, I can prove it in ever single RPG ever mad. Thats why heals have to heal for so much. Aegis blocking a 5k attack is better than healing after the fact for 5k, blind causing an attack to miss is the same, weakness reducing the damage of all outgoing attacks are more valuable.

Lightning hammer auto is both a blast finisher and an AoE blind. I’ll give you aegis, but blind is only 10% effective on current bosses, and on new HoT bosses, it doesn’t do anything (except damage the break bar slightly)And like I said before, weakness doesn’t affect critical hits, so it’s less reliable than outright healing.

Those armadillos would be a lot cooler if they looked more like real armadillos. mmm armadillos
-BnooMaGoo.5690

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Posted by: spoj.9672

spoj.9672

Aegis is vastly inferior to blind on bosses because blind can be so easily applied.

I find it difficult to take you seriously after reading this.

He obviously means if blinds actually worked on bosses without major RNG. Which is exactly why they were given RNG.

The decision to make blinds effect the breakbar is really good. Their decision to do it with all soft CC is really bad. This all or nothing approach is really disappointing.

(edited by spoj.9672)

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Lightning hammer auto is both a blast finisher and an AoE blind. I’ll give you aegis, but blind is only 10% effective on current bosses, and on new HoT bosses, it doesn’t do anything (except damage the break bar slightly)And like I said before, weakness doesn’t affect critical hits, so it’s less reliable than outright healing.

Dude, Weakness not affecting crits was changed just a few months after launch. What have you been on?

In fact, Weakness neuters crits, since if a crit fumbles (they can) all crit damage is negated.

Besides, Lily’s point about Dark fields being better was on the offense front. Those lifesteal procs actually contribute quite a bit of damage.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

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Posted by: Charblaze.6958

Charblaze.6958

I’m not talking about a 100% perfect scenario. Thats another point I’ve been arguing against. That the meta builds are often run as perfect scenarios and believed that they are even when they’re not. I’m talking about chaos. In a chaotic situation I can keep up 25 stacks of might and vulnerability at all times, I can keep myself at full health, I can maintain perma chill. I can boon strip without a problem. I’ve done the testing in the beta. I ran fractals and dungeons on my reaper. I’ve run organized events. I did it specifically to test their usefulness in groups. And its astounding! We are absolutely amazing. Extremely valuable.

Any chaotic raid is destined to fail or take a long time to complete. They told us raids will be nearly impossible for random unorganized pugs. Yes, at launch raids will be chaotic because no one knows the encounters/mechanics, but it won’t be necessarily true afterwards.

Guess what, I’ve done testing in the beta too. Yes you can hold your ground against bosses very well but since Reaper has no taunt it isn’t really helping others to survive nor deal more damage. Your average dungeon pug reaches 25 might and vuln without too much trouble, in fact decimate defenses is better than chilling force in any PvE group setting. Any organized dungeon/fractal group is guaranteed to reach might and vuln cap 100% of the time.

Raids are designed to be an organized and coordinated effort. Self might has little use since it’s expected to have a PS warrior, blast it, etc. and while vouln is always nice it’s a dime a dozen in group settings.

Seriously, I even duoed AC with a friend trying various build and tactics. Facetanking a boss while dishing full zerk damage was amazing but they were mostly dragged out fights that ended with me standing over corpse of the boss and reviving my friend. The most useful supports were wells’ protection, blood well heal, blood well on revive, and vampiric presence. Still they weren’t enough, Vampiric Aura is too weak to be anything other than a cute bonus, Transfusion is mostly useless with Reaper because you are in melee, you want to camp RS in a sustained fight so you are not flashing Life from Death enough to be relevant. :-/

Again, unless chill outright stops defiance regeneration, we are losing a very valuable support tool for generic defiance stripping that can be provided by any other profession at little to no cost.

(edited by Charblaze.6958)

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Posted by: Quarktastic.1027

Quarktastic.1027

Lightning hammer auto is both a blast finisher and an AoE blind. I’ll give you aegis, but blind is only 10% effective on current bosses, and on new HoT bosses, it doesn’t do anything (except damage the break bar slightly)And like I said before, weakness doesn’t affect critical hits, so it’s less reliable than outright healing.

Dude, Weakness not affecting crits was changed just a few months after launch. What have you been on?

In fact, Weakness neuters crits, since if a crit fumbles (they can) all crit damage is negated.

Besides, Lily’s point about Dark fields being better was on the offense front. Those lifesteal procs actually contribute quite a bit of damage.

Alright, I was wrong about crits, but weakness still only reduces damage 50% of the time. Against bosses with slow, powerful attacks, you’re playing damage roulette. As for dark fields being better offensively because lifesteal procs:

Projectile finishers: yes, but most rapidly spammable projectile finishers are 20% finishers. Making the damage increase negligible.

Whirl finishers: Whirl finisher bolts are capped at 5 bolts per skill, and only deal 198 damage per bolt. It is technically a DPS increase, but again, negligible enough to not matter over the course of a fractal/dungeon run.

Those armadillos would be a lot cooler if they looked more like real armadillos. mmm armadillos
-BnooMaGoo.5690

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Whirl finishers: Whirl finisher bolts are capped at 5 bolts per skill, and only deal 198 damage per bolt. It is technically a DPS increase, but again, negligible enough to not matter over the course of a fractal/dungeon run.

Not true on the cap. For example, Soul Spiral and Whirling Axe both send out far more than 5 bolts. Each one can actually shoot out more along the lines of 30 or more. Shredder Gyro puts them all to shame, though, setting off 30 whirl finishers on its own (with many, many bolts).

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

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Posted by: Rising Dusk.2408

Rising Dusk.2408

I find it difficult to take you seriously after reading this.

Did you forget the part where we’re discussing this as if we’re in a world where blind is 100% effective against bosses? Allowing conditions their full effects against bosses is kind of the key discussion that was being had in this thread, and blind at 100% effectiveness would be absolute insanity.

