Rending Claws

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Posted by: Jortakk.6792

Jortakk.6792

I was just wondering… Is there a good reason why Rending Claws been changed to be like Burst of Strength? I mean they look similar and do similar things. Am I alone in thinking that a change like this would make the weapon a bit more useful/viable?

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Posted by: Hesacon.8735

Hesacon.8735

I wouldn’t be upset if they did it, but they’re not going to do it, so I can’t spend much mental bandwidth thinking about it.

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Posted by: akaCryptic.2389

akaCryptic.2389

mental bandwidth

Found my new phrase for “I don’t care”.

About the topic, I think making it aoe would be a good change as axe lacks proper cleave.

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Posted by: Hesacon.8735

Hesacon.8735

The thing with axe is it’s a ranged weapon that isn’t a projectile, which puts it in a fairly unique place. It behaves a lot like a power version of a scepter, but doesn’t suffer from the ramp-up-time and an enemy’s condition cleanse.

There’s a fine line between underwhelming (where most people agree it is right now) and royally overpowered. We’ll know we hit that point because everyone and their cousin will be clamoring for a nerf.

Last class adjustment adjusted Ghastly Claws to be a lot stronger. The boost was a 5-6% increase in the weapon’s DPS. It’s hard to say what could be done to boost the weapon without breaking it, but there are some small changes that wouldn’t break things like

  • Increase Axe #1 vulnerability duration or damage multiplier
  • Add an AoE multi-target to Axe #1
  • Make Axe #2 a whirl finisher
  • Make Axe #3 a blast finisher

But anet is going to do what anet is going to do, so conjecture is probably not going to affect them and is probably a poor use of time.

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Posted by: Lily.1935

Lily.1935

The thing with axe is it’s a ranged weapon that isn’t a projectile, which puts it in a fairly unique place. It behaves a lot like a power version of a scepter, but doesn’t suffer from the ramp-up-time and an enemy’s condition cleanse.

There’s a fine line between underwhelming (where most people agree it is right now) and royally overpowered. We’ll know we hit that point because everyone and their cousin will be clamoring for a nerf.

Last class adjustment adjusted Ghastly Claws to be a lot stronger. The boost was a 5-6% increase in the weapon’s DPS. It’s hard to say what could be done to boost the weapon without breaking it, but there are some small changes that wouldn’t break things like

  • Increase Axe #1 vulnerability duration or damage multiplier
  • Add an AoE multi-target to Axe #1
  • Make Axe #2 a whirl finisher
  • Make Axe #3 a blast finisher

But anet is going to do what anet is going to do, so conjecture is probably not going to affect them and is probably a poor use of time.

I have a different idea.

Skill one should be a chain skill with a power end to give it a bit of a omph.

Skill two needs something else. Whirl finisher? I know I said that in the past but now I’m not so sure. Vuln would be nice though.

Skill three shouldn’t be a blast finisher but absolutely needs its cast time reduced. It should strip 2 boons and deal bonus damage for each foe hit and each boon removed. This could be an interesting spike skill. And since its 600 range still it could afford to be a bit more powerful than the other two skills.

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Posted by: flow.6043

flow.6043

The thing with axe is it’s a ranged weapon that isn’t a projectile, which puts it in a fairly unique place.

Every time there’s a complaint about Rending Claws someone brings up this argument.
It was debunked by a ton of people immediately after Robert Gee said it a year ago, and many times more since then whenever the topic was brought up again.

First of all, ranged non-projectile skills aren’t unique at all. Rending Claws is one of many.
Secondly, even if it was unique, that’d be no excuse for how weak this skill is.

Lets be honest here, would anyone be amazed if Rending Claw’s damage was doubled?
Would anyone be impressed if the attack speed was increased by 100%? No.
The problem is that Rending Claws does practically no damage while providing zero utility. Anet’s “slight shavings” approach every patch will never fix this issue.
It needs a serious change. Cleave, obviously, if the damage is supposed to stay as low as it is now. Plus something like a leech effect and/or some type of interaction with boons or conditions (more than 1 vuln/hit anyway).
And again, for extra emphasis, ranged non-projectile is no reason to not buff Rending Claws substantially.

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Posted by: Hesacon.8735

Hesacon.8735

If you doubled the damage or attack speed of Rending Claws it would become meta instantly. Dagger already barely beats it on DPS.

