Soul Eater
Well both the new and the old version werent good, so i dont think reverting it back will help much.
Also currently gs is a lackluster weapon. It has slow attacks but lacks the mobility or the control to offset that fact. Meaning outside of pve and zerg fights (where there is so much going on that you cannot see animations) the weapon just doesnt work.
Soul Eater is for PvE events. It works well to provide extra sustain and CC when in a PvE zerg with lots of mobs. Try it out in Dragon’s Reach. I pretty much tank every champ using shouts, shroud, and lots of cool down, LF, and mobility traits.
Try something like this.
Edit: I would take Unholy Martyr if Transfusion were not so darned useful. If UH ate more conditions faster, it would be more attractive but the AoE heal and pull-res’ing get used a lot in these kind of events.
This sort of build does not work in WvW zerg battles because they are more about area denial.
(edited by Anchoku.8142)
Anchuku,
You spoke some nonsense a new player may fall for. Please recheck the numbers and realistical scenarios again, as youre an old name afaik.
Theres nothing , in all 3 gamemodes , that could speak a compliment to the GS trait. Its secondary effect is non existent, a rushed excuse with no design.
All the benefits youre listing are from other traits, the secondary effect is zero value.
(edited by Flumek.9043)
I mean I know the old one was still inferior to its counterparts. But it granted life steal on all attacks whilst using a Greatsword. This + vampiric/vampiric presence and vampiric wells could rack up a nice amount of sustain and additional damage. Not amazing I know but it was fun as a gimmick.
I know SE seems like garbage, and it is for almost every use, but, in PvE event zergs, dps does not matter as much as CC, res’ing, and tanking champs so ranged fighters can do their thing unimpeded. The tiny siphon and heal is inconsequential, even if I average 2 mobs per use, but CD on greatsword 2-5 helps trim break bars. There is no shortage of vulnerability, stuff dies everywhere for LF, and might does not matter as the real goal is to make sure everyone tags the champs before they go down.
SE is terri-bad for everything else but I find it useful for this one thing. Actually, I typically run full cleric’s rather than berserker to help hold aggro and heal with Transfusion for 7k. There are plenty of players getting downed in an event zerg. I may be in shroud whirling from one champ to another but dodge-rolling to a clear area to use Transfusion and resurrection is at least as important as holding aggro, from my perspective.
Pardon, i meant the topic was added effect since that is only thing worth discussing, the 20reduction is same for everyone after all they said they dont want just boring reduction traits dependent on the weapon strength, but picking the trait adding something extra to it.
The shouts added sustain is bad, but its not useless garbage.
The gravediger is just such a risky, clunky, 10k or 0k imterupted ability. You even spend the whole second and half exposed tanking hits just to land it….and then the reward is 200hp.
Basically you could delete the effect and nobody would notice, its simply worthless. Even in your scenario, a pve open world healer for the pleb masses, your getting zero value from the effect.
You tank and heal with other only half worthless siphons from blood and tank with cleric/rise shout.
You get CD reduction, ok Even tho gs is designed to bypass cds and spam 2 over and over.
An added effect would
-pro (increase dmg, added real effect (boonsteal), increased range) or
-reduced cons (faster casts, improving ability to land the crucial #2 like superspeed and stab for 1s when casting #2 for example)
Bad design + weak numbers ,cant pick which to cry over
I agree 100%, Flumek. SE is beyond bad for almost all scenarios never actually good. The leach-heal on Grave Digger is tiny, even in PvE events when I might catch 2 mobs on average, but it helps my power builds a little. The 20% CD reduction, like similar traits for other weapons, is an unimaginative sink for trait points but is the real reason for taking SE; I.e., Grasping Darkness mostly.
The build I posted is not meant to be optimized. It is intentionally de-tuned for community support and is anathema to PvP strategy because it assumes the targets will die easily to 111 spam.
I use shouts for control effects, conditions like weakness, and incoming damage reduction, not dps. The dps seems too low to matter.
Soul Eater or Reaper’s Onslaught both seem designed for PvE situations where the other traits are unnecessary but that does not make them good. Also, I have not found any reason to use Relentless Pursuit in PvE. Chilling Nova works for break bars and, without shouts, there is less reason to use greatsword. I abandon Reaper entirely before chills or shouts are not preferred for the first major.
(edited by Anchoku.8142)
Much applause, people are still trying. Just do what every other necro is doing these days. Invest in a staff and go condi. If you are like me and don’t like the way condi plays, there are other RPGS that are based on common sense.
If you want to run a high damage great sword, your toughness will probably be low (amongst other issues) and healing/siphon builds dont work for low defense damage focused builds since everything has its own stat.
This studio i can’t even, ive played a number of RPGs and i gotta say this is probably the worst studio i have ever come across. You would think they would pick up a few things from people like GGG who design Path of Exile, that studio is on steroids, they released two expansions in less than a year, one of which was an elite class thing like what we have but smarter.
Pillars of eternity by Obsidian Entertainment, very different from gw2 but the foundation for their class design is genius, simple but not simplistic. If it was brought over to this game and modified for active combat, the number of possible builds would be unimaginable. Instead we get a studio that is content with making unnecessary changes every 3 months that dont solve anything
I like the way life steal feels in GW2 and I’m a fan of some of the Reaper GS skills too, but life steal here tend to be small heals so it works best with fast attacks. Since GS operates on strong hits with but slow attacks life steal with it is garbage. Even