[VZ] Valor Zeal – Stormbluff Isle – Looking for steady, casual-friendly NA raiders!

(edited by Rising Dusk.2408)

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Posted by: Anchoku.8142

Anchoku.8142

I can see Warrior, Guardian, Ranger’s pets, and Necromancer tanking and holding aggro, if Arenanet puts their mind to it. Guardian could be main tank with Necro being back-up. Warrior would be a buffer and dps-er. Guard would run protection all the time and have high toughness, as would Necromancer, though Necro would switch between high toughness Plague, DS, and Fears to manage aggro if Guard is overwhelmed.

Ranger and Engi cap vulnerability while Ele and War cap Might from a safe distance. Mesmer prevents AoE catastrophies. Thief does its normal backstab and stealth res alternating between high damage and critical support. Revy will do kind of the same, taking opportunities to damage or support as they come.

This was a dream I just had after… some.. several beers. Darn those Norns!

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Posted by: spoj.9672

spoj.9672

I find it difficult to take you seriously after reading this.

Did you forget the part where we’re discussing this as if we’re in a world where blind is 100% effective against bosses? Allowing conditions their full effects against bosses is kind of the key discussion that was being had in this thread, and blind at 100% effectiveness would be absolute insanity.

I dont think anyone suggested blind working. I got the impression everyone was talking about all other conditions (excluding blind). I certainly always commented saying blind and slow should be the exceptions. Im pretty sure everyone else just assumed blind would remain a breakbar destroyer because its never worked on bosses.

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Posted by: ronpierce.2760

ronpierce.2760

I find it difficult to take you seriously after reading this.

Did you forget the part where we’re discussing this as if we’re in a world where blind is 100% effective against bosses? Allowing conditions their full effects against bosses is kind of the key discussion that was being had in this thread, and blind at 100% effectiveness would be absolute insanity.

I dont think anyone suggested blind working. I got the impression everyone was talking about all other conditions (excluding blind). I certainly always commented saying blind and slow should be the exceptions. Im pretty sure everyone else just assumed blind would remain a breakbar destroyer because its never worked on bosses.

I kind of suggested making Blind work, but it would only be a an auto-attack softener more than anything… I had said:

I think it’d be a better design to allow them to work, but at a much reduced potency. It’s not like special rules haven’t existed before. Having boons works at full capacity while half the rebuffs in the game do nothing just looks lazy to me, and can be a real downer for playing a debuffer. Doesn’t even have to be much.
- Weakness reduces boss damage by 10%.
- Chill, slower by 20% and slightly increases time between some harder hitting skills (less of an issue since we rely on animations and not UI timers usually in this game).
- Cripple, slower by 10%.
- Slow, bosses attack 10% slower.
- Blind 10% chance to miss with a basic attack, doesn’t affect mechanic or powerful attacks.

Essentially the same things but less potent on bosses, but at least the skills are still useful. There is absolutely no reason, even if you argue boons are weaker, that all boons should be fair game but practically none of the conditions do.

That said. I personally still feel like Quickness is still too potent as a boon. (And by extension, Slow). I think both would be better off at 25% (access could be adjusted considering new values).

~ Just opinions.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

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Posted by: spoj.9672

spoj.9672

Thing is that poor implementation of blind was exactly why making it destroy breakbars is such a good change. Blind should have always been 5% to apply but 100% to work. Not 100% to apply but 10% to work . Because you dont actually know if its going to work. Which means you have to dodge/block anyway. Which means the blind was pointless.

But with the blind abundance in game, even with 5% apply chance, we can just spam pulsing blinds to get a guaranteed proc. Which is why making it destroy breakbars is probably the best option for that particular condition. Its far too abundant in the game for anything else.

Other soft cc conditions are a completely different situation though.

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Posted by: Zenith.7301

Zenith.7301

Just make blind have an alternate effect on bosses in PvE, like reduce their crit chance or lower the aggro of whoever is applying it to the mob.

Slow has reduced effectiveness on a boss, but making it just slightly affect the breakbar is dumb. Slow is not plentiful outside a 180 sec elite, and why introduce another condition that’s gonna do the same thing as blind but be far more limited in sources of it. Slow and Chill need to work on bosses, and if I might say so necromancers should gain some access to slow.

Make it so Shivers of Dread applies 2s slow to targets you chill. Or put that on cold shoulder.

This whole boons supremacy needs to end.

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Posted by: xadine.7069

xadine.7069

I have a naive question:
Why a lot of players aren’t ok with blind and slow 100% efficient and are ok with aegis and superspeed being 100% efficient?
Please don’t troll me it is a real question, and I’m aware it would require some necessary limitations to make it viable. If you just want to answer but not on this thread for “reasons” don’t hesitate to PM. The difference of attitude toward buff and debuff has always been weird in this game and is the reason why we have the GWEM meta imo.


Before you start to kill me I’ll explain why I have to ask.

  • Blind / Aegis*
    Blind make the target miss the next attack. Aegis make the target block the next attack. You can stack blind, and it’s not that hard to provide tons of Aegis.
    From where I stand, the final effect is exactly the same, the next attack will be as hurtful as a fart…
    In the current stat Aegis is 100% efficient and blind 10% efficient, therefore a Guard is more usefull than a Necro because he “can’t” miss. And everyone seems fine with that.
    I agree it is way easier to stack blind, and I’m not saying you should be able to apply 25 stack of blind to a boss. But why is it normal to totally destroy bling in PvE? Why not use it with something like “only 1 stack of blind can be apply to the boss every XXs” or “1 blind / spell only affect the boss” so the effect isn’t worthless.
  • Slow / superspeed *
    Same issue here (well not exactly but close^^)
    Ofc condi such as slow (even chill imo) can be very strong against a boss, it is obvious. and yet I don’t understand why players are ok with the idea “kitten this part of the game act like it doesn’t exist”. It would be nice to actualy use them on a fight, just add a rule like “if XXs of slow affect the boss it cannot be slow for XXs” or something like that.
    And in another hand it is ok for players to be superfast and therefore able to kite the boss so he doesn’t touch you, or it is not ok to slow its CD but it is ok to shorten yours. What kind of logic is that?