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Posted by: Anchoku.8142

Anchoku.8142

Add a Ferocity bonus depending upon the target’s number of Vulnerability stacks? This would certainly help PvE a lot and may be very slightly useful in PvP so as to not upset balance.

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Posted by: Tim.6450

Tim.6450

If you doubled the damage or attack speed of Rending Claws it would become meta instantly. Dagger already barely beats it on DPS.

I’m not sure where your math is but dagger auto attack is still 60% percent stronger the axe auto in pure damage. bareley does not cut it. I ‘m not even sure axe will be meta if they doubled the auto because dagger isn’t even close to meta.

EverythingOP

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Posted by: DeceiverX.8361

DeceiverX.8361

I’d say all it really needs is better sustained LF generation and/or a reworked AA chain to make it a weapon that’s not just used for pressing 2, 3, and swapping.

It does plenty of burst right now. A little LF utility gain outside of mashing 2 off cooldown would probably put it in a good spot without just being a strictly better dagger.

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Posted by: Hesacon.8735

Hesacon.8735

If you doubled the damage or attack speed of Rending Claws it would become meta instantly. Dagger already barely beats it on DPS.

I’m not sure where your math is but dagger auto attack is still 60% percent stronger the axe auto in pure damage. bareley does not cut it. I ‘m not even sure axe will be meta if they doubled the auto because dagger isn’t even close to meta.

I went and whacked a golem in the raid test area. A power necro is almost certainly going to use wells, so drop those. The damage difference is like 10%. You’re also not going to only use auto attack. A weapon is a set of skills, not one skill.

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Posted by: DeceiverX.8361

DeceiverX.8361

There’s a little bit of a flaw with your math there. If wells did a million damage, dagger did 1,000 and axe 10, the damage difference would be .01%, despite the dagger dealing 10000% more damage than the axe.

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Posted by: Muchacho.2390

Muchacho.2390

If you doubled the damage or attack speed of Rending Claws it would become meta instantly. Dagger already barely beats it on DPS.

I’m not sure where your math is but dagger auto attack is still 60% percent stronger the axe auto in pure damage. bareley does not cut it. I ‘m not even sure axe will be meta if they doubled the auto because dagger isn’t even close to meta.

I went and whacked a golem in the raid test area. A power necro is almost certainly going to use wells, so drop those. The damage difference is like 10%. You’re also not going to only use auto attack. A weapon is a set of skills, not one skill.

He was talking about the auto attacks and he is right the difference is about a little more then 60% for the auto attacks. And if you factor in the axe trait and ghastly claws the damage difference is around 13-16%. Without the trait is is probably more around 30%. Also wells dont matter since they dont depend on the weaponset.

But honestly i think a big problem for axe is its skill set. While unholy feast is a really good skill i dont think it works well for axes intended purpose of a ranged weapon. Unholy feast is a skill i would rather want to use in the middle of a fight, while the other 2 skills are more about staying back and attacking with safe distence. So even if unholy feast helps with kiting due the cripple, i think it is a little out of place. I dont know but i feel it would better if dagger 3 and axe 3 switched places and dark pact got a range increase to 900.

(edited by Muchacho.2390)

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Posted by: flow.6043

flow.6043

Unholy feast is a skill i would rather want to use in the middle of a fight, while the other 2 skills are more about staying back and attacking with safe distence.

You say this like you’d have a choice in that matter. But it’s never going to happen in real fights, because: 1. Opponents will come to you. 2. You will go into melee range when you’re using Shroud, when you have to fight on point, when you’re rezzing/stomping someone or several other reasons I can’t think of atm.
The assumption you could stay at range all the times just because you’re using a ranged weapon makes no sense for any class, but least of all for the necro.
And the irony here is, if you actually could stay ranged there’d be all the more reasons to buff Rending Claws because the only way you’re landing any proper damage with axe is by combining Ghastly Claws and Unholy Feast with other (melee) skills.

I dont know but i feel it would better if dagger 3 and axe 3 switched places and dark pact got a range increase to 900.

That would be terrible.