Sorry for “egide” (my game isn’t in english and my native language just seems more attractive sometime ^^)
Post edited.

(edited by xadine.7069)

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Posted by: Lily.1935

Lily.1935

sigh

Fine, don’t believe it. I’ll be proven right in the end. I usually am. People argued with me about a defiance bar over a year ago and it was implemented in the game showing I was right then. And I know I’m right here.

Now I’m never saying the necromancer doesn’t need work. They absolutely do. And they have some useful utility. These blanket statements about the necromancer having nothing are just poorly thought up and poorly argued.

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Posted by: spoj.9672

spoj.9672

Wtf is egide?

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Posted by: vicious.5683

vicious.5683

You play ele, warrior or guardian, right?
Why debuffs trivialize the game but staking buffs doesn’t?

For you, blind is not ok, but aegis is completely fine… God can’t believe this guy.

I’ve played a Necromancer for thousands of hours and it’s my main. Did you just read this one post of mine and decide that because it disagrees with you I must main <INSERT CLASS HERE> that does things differently?

P.S. Buffs don’t trivialize encounters because they’re already balanced around their uptimes and application sources against the rare boon strip. Conditions are designed to be more ubiquitous than boons, and that’s why condition clears are everywhere on every class’s skills. Aegis is vastly inferior to blind on bosses because blind can be so easily applied. Weakness is incredibly easy to maintain compared to protection, especially if someone uses a poison field and anyone uses projectiles (or the encounter forces you to split up from allies). The only exception is Slow vs. Quickness, but even in that case it’s easy to tell why Slow is vastly superior to Quickness when you factor in defensive cooldowns and endurance regeneration. Note that none of this is considering the (now-nerfed) Heat Sync which was overperforming.

if, as you say, conditions are so easily applied, then they MUST balance the encounters around a high debuffs uptime, as they do with boons.
why? because this way you will need all classes for Raids and not just eles, guards, warrs.

Maybe you have a group willing to carry your kitten as necro, but I don’t and all I see is party members recruiting messages like this “LF ELE META ZERK”. It’s stupid that only the classes with high boon application have a place in the game. I can’t understand why you dont get that simple fact.

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Posted by: vicious.5683

vicious.5683

I have a naive question:
Why a lot of players aren’t ok with blind and slow 100% efficient and are ok with aegis and superspeed being 100% efficient?
Please don’t troll me it is a real question, and I’m aware it would require some necessary limitations to make it viable. If you just want to answer but not on this thread for “reasons” don’t hesitate to PM. The difference of attitude toward buff and debuff has always been weird in this game and is the reason why we have the GWEM meta imo.


Before you start to kill me I’ll explain why I have to ask.

  • Blind / Aegis*
    Blind make the target miss the next attack. Aegis make the target block the next attack. You can stack blind, and it’s not that hard to provide tons of Aegis.
    From where I stand, the final effect is exactly the same, the next attack will be as hurtful as a fart…
    In the current stat Aegis is 100% efficient and blind 10% efficient, therefore a Guard is more usefull than a Necro because he “can’t” miss. And everyone seems fine with that.
    I agree it is way easier to stack blind, and I’m not saying you should be able to apply 25 stack of blind to a boss. But why is it normal to totally destroy bling in PvE? Why not use it with something like “only 1 stack of blind can be apply to the boss every XXs” or “1 blind / spell only affect the boss” so the effect isn’t worthless.
  • Slow / superspeed *
    Same issue here (well not exactly but close^^)
    Ofc condi such as slow (even chill imo) can be very strong against a boss, it is obvious. and yet I don’t understand why players are ok with the idea “kitten this part of the game act like it doesn’t exist”. It would be nice to actualy use them on a fight, just add a rule like “if XXs of slow affect the boss it cannot be slow for XXs” or something like that.
    And in another hand it is ok for players to be superfast and therefore able to kite the boss so he doesn’t touch you, or it is not ok to slow its CD but it is ok to shorten yours. What kind of logic is that?

Sorry for “egide” (my game isn’t in english and my native language just seems more attractive sometime ^^)
Post edited.

because they are happy with less classes in the game.

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Posted by: spoj.9672

spoj.9672

I have a naive question:
Why a lot of players aren’t ok with blind and slow 100% efficient and are ok with aegis and superspeed being 100% efficient?
Please don’t troll me it is a real question, and I’m aware it would require some necessary limitations to make it viable. If you just want to answer but not on this thread for “reasons” don’t hesitate to PM. The difference of attitude toward buff and debuff has always been weird in this game and is the reason why we have the GWEM meta imo.


Before you start to kill me I’ll explain why I have to ask.

  • Blind / Aegis*
    Blind make the target miss the next attack. Aegis make the target block the next attack. You can stack blind, and it’s not that hard to provide tons of Aegis.
    From where I stand, the final effect is exactly the same, the next attack will be as hurtful as a fart…
    In the current stat Aegis is 100% efficient and blind 10% efficient, therefore a Guard is more usefull than a Necro because he “can’t” miss. And everyone seems fine with that.
    I agree it is way easier to stack blind, and I’m not saying you should be able to apply 25 stack of blind to a boss. But why is it normal to totally destroy bling in PvE? Why not use it with something like “only 1 stack of blind can be apply to the boss every XXs” or “1 blind / spell only affect the boss” so the effect isn’t worthless.
  • Slow / superspeed *
    Same issue here (well not exactly but close^^)
    Ofc condi such as slow (even chill imo) can be very strong against a boss, it is obvious. and yet I don’t understand why players are ok with the idea “kitten this part of the game act like it doesn’t exist”. It would be nice to actualy use them on a fight, just add a rule like “if XXs of slow affect the boss it cannot be slow for XXs” or something like that.
    And in another hand it is ok for players to be superfast and therefore able to kite the boss so he doesn’t touch you, or it is not ok to slow its CD but it is ok to shorten yours. What kind of logic is that?

Sorry for “egide” (my game isn’t in english and my native language just seems more attractive sometime ^^)
Post edited.

Its really simple.

For aegis versus blind. There is way more blind access in the game than aegis. So it would be broken for it to work fully. But if you reduced blind access to the same level as aegis it would be too weak. Because aegis simply works for you for the next attack. Whereas blind has to be on the correct target. Meaning we have to have more access to it. But then it becomes too strong on single targets. Basically blind is good for groups and aegis is good for single targets. And conversely aegis is bad for groups.

For slow versus superspeed. Superspeed is unrelated to slow. Its a movement speed boon and not overpowered in the slightest. If you mean quickness which is the correct comparison then i can also give a good reason.

Simply think of it this way. Whats easier to play? Playing in slow motion or playing with double the amount of actions per second? Clearly its slow motion. Because you have way more time to react to everything. Whereas just being able to do things faster doesnt improve your reaction speeds or make the boss any less threatening.

Slow completely breaks bosses. It makes long animation abilities take so long than you can do some pretty broken things. Quickness doesnt do this. It only helps you burst a little better.

https://youtu.be/eCYXcr8zORY
Perfect example of why slow is potentially completely broken on some bosses.

(edited by spoj.9672)

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Posted by: Zenith.7301

Zenith.7301

Which is why you reduce its effect on bosses instead of making a new condition, especially tied to the new mesmer specialization, completely obsolete.

There are entire traits in the chronomancy line centered around slow. The new phantasm does bad damage in exchange for slow and alacrity.

Making slow redundant and weak like blind, which can actually be spammed, is broken.

And quite frankly slow is what kept time warp competitive with Feel My Wrath, which completely outclasses it as an elite in terms of quickness uptime.

5 quickness 24 sec cd; 21% uptime on quickness from an elite. Time Warp is 10 seconds of quickness on a 180 sec cd, 5.5% uptime quickness. Continuum Split pushes it to 11% uptime quickness from double the elite usage, still almost half the uptime of quickness compared to the guardian elite that also comes with 10 seconds of fury.

If they’re gonna make slow useless might as well completely revamp the chronomancy line and phantasm.

(edited by Zenith.7301)

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Posted by: Jerus.4350

Jerus.4350

I just want to say “i’ll second that” to everything spoj is saying. Blind/Slow are simply too good on single targets. The rest of the soft CC has a lot of benefits and are limited enough that it requires a bit of thought such that I think it’d benefit gameplay. Again though, I’ll say that if they feel a certain effect trivializes a certain encounter I have no problem with them disabling it on that fight, and I’d even say that for Blind/Slow (though most bosses I would think should fall under that category). Use a scalpel not an axe.

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Posted by: spoj.9672

spoj.9672

The problem is creating weaker effects for blind and slow is easier said than done. They are most likely still going to be broken no matter what you do. With other soft CC its more obvious. Because they arent even broken in the first place.

But heres the thing. They can make blind and slow work on vets etc. Then they still have value. You just cant use the most broken condis on proper bosses.

(edited by spoj.9672)

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Posted by: Zenith.7301

Zenith.7301

I’d rather they change the effect in that case. For the same reason having a specialization centered around chill and chill centric traits being neutered by a breakbar applies just as well to a chronomancer who’s got several traits and even the new weapon tied around slow.

It’s just bad design to implement features that won’t work at all in the most meaningful content. And it’s not like they can give the chronomancer more slow to make it comparable to blind application because then the PvP people would be up in arms.

I’m completely against design for features that simply don’t work against the content that matters. Nobody cares that it works against veterans or even elites, those mobs melt in seconds and you don’t even need slow against them let alone chill.

All classes should be balanced to be fully functional against bosses/champions. It’s why Ele/Guard/Warrior are so desirable over everything else, virtually all they do is entirely unfettered.

Hell, in the case of taunt I’ll even say this break bar affecting it is one of the dumbest changes and completely undermines what the condition should be about. Ranger would shoot up in usage if beastly warden actually worked through defiance, it’s a short effect anyways.

(edited by Zenith.7301)

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Posted by: Quarktastic.1027

Quarktastic.1027

Whirl finishers: Whirl finisher bolts are capped at 5 bolts per skill, and only deal 198 damage per bolt. It is technically a DPS increase, but again, negligible enough to not matter over the course of a fractal/dungeon run.

Not true on the cap. For example, Soul Spiral and Whirling Axe both send out far more than 5 bolts. Each one can actually shoot out more along the lines of 30 or more. Shredder Gyro puts them all to shame, though, setting off 30 whirl finishers on its own (with many, many bolts).

Whirl finishers will produce more than 5 bolts, but only the first 5 will do anything. After 5 bolts hit, the rest of the bolts do nothing.

Which is why whirl finishers are pretty much useless.

Those armadillos would be a lot cooler if they looked more like real armadillos. mmm armadillos
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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Whirl finishers: Whirl finisher bolts are capped at 5 bolts per skill, and only deal 198 damage per bolt. It is technically a DPS increase, but again, negligible enough to not matter over the course of a fractal/dungeon run.

Not true on the cap. For example, Soul Spiral and Whirling Axe both send out far more than 5 bolts. Each one can actually shoot out more along the lines of 30 or more. Shredder Gyro puts them all to shame, though, setting off 30 whirl finishers on its own (with many, many bolts).

Whirl finishers will produce more than 5 bolts, but only the first 5 will do anything. After 5 bolts hit, the rest of the bolts do nothing.

Which is why whirl finishers are pretty much useless.