When people see the axe and they look at the range 900 and 600 range skill facts on it, they tend to think: yeah that’s a ranged weapon therefore it will be used at range.
Like I argued above, this is not true, you will have to fight in melee range regardless of your weapon set. Depending on the situation, the axe will be used anywhere between zero and its maximum range, just like the scepter or the staff. And this certainly wouldn’t change if the axe suddenly got a 3 sec immob on a 25 sec cd.
The dagger’s auto attack, however, only works at up to 130 range. The dagger needs that immobilize in order to lock people down and land some aa hits. Crippling someone at 600 range wouldn’t help at all.

I’m not saying that both Unholy Feast or Dark Pact couldn’t be improved, but they certainly are on the right weapons.

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Posted by: Hesacon.8735

Hesacon.8735

If you doubled the damage or attack speed of Rending Claws it would become meta instantly. Dagger already barely beats it on DPS.

I’m not sure where your math is but dagger auto attack is still 60% percent stronger the axe auto in pure damage. bareley does not cut it. I ‘m not even sure axe will be meta if they doubled the auto because dagger isn’t even close to meta.

I went and whacked a golem in the raid test area. A power necro is almost certainly going to use wells, so drop those. The damage difference is like 10%. You’re also not going to only use auto attack. A weapon is a set of skills, not one skill.

He was talking about the auto attacks and he is right the difference is about a little more then 60% for the auto attacks. And if you factor in the axe trait and ghastly claws the damage difference is around 13-16%. Without the trait is is probably more around 30%. Also wells dont matter since they dont depend on the weaponset.

But honestly i think a big problem for axe is its skill set. While unholy feast is a really good skill i dont think it works well for axes intended purpose of a ranged weapon. Unholy feast is a skill i would rather want to use in the middle of a fight, while the other 2 skills are more about staying back and attacking with safe distence. So even if unholy feast helps with kiting due the cripple, i think it is a little out of place. I dont know but i feel it would better if dagger 3 and axe 3 switched places and dark pact got a range increase to 900.

We were apparently talking about different things then. I don’t see the value in thinking about just the AA of weapon A vs. weapon B, I see the value in seeing what the actual DPS capabilities in combat of using A vs. B are. When you look at the actual DPS it works out to be ~10% including utilities, close to the 13-16% you claim for just the weapons.

I know in fractals a lot I end up with my axe and 4 condi necros, and for whatever reason I end up being the only vulnerability source. A 25-stack of vulnerability is like adding a 5th condi necro, except I get to use an axe, so that’s nice.

I dunno, I think axe is in a better spot than people want to think it is. A well timed Axe #2 will drop a thief/guardian/elementalist in wvw.

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Posted by: flow.6043

flow.6043

I don’t see the value in thinking about just the AA of weapon A vs. weapon B…

Just in case you didn’t see the thread title, it says “Rending Claws”.

When you look at the actual DPS it works out to be ~10% including utilities, close to the 13-16% you claim for just the weapons.

Like DeceiverX said, adding other skills to your calculation is pointless.
You might as well say: first I start with 1 hit of Rending Claws, then I switch to RS and Gravedigger spam until target is dead. Conclusion, Rending Claws + other skills does 99.999% of the damage you’d do without that first RC hit, therefore it’s “in a better spot than people want to think it is”.

Just to make this clear, yes you do use other skills in actual fights, in fact your rotation will consist of mostly those other skills and you’ll occasionally be stuck on Rending Claws. But RC is weak and brings zero utility, and adding other skills to your calculation doesn’t change the fact that it’s bad.

I know in fractals a lot I end up with my axe and 4 condi necros, and for whatever reason I end up being the only vulnerability source. A 25-stack of vulnerability is like adding a 5th condi necro, except I get to use an axe, so that’s nice.

Really? 5 necros in a fractal group happens a lot? I don’t believe you.

Also, what kind of argument are you trying to make here?
You were in a group that was totally subpar in terms of dps, not just for the lack of applying vulnerability but also might stacking and other stuff. So for this extreme outlier you were able to add a few stacks of vuln with your axe aa? And that is supposed to make Rending Claws look good somehow?

A well timed Axe #2 will drop a thief/guardian/elementalist in wvw.

A well timed anything can drop anyone, so argument invalid.

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Posted by: KrHome.1920

KrHome.1920

A well timed Axe #2 will drop a thief/guardian/elementalist in wvw.

A well timed anything can drop anyone, so argument invalid.