Considering there are zero texts, whether in-game or even on the wiki, or even anyone else stating this, I will have to call bullkitten on this claim.

Perhaps you are confusing things with Chilling Bolts where only the most recent 5 matter?

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

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Posted by: ODB.6891

ODB.6891

Aegis is vastly inferior to blind on bosses because blind can be so easily applied.

Your forum specialist card just got pulled.

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Posted by: Zenith.7301

Zenith.7301

Come on guys, let’s pay attention to context. It’s been repeated and clarified for the last few pages. Don’t be petty.

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Posted by: Lily.1935

Lily.1935

Whirl finishers: Whirl finisher bolts are capped at 5 bolts per skill, and only deal 198 damage per bolt. It is technically a DPS increase, but again, negligible enough to not matter over the course of a fractal/dungeon run.

Not true on the cap. For example, Soul Spiral and Whirling Axe both send out far more than 5 bolts. Each one can actually shoot out more along the lines of 30 or more. Shredder Gyro puts them all to shame, though, setting off 30 whirl finishers on its own (with many, many bolts).

Whirl finishers will produce more than 5 bolts, but only the first 5 will do anything. After 5 bolts hit, the rest of the bolts do nothing.

Which is why whirl finishers are pretty much useless.

Considering there are zero texts, whether in-game or even on the wiki, or even anyone else stating this, I will have to call bullkitten on this claim.

Perhaps you are confusing things with Chilling Bolts where only the most recent 5 matter?

I was sending out about 60 chilling bolts with when I was whirling it with soul spiral in the beta. Not all of them mattered, but I was traited for vuln on chill so I could stack an entire group up with vuln really quickly. I tried it out with confusion bolts too. That was fun. got about 13 stacks since they were random. So yeah. What he’s saying is complete bunk.

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Posted by: Setz.9675

Setz.9675

The biggest problem right now is what is going on in your heads.
You all expect raid bosses to be like WoW styled bosses or lupicus and that is just highly unlikely. Shadow of the dragon of LS 2 chapter 8, thats probably the kind of fights we will be getting. Or things like Tripple trouble with high coordination but on smaller areas. All that does not require meta builds but is considered difficult.

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Posted by: Jerus.4350

Jerus.4350

card

What does this have to do with anything. Why would you post a one word comment that doesn’t have any relevance to the conversation?

(in case you don’t understand the blatant sarcasm, taking lines out of context is simply kittening dumb. Try to think for a second before you post, he was obviously referring to a situation where you could get the full use of blind on a boss without the current unshakable effect or the breakbar effect, in other words bring a thief/engi and never get hit at all)

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Posted by: Norjena.5172

Norjena.5172

except we don’t have low damage. That’s a myth which has been busted multiple times. Our burst is low, yes this is true but our sustained damage is extremely good.

U are completly wrong and/or ignorant. Your personal opinion does not matter while facts are showing something completly diffrent.

“Burst” is Frostbow, but even without that, a staffele deals out nearly twice times as much dps as a necromancer.

With only 2 skills. Fire 1 and 2 24/7 365 days a year. Thats not burst.

If u rly want extremly long fights, the condition engineer will be maxdps.
And thiefs, warriors or guardians all of them have the same, or more “sustain” dps then necromancers.

At the moment, necromancers are the second worst dps class in this game. Only mesmers are doing less (cause phantasmas die in pve). But mesmers have so much utility, they will find their place in raids like in dungeons or fractals.

A utility change needs a class rework. We wont get this. And i can understand why.

What we need is a huge dps buff for pve, with all weapons and shrouds. We need much more multipliers in our traits. At least 1 per line.
Adding a few of them (only for pve) should not be much work. And we need it.

(edited by Norjena.5172)

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Posted by: Lily.1935

Lily.1935

except we don’t have low damage. That’s a myth which has been busted multiple times. Our burst is low, yes this is true but our sustained damage is extremely good.

U are completly wrong and/or ignorant. Your personal opinion does not matter while facts are showing something completly diffrent.

“Burst” is Frostbow, but even without that, a staffele deals out nearly twice times as much dps as a necromancer.

With only 2 skills. Fire 1 and 2 24/7 365 days a year. Thats not burst.

If u rly want extremly long fights, the condition engineer will be maxdps.
And thiefs, warriors or guardians all of them have the same, or more “sustain” dps then necromancers.

At the moment, necromancers are the second worst dps class in this game. Only mesmers are doing less (cause phantasmas die in pve). But mesmers have so much utility, they will find their place in raids like in dungeons or fractals.

A utility change needs a class rework. We wont get this. And i can understand why.

What we need is a huge dps buff for pve, with all weapons and shrouds. We need much more multipliers in our traits. At least 1 per line.
Adding a few of them (only for pve) should not be much work. And we need it.

Axe needs some work, scepter needs some work and dagger off hand needs a life force skill. We also should have access to at least 2 projectile blocks and Curses needs some major work and we need more access to stability.

Other than that we’re pretty much golden. I’d like some changes to focus and warhorn but I’m not going to push that over what we actually need.

Also, you’re completely delusional if you believe that a staff ele’s DPS is higher than a berserker necromancer. Completely delusional. Edit: Almost forgot. Yes I’ll admit that a staff ele using the ice bow exploit does more damage than a necromancer. But that does more damage than every single profession in the game and a bad argument regarldess. Without ice bow it does. But give a necromancer a ice bow and they’ll do more damage than a ele. XD

(edited by Lily.1935)

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Posted by: ODB.6891

ODB.6891

card

What does this have to do with anything. Why would you post a one word comment that doesn’t have any relevance to the conversation?