It is valid.

Typical WvW Reaper roaming scenario: Thief jumps at me, I swap to shroud to tank the burst, thief eats two hits and starts to kite me, I leave shroud an kill him (or make him disengage at least) with Axe 1+2. A well timed Axe 3 (AOE cripple) is good if he goes to stealth and tries to backstab me. So I can turn the kiting thing around and get some time to breathe.

No alternative for that scenario on Reaper. Staff is too slow and too weak.

On Core Necro Axe is often useless because shroud does the same in a much better way. Makes you a hardcounter to thieves. But who runs Core Necro?

(edited by KrHome.1920)

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Posted by: Hesacon.8735

Hesacon.8735

I don’t see the value in thinking about just the AA of weapon A vs. weapon B…

Just in case you didn’t see the thread title, it says “Rending Claws”.

In case you didn’t read the original post, the OP was trying to make axe a “viable weapon.”

When you look at the actual DPS it works out to be ~10% including utilities, close to the 13-16% you claim for just the weapons.

Like DeceiverX said, adding other skills to your calculation is pointless.
You might as well say: first I start with 1 hit of Rending Claws, then I switch to RS and Gravedigger spam until target is dead. Conclusion, Rending Claws + other skills does 99.999% of the damage you’d do without that first RC hit, therefore it’s “in a better spot than people want to think it is”.

Gravedigger is a greatsword skill, not a reaper’s shroud skill. Reaper’s shroud drains when being hit and cannot be sustained 24/7 except under special circumstances. But yes, I’d consider Reaper’s Shroud part of any weapon’s kitten nal. To not use it would be to give up necro’s professional mechanic. It would be like a mesmer doing damage with just a sword vs. a sword + shatters.

Just to make this clear, yes you do use other skills in actual fights, in fact your rotation will consist of mostly those other skills and you’ll occasionally be stuck on Rending Claws. But RC is weak and brings zero utility, and adding other skills to your calculation doesn’t change the fact that it’s bad.

RC doesn’t have to be overpowered to make the entire weapon good. There are skills on other weapons that are underwhelming but people don’t dismiss those as bad weapons because of them.

I know in fractals a lot I end up with my axe and 4 condi necros, and for whatever reason I end up being the only vulnerability source. A 25-stack of vulnerability is like adding a 5th condi necro, except I get to use an axe, so that’s nice.

Really? 5 necros in a fractal group happens a lot? I don’t believe you.

I can’t tell if you’re being sarcastic or not. In the off chance you’re not, it’s very common in T4 fractals to have 4-5 necros. Go over to the fractal forum and you’ll see people complaining about it. If you watch T4 LFG, you’ll often see parties that are “necro only” or “condi necro only.”

https://forum-en.gw2archive.eu/forum/game/dungeons/Current-state-of-fractals

https://forum-en.gw2archive.eu/forum/game/dungeons/Necro-not-optimal-for-fractals

Also, what kind of argument are you trying to make here?
You were in a group that was totally subpar in terms of dps, not just for the lack of applying vulnerability but also might stacking and other stuff. So for this extreme outlier you were able to add a few stacks of vuln with your axe aa? And that is supposed to make Rending Claws look good somehow?

Fractals had had toughness scaling until this week, so condi classes ruled high level fractals. People like seeing giant stacks of bleeding and bosses would melt. Epidemic bouncing is a common practice as well. Because of toughness scaling and other fractal mechanics, 4-5 necros would out DPS any other party distribution you could put together. It was the meta until Tuesday (new meta hasn’t been fully worked out yet).

So it’s not an extreme outlier and a 25 stack of vulnerability is like adding an extra DPS to the party because the DPS of 4 condi necros becomes equal to that of 5, and you haven’t yet factored in your own damage. In most of these situations, the axe is the only source of vulnerability in the party.

Which means that those vulnerability stacks on Rending Claws are a lot more useful thank you think and in the case of a common fractal practice make it a good choice for parties.

A well timed Axe #2 will drop a thief/guardian/elementalist in wvw.

A well timed anything can drop anyone, so argument invalid.

Not rending claws.

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Posted by: Muchacho.2390

Muchacho.2390

Unholy feast is a skill i would rather want to use in the middle of a fight, while the other 2 skills are more about staying back and attacking with safe distence.