(in case you don’t understand the blatant sarcasm, taking lines out of context is simply kittening dumb. Try to think for a second before you post, he was obviously referring to a situation where you could get the full use of blind on a boss without the current unshakable effect or the breakbar effect, in other words bring a thief/engi and never get hit at all)

One, it was not blatant. Two posting a dumb response that was also not immediately blatant also accomplishes nothing worthwhile. Yes, apparently some side conversation apparently occurred (pipe dream about blind being 100% effective on bosses), that was not immediately obvious, was not a part of the original post, and who’s content as not been in the live game ever….did occur that I missed …deep into this thread…..that was also not referenced in the post in question…hence leading to this misunderstanding that subsequent readers would miss. Take your superman cape and find a worthy cause to champion.

(edited by ODB.6891)

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Whirl finishers: Whirl finisher bolts are capped at 5 bolts per skill, and only deal 198 damage per bolt. It is technically a DPS increase, but again, negligible enough to not matter over the course of a fractal/dungeon run.

Not true on the cap. For example, Soul Spiral and Whirling Axe both send out far more than 5 bolts. Each one can actually shoot out more along the lines of 30 or more. Shredder Gyro puts them all to shame, though, setting off 30 whirl finishers on its own (with many, many bolts).

Whirl finishers will produce more than 5 bolts, but only the first 5 will do anything. After 5 bolts hit, the rest of the bolts do nothing.

Which is why whirl finishers are pretty much useless.

Considering there are zero texts, whether in-game or even on the wiki, or even anyone else stating this, I will have to call bullkitten on this claim.

Perhaps you are confusing things with Chilling Bolts where only the most recent 5 matter?

Well considering that chill whirl is reapers main combo it seems very relevant.

Why is it that every other class can get 20-30 bolts but reaper’s whirl combo only gets to use 5 bolts? Just another way that anet screwed over reaper with their chill changes.

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Posted by: Rising Dusk.2408

Rising Dusk.2408

One, it was not blatant. Two posting a dumb response that was also not immediately blatant also accomplishes nothing worthwhile. Yes, apparently some side conversation apparently occurred (pipe dream about blind being 100% effective on bosses), that was not immediately obvious, was not a part of the original post, and who’s content as not been in the live game ever….did occur that I missed …deep into this thread…..that was also not referenced in the post in question…hence leading to this misunderstanding that subsequent readers would miss. Take your superman cape and find a worthy cause to champion.

We’ve had three entire pages of discussion about breakbars and why we should allow conditions to work on them instead of having them affect the breakbar. It was natural to compare them to blind and why blind cannot and should not ever get 100% efficacy against bosses, and while I’m surprised that so many people are confused by my post, I’ll try to be more clear in the future.

[VZ] Valor Zeal – Stormbluff Isle – Looking for steady, casual-friendly NA raiders!

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Posted by: Quarktastic.1027

Quarktastic.1027

Whirl finishers: Whirl finisher bolts are capped at 5 bolts per skill, and only deal 198 damage per bolt. It is technically a DPS increase, but again, negligible enough to not matter over the course of a fractal/dungeon run.

Not true on the cap. For example, Soul Spiral and Whirling Axe both send out far more than 5 bolts. Each one can actually shoot out more along the lines of 30 or more. Shredder Gyro puts them all to shame, though, setting off 30 whirl finishers on its own (with many, many bolts).

Whirl finishers will produce more than 5 bolts, but only the first 5 will do anything. After 5 bolts hit, the rest of the bolts do nothing.

Which is why whirl finishers are pretty much useless.

Considering there are zero texts, whether in-game or even on the wiki, or even anyone else stating this, I will have to call bullkitten on this claim.

Perhaps you are confusing things with Chilling Bolts where only the most recent 5 matter?

I was sending out about 60 chilling bolts with when I was whirling it with soul spiral in the beta. Not all of them mattered, but I was traited for vuln on chill so I could stack an entire group up with vuln really quickly. I tried it out with confusion bolts too. That was fun. got about 13 stacks since they were random. So yeah. What he’s saying is complete bunk.

My damage log must be lying to me then. I’m aware that only leeching bolts appear in the damage log, but I never saw more than 5 make contact, even while standing inside the hitbox of a large enemy. In fact, producing leeching bolts with death spiral did nothing at all. No damage recorded in the damage log, no healing. I suspect either death spiral is bugged, or leeching bolts themselves are bugged.

Those armadillos would be a lot cooler if they looked more like real armadillos. mmm armadillos
-BnooMaGoo.5690

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Posted by: vicious.5683

vicious.5683

except we don’t have low damage. That’s a myth which has been busted multiple times. Our burst is low, yes this is true but our sustained damage is extremely good.

U are completly wrong and/or ignorant. Your personal opinion does not matter while facts are showing something completly diffrent.

“Burst” is Frostbow, but even without that, a staffele deals out nearly twice times as much dps as a necromancer.

With only 2 skills. Fire 1 and 2 24/7 365 days a year. Thats not burst.

If u rly want extremly long fights, the condition engineer will be maxdps.
And thiefs, warriors or guardians all of them have the same, or more “sustain” dps then necromancers.

At the moment, necromancers are the second worst dps class in this game. Only mesmers are doing less (cause phantasmas die in pve). But mesmers have so much utility, they will find their place in raids like in dungeons or fractals.

A utility change needs a class rework. We wont get this. And i can understand why.

What we need is a huge dps buff for pve, with all weapons and shrouds. We need much more multipliers in our traits. At least 1 per line.
Adding a few of them (only for pve) should not be much work. And we need it.

Axe needs some work, scepter needs some work and dagger off hand needs a life force skill. We also should have access to at least 2 projectile blocks and Curses needs some major work and we need more access to stability.

Other than that we’re pretty much golden. I’d like some changes to focus and warhorn but I’m not going to push that over what we actually need.

Also, you’re completely delusional if you believe that a staff ele’s DPS is higher than a berserker necromancer. Completely delusional. Edit: Almost forgot. Yes I’ll admit that a staff ele using the ice bow exploit does more damage than a necromancer. But that does more damage than every single profession in the game and a bad argument regarldess. Without ice bow it does. But give a necromancer a ice bow and they’ll do more damage than a ele. XD

What exploit are you talking about? If they don’t fix it, it’s because it’s intended.

“If Ele doesn’t use their skills they have lower dps than necros” This argument sounds as stupid a nemesis videos..

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Posted by: Norjena.5172

Norjena.5172

Ele DPS is lower then necromancer.

WTF is that guy talking about?

Ignore him, try to talk to anet, hope that they will take a look at numbers.

It´s the only thing we can hope for.

(edited by Norjena.5172)

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Posted by: spoj.9672

spoj.9672

Whirl finishers: Whirl finisher bolts are capped at 5 bolts per skill, and only deal 198 damage per bolt. It is technically a DPS increase, but again, negligible enough to not matter over the course of a fractal/dungeon run.

Not true on the cap. For example, Soul Spiral and Whirling Axe both send out far more than 5 bolts. Each one can actually shoot out more along the lines of 30 or more. Shredder Gyro puts them all to shame, though, setting off 30 whirl finishers on its own (with many, many bolts).

Whirl finishers will produce more than 5 bolts, but only the first 5 will do anything. After 5 bolts hit, the rest of the bolts do nothing.

Which is why whirl finishers are pretty much useless.

Considering there are zero texts, whether in-game or even on the wiki, or even anyone else stating this, I will have to call bullkitten on this claim.

Perhaps you are confusing things with Chilling Bolts where only the most recent 5 matter?

I was sending out about 60 chilling bolts with when I was whirling it with soul spiral in the beta. Not all of them mattered, but I was traited for vuln on chill so I could stack an entire group up with vuln really quickly. I tried it out with confusion bolts too. That was fun. got about 13 stacks since they were random. So yeah. What he’s saying is complete bunk.

My damage log must be lying to me then. I’m aware that only leeching bolts appear in the damage log, but I never saw more than 5 make contact, even while standing inside the hitbox of a large enemy. In fact, producing leeching bolts with death spiral did nothing at all. No damage recorded in the damage log, no healing. I suspect either death spiral is bugged, or leeching bolts themselves are bugged.

Thats because whirl finisher bolts are hard to hit targets with. You need to be standing inside of a large hit box enemy for all to hit reliably. Otherwise you can very easily have all of them miss.

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Posted by: Lily.1935

Lily.1935

Whirl finishers: Whirl finisher bolts are capped at 5 bolts per skill, and only deal 198 damage per bolt. It is technically a DPS increase, but again, negligible enough to not matter over the course of a fractal/dungeon run.

Not true on the cap. For example, Soul Spiral and Whirling Axe both send out far more than 5 bolts. Each one can actually shoot out more along the lines of 30 or more. Shredder Gyro puts them all to shame, though, setting off 30 whirl finishers on its own (with many, many bolts).

Whirl finishers will produce more than 5 bolts, but only the first 5 will do anything. After 5 bolts hit, the rest of the bolts do nothing.

Which is why whirl finishers are pretty much useless.

Considering there are zero texts, whether in-game or even on the wiki, or even anyone else stating this, I will have to call bullkitten on this claim.

Perhaps you are confusing things with Chilling Bolts where only the most recent 5 matter?

I was sending out about 60 chilling bolts with when I was whirling it with soul spiral in the beta. Not all of them mattered, but I was traited for vuln on chill so I could stack an entire group up with vuln really quickly. I tried it out with confusion bolts too. That was fun. got about 13 stacks since they were random. So yeah. What he’s saying is complete bunk.

My damage log must be lying to me then. I’m aware that only leeching bolts appear in the damage log, but I never saw more than 5 make contact, even while standing inside the hitbox of a large enemy. In fact, producing leeching bolts with death spiral did nothing at all. No damage recorded in the damage log, no healing. I suspect either death spiral is bugged, or leeching bolts themselves are bugged.

Okay, here’s where I made a mistake. And I’ll own up to it. It seems a whirl doesn’t produce 5 bolts per. It looks more like 1-3 bolts. However, the whirl does trigger for each rotation of the skill(tested). So soul spiral will trigger a whirl combo field 12 times. The gravedigger triggers it once. So getting 13 stacks of confusion from a chaos field or maxing my vuln thanks to a trait are both reasonable and possible. Which did both of those things in the beta. I actually wanted to test how well soul spiral would work with a chaos field. Turns out very well, but you’re better off letting the mesmer lay it down than you.

If you’re only getting 5, try testing it on another skill that is similar. I tested it with off hand axe on warrior. Also tested it with offhand axe on ranger too. Each of them trigger each time for each whirl. Not “Just 5 times” nope. Full 15 and 12 times respectively. Though it was a bit difficult to see how many bolts the ranger’s axe was providing as they seemed to go into the ground. Now, Wicket Spiral on the necromancer under water only triggers 5 bolts but doesn’t trigger the whirl finisher all 6 whirls for some reason. But that might be because they’ve updated the coding for land and haven’t for underwater in a while. Fiery greatsword also triggers once but seems to provide around 6 bolts and I imagine the warrior greatsword is the same way. so.. According to my testing, You can combo a whirl finisher multiple times. Though it seems the most successful whirls are those similar to axe 5 and soul spiral.

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Whirl finishers: Whirl finisher bolts are capped at 5 bolts per skill, and only deal 198 damage per bolt. It is technically a DPS increase, but again, negligible enough to not matter over the course of a fractal/dungeon run.

Not true on the cap. For example, Soul Spiral and Whirling Axe both send out far more than 5 bolts. Each one can actually shoot out more along the lines of 30 or more. Shredder Gyro puts them all to shame, though, setting off 30 whirl finishers on its own (with many, many bolts).

Whirl finishers will produce more than 5 bolts, but only the first 5 will do anything. After 5 bolts hit, the rest of the bolts do nothing.

Which is why whirl finishers are pretty much useless.

Considering there are zero texts, whether in-game or even on the wiki, or even anyone else stating this, I will have to call bullkitten on this claim.

Perhaps you are confusing things with Chilling Bolts where only the most recent 5 matter?

Well considering that chill whirl is reapers main combo it seems very relevant.

Why is it that every other class can get 20-30 bolts but reaper’s whirl combo only gets to use 5 bolts? Just another way that anet screwed over reaper with their chill changes.

We do get full benefit of all the bolts as far as application goes. Sure, the oldest stacks fall off, but, for example, Bitter Chill really racks up the Vuln. Even at the old Chill cap of 9 stacks, we would still have seen some bolts being “wasted.”

However, Necros do have other fields to combo with for greater stacks. Our poison fields stack up poison stupidly with Soul Spiral, for example. Dark Fields, while we don’t get the healing, do add a lot of damage. Well of Blood results in mass cleansing like mad.

Dragonbrand |Drarnor Kunoram: Charr Necro
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I’m a Geeleiver

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Whirl finishers: Whirl finisher bolts are capped at 5 bolts per skill, and only deal 198 damage per bolt. It is technically a DPS increase, but again, negligible enough to not matter over the course of a fractal/dungeon run.

Not true on the cap. For example, Soul Spiral and Whirling Axe both send out far more than 5 bolts. Each one can actually shoot out more along the lines of 30 or more. Shredder Gyro puts them all to shame, though, setting off 30 whirl finishers on its own (with many, many bolts).

Whirl finishers will produce more than 5 bolts, but only the first 5 will do anything. After 5 bolts hit, the rest of the bolts do nothing.

Which is why whirl finishers are pretty much useless.

Considering there are zero texts, whether in-game or even on the wiki, or even anyone else stating this, I will have to call bullkitten on this claim.

Perhaps you are confusing things with Chilling Bolts where only the most recent 5 matter?

Well considering that chill whirl is reapers main combo it seems very relevant.

Why is it that every other class can get 20-30 bolts but reaper’s whirl combo only gets to use 5 bolts? Just another way that anet screwed over reaper with their chill changes.

We do get full benefit of all the bolts as far as application goes. Sure, the oldest stacks fall off, but, for example, Bitter Chill really racks up the Vuln. Even at the old Chill cap of 9 stacks, we would still have seen some bolts being “wasted.”

However, Necros do have other fields to combo with for greater stacks. Our poison fields stack up poison stupidly with Soul Spiral, for example. Dark Fields, while we don’t get the healing, do add a lot of damage. Well of Blood results in mass cleansing like mad.

Bolts after 5 knock off the oldest application? Has this been tested? This would be even worse than I was thinking. That would mean the 5-6s chill would get knocked off by a 1s chill reducing the overall chill even further than if they were just useless.

The cap just needs to be removed completely in PvE, there is absolutely no reason for it to exist at all. It neuters the reaper and has no logical reason.

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

It’s always the case with duration-stacking conditions: if the stack cap is reached, the oldest get shoved off. If this weren’t the case, Bitter Chill would not proc Vulnerability on the 6th application.

Since now none of those naturally scale with stats other than condition duration, I would love to see ANet re-work them, with new stacks only kicking off old if they would last longer.

Dragonbrand |Drarnor Kunoram: Charr Necro
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No place for Reapers in raids/dungeons?

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Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

A thought occurred to me. I think the breakbar is being implemented because Anet has given up on making the movement reduction effects of cripple and chill wortwhile in PVE.

A long time ago in a forum far far away, I listed the reason why it is that cripple and chill are useless in PVE but useful in PVP. In PVP, there are countless situations where you need to either run away, catch someone, or slow someone down to hit them with a ground targeted attack. In PVE, there are no enemies that you need to chase, no enemies that you need to run from, and no enemies who flip around so much that you can’t hit them.

My idea for a solution was simple in essence, but difficult to actually do: put enemies in the game that you need to run from, need to chase, and need to slow down. This was made more difficult by the normalizing of skill movement, since programming a bunch of “make bad guy jump here on attack” is a lot easier then giving them AI which does such a thing.. This was also hard because a quick alteration of tactics can make a “run from” enemy into a “face tank” enemy, and the constantly evolving tactics and classes means nothing can stay the same permanently.

Anet, wanting to take a path of less resistance, decided to unify all soft CC into hard CC. This works if you ignore that whole pesky “class identity” and “combat system depth” thing. And also if you ignore that, by making movement CC do nothing you make those rare situations where you need to run/catch/hit something worse. On the technical side it makes soft CC “work”, but against precise interrupts it just muddies things.

I don’t have opinions. I only have facts I can’t adequately prove.

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Posted by: Zenith.7301

Zenith.7301

They also had a version of “run away” mobs. In GW1 mobs spread out when they detected aoe being implemented against them.

They had a sort of similar version to that in early beta, but then figured out elementalists were doing things like using lava font to keep an enemy permanently running away and not doing anything.

Which in my opinion isn’t even a problem if they allow the enemy to cast and do attacks while running away. Also make it so AI paths in a way where it avoids being run into walls/corners and it won’t be a problem either.

I mean, they already have the centaur AI which tries to kite you when you get into melee.

And for balance’s sake, you also want to implement mobs that punish camping range as well so you need a variety of tactics and playstyles to cope with mobs.

The teragriffs and colocals also have mechanisms that encourage cripple/chill and running away from at certain times. It’d be a pity to make these types of mobs immune to cripple/chill effects…

No place for Reapers in raids/dungeons?

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Posted by: Norjena.5172

Norjena.5172

Y, and boon corruption will help.
What we rly need is a pve only dps buff.

If necro dps will be on the same lvl with thiefs/guard/ele/warrior dps, we will find our place.
But not if we do second worst dps ingame.

No place for Reapers in raids/dungeons?

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Posted by: Dadnir.5038

Dadnir.5038

I don’t recall any need for boon corruption in BWE2…

No core profession should be balanced around an optional elite specialization.