You say this like you’d have a choice in that matter. But it’s never going to happen in real fights, because: 1. Opponents will come to you. 2. You will go into melee range when you’re using Shroud, when you have to fight on point, when you’re rezzing/stomping someone or several other reasons I can’t think of atm.
The assumption you could stay at range all the times just because you’re using a ranged weapon makes no sense for any class, but least of all for the necro.
And the irony here is, if you actually could stay ranged there’d be all the more reasons to buff Rending Claws because the only way you’re landing any proper damage with axe is by combining Ghastly Claws and Unholy Feast with other (melee) skills.

I dont know but i feel it would better if dagger 3 and axe 3 switched places and dark pact got a range increase to 900.

That would be terrible.

When people see the axe and they look at the range 900 and 600 range skill facts on it, they tend to think: yeah that’s a ranged weapon therefore it will be used at range.
Like I argued above, this is not true, you will have to fight in melee range regardless of your weapon set. Depending on the situation, the axe will be used anywhere between zero and its maximum range, just like the scepter or the staff. And this certainly wouldn’t change if the axe suddenly got a 3 sec immob on a 25 sec cd.
The dagger’s auto attack, however, only works at up to 130 range. The dagger needs that immobilize in order to lock people down and land some aa hits. Crippling someone at 600 range wouldn’t help at all.

I’m not saying that both Unholy Feast or Dark Pact couldn’t be improved, but they certainly are on the right weapons.

Well you are not wrong but you are not completly right. Yes as necro you cannot avoid getting in melee situations and maybe you are even right that giving axe dark pact instead of unholy feast wouldnt help (dark pact is probably indeed fine on dagger) but i still think unholy feast doesnt work well with axe (even when both the auto and ghostly claws were still 600 range). I think you cannot deny the fact that unholy feast works the best in the middle of enemies (after all it is a skill centered around you and gives retal, the boon you want to have when everyone hits you) and that is certainly not the place you want to be with an single target ranged weapon. I think something like a power version of grasping dead would be better for axe.

Ahh but honestly this is probably a pointless discusion anyway since i doubt Anet would change axe to the that degree. More likely they will just change some numbers…

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Posted by: flow.6043

flow.6043

A well timed Axe #2 will drop a thief/guardian/elementalist in wvw.

A well timed anything can drop anyone, so argument invalid.

It is valid.

Typical WvW Reaper roaming scenario: Thief jumps at me, I swap to shroud to tank the burst, thief eats two hits and starts to kite me, I leave shroud an kill him (or make him disengage at least) with Axe 1+2. A well timed Axe 3 (AOE cripple) is good if he goes to stealth and tries to backstab me. So I can turn the kiting thing around and get some time to breathe.

No alternative for that scenario on Reaper. Staff is too slow and too weak.

On Core Necro Axe is often useless because shroud does the same in a much better way. Makes you a hardcounter to thieves. But who runs Core Necro?

What are you talking about? Did you even read what we’re discussing?
Hesacon said a well timed Axe2 can drop this and that class. When I say other skills can do this as well, you argue against this by making up some imaginary fight against a terrible thief that you end up killing with all 3 axe skills…? What?

A well timed Axe #2 will drop a thief/guardian/elementalist in wvw.

A well timed anything can drop anyone, so argument invalid.

Not rending claws.

Well, I’m glad you finally agree that Rending Claws does no damage at all.

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Posted by: Hesacon.8735

Hesacon.8735

A well timed Axe #2 will drop a thief/guardian/elementalist in wvw.

A well timed anything can drop anyone, so argument invalid.

Not rending claws.

Well, I’m glad you finally agree that Rending Claws does no damage at all.

Never said it did a lot of damage. What I did say was:

  • The damage output from using an axe is on par (albeit slightly lower) than other power weapon options, regardless of what Rending Claws does
  • The damage on Rending Claws when combined with its effects (vulnerability generation in common party setups) help make an axe a viable weapon in many game modes
  • Axe has support capabilities along side spike damage

To say it does no damage is disingenuous and to base the entire opinion of a weapon based on one skill is silly.

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Posted by: flow.6043

flow.6043

I don’t see the value in thinking about just the AA of weapon A vs. weapon B…

Just in case you didn’t see the thread title, it says “Rending Claws”.

In case you didn’t read the original post, the OP was trying to make axe a “viable weapon.”

No, it was a suggestion to change Rending Claws, followed up by asking if he is alone in thinking this would improve the axe. Answer: yes! Rending Claws is useless, the other two skills are not, therefore litterally any change to Rending Claws will net a buff to the whole weapon.

So it’s not an extreme outlier and a 25 stack of vulnerability is like adding an extra DPS to the party because the DPS of 4 condi necros becomes equal to that of 5, and you haven’t yet factored in your own damage. In most of these situations, the axe is the only source of vulnerability in the party.

Which means that those vulnerability stacks on Rending Claws are a lot more useful thank you think and in the case of a common fractal practice make it a good choice for parties.

Ok, I will concede the point that higher level fractals tend to have more condition builds.
However, you do realize that those 25 stacks are probably not all yours, and even if most of them are, they’re certainly not done by Rending Claws alone, more like a combination of several skills and traits. Unless you’re really just auto attacking with axe, in which case your whole point about adding 25% dps to everyone is kinda moot because this group buff comes at the cost of you doing no damage at all.
Again, if you’re taking an axe necro into a full necro party just for vuln stacking you’re doing it wrong. Pick a different build or a different class if you really want to be of use.

Gravedigger is a greatsword skill, not a reaper’s shroud skill.

I know. It’s a different skill on a different weapon, just like any off-hand weapon skills or utility skills or Shroud skills. You want to validate the current state of Rending Claws by making a dps calculation including all kinds of other skills, but you draw the line a swapping weapon sets? Really?? Going into Shroud for your “axe”-dps rotation is ok, but your second set doesn’t make the cut?

Do you really not see those obvious flaws on your argumentation?

RC doesn’t have to be overpowered to make the entire weapon good. There are skills on other weapons that are underwhelming but people don’t dismiss those as bad weapons because of them.

I never said RC has to be overpowered and I never said the axe is bad.

RC is bad, regardless of what context you’d like to see it in or whatever weird calculation your confirmation bias could cook up.
RC needs a buff and there’s absolutely no reason why it shouldn’t get one.

(edited by flow.6043)

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Posted by: flow.6043

flow.6043

The damage on Rending Claws when combined with its effects (vulnerability generation in common party setups) help make an axe a viable weapon in many game modes

Just for extra emphasis, this is wrong.
The damage on Rending Claws is practically non existent and its vulnerability application makes not difference in every game mode. Yes, every game mode. Even your fractal example.
Again, I’m not saying the axe isn’t a viable pvp weapon, it is and I’m using it all the time. However, RC is garbage, there’s no reason to ever use it other than clearing blindness or when you’re forced to use it because everything else is on cooldown.

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Posted by: Hesacon.8735

Hesacon.8735

In case you didn’t read the original post, the OP was trying to make axe a “viable weapon.”

No, it was a suggestion to change Rending Claws, followed up by asking if he is alone in thinking this would improve the axe. Answer: yes! Rending Claws is useless, the other two skills are not, therefore litterally any change to Rending Claws will net a buff to the whole weapon.

And I’m arguing the weapon is viable now, regardless of Rending Claws.

So it’s not an extreme outlier and a 25 stack of vulnerability is like adding an extra DPS to the party because the DPS of 4 condi necros becomes equal to that of 5, and you haven’t yet factored in your own damage. In most of these situations, the axe is the only source of vulnerability in the party.

Which means that those vulnerability stacks on Rending Claws are a lot more useful thank you think and in the case of a common fractal practice make it a good choice for parties.

Ok, I will concede the point that higher level fractals tend to have more condition builds.
However, you do realize that those 25 stacks are probably not all yours, and even if most of them are, they’re certainly not done by Rending Claws alone, more like a combination of several skills and traits. Unless you’re really just auto attacking with axe, in which case your whole point about adding 25% dps to everyone is kinda moot because this group buff comes at the cost of you doing no damage at all.
Again, if you’re taking an axe necro into a full necro party just for vuln stacking you’re doing it wrong. Pick a different build or a different class if you really want to be of use.

Admittantly focus #4 is involved, another underloved weapon.

Gravedigger is a greatsword skill, not a reaper’s shroud skill.

I know. It’s a different skill on a different weapon, just like any off-hand weapon skills or utility skills or Shroud skills. You want to validate the current state of Rending Claws by making a dps calculation including all kinds of other skills, but you draw the line a swapping weapon sets? Really?? Going into Shroud for your “axe”-dps rotation is ok, but your second set doesn’t make the cut?

Do you really not see those obvious flaws on your argumentation?

If you go read what I said, I argued that I would factor in anything that affects DPS, that’s kind of the point.

RC doesn’t have to be overpowered to make the entire weapon good. There are skills on other weapons that are underwhelming but people don’t dismiss those as bad weapons because of them.

I never said RC has to be overpowered and I never said the axe is bad.

RC is bad, regardless of what context you’d like to see it in or whatever weird calculation your confirmation bias could cook up.
RC needs a buff and there’s absolutely no reason why it shouldn’t get one.

And I have argued that there is a fine line between RC being underwhelming and it being overpowered, so now we’re repeating ourselves.

The damage on Rending Claws when combined with its effects (vulnerability generation in common party setups) help make an axe a viable weapon in many game modes

Just for extra emphasis, this is wrong.
The damage on Rending Claws is practically non existent and its vulnerability application makes not difference in every game mode. Yes, every game mode. Even your fractal example.
Again, I’m not saying the axe isn’t a viable pvp weapon, it is and I’m using it all the time. However, RC is garbage, there’s no reason to ever use it other than clearing blindness or when you’re forced to use it because everything else is on cooldown.

0.77*power twice every 0.95 seconds is not practically non existent. It’s low, there’s a difference. Dagger #1 multipliers are .9 twice, .7 and 1.2 over 2.1 seconds. So the effective multipliers-per-second for AA are:

1.62 for axe (1.78 with Unholy Fervor) (Rending Claws)
1.76 for dagger (but can target 2 enemies if they’re within range)
1.2 for greatsword (but can target 3 enemies and gravedigger spam)
0.96 for Life Rend (1.13 with Reaper’s Onslaught) (Reaper’s Shroud, but can hit 3-5 targets
1.0 for Life Blast (up to 5 targets provided they’re in a line)

Just for emphasis, dagger AA is 8% higher than axe AA on a single target without unholy fervor and the same with it.

Then the question becomes what game mode are you playing and what are you trying to do? If you have a single target, axe is on par with dagger. Two targets? Dagger is twice as good.

But don’t take my word for it, go whack on a golem.

Rending Claws

in Necromancer

Posted by: Muchacho.2390

Muchacho.2390

0.77*power twice every 0.95 seconds is not practically non existent. It’s low, there’s a difference. Dagger #1 multipliers are .9 twice, .7 and 1.2 over 2.1 seconds. So the effective multipliers-per-second for AA are:

1.62 for axe (1.78 with Unholy Fervor) (Rending Claws)
1.76 for dagger (but can target 2 enemies if they’re within range)
1.2 for greatsword (but can target 3 enemies and gravedigger spam)
0.96 for Life Rend (1.13 with Reaper’s Onslaught) (Reaper’s Shroud, but can hit 3-5 targets
1.0 for Life Blast (up to 5 targets provided they’re in a line)

Just for emphasis, dagger AA is 8% higher than axe AA on a single target without unholy fervor and the same with it.

Then the question becomes what game mode are you playing and what are you trying to do? If you have a single target, axe is on par with dagger. Two targets? Dagger is twice as good.

But don’t take my word for it, go whack on a golem.

Sorry but you math is wrong the 0.77 is for both attacks together so the coefficent per second for rending claws is more like 0.81. And the dagger auto is more like 1.33

Rending Claws

in Necromancer

Posted by: Hesacon.8735

Hesacon.8735

My mistake. GW2 uses a funky system like that.

Rending Claws

in Necromancer

Posted by: Muchacho.2390

Muchacho.2390

My mistake. GW2 uses a funky system like that.

How is it funky? The skill says how often it hits (important to know if you opponent has retal for example) and how much damage it will do as a whole. The coefficents on the wiki are actually something players calculated with the damage formular. They arent given in game but basically are the best value to decide how stong a skill is power damage wise.

Though i admit it is a bit inconsistent. Nightfall for example only shows only the damage of one pulse. Though it states it has 4 pulses and doesnt to the (x-times) damage like other multihit attacks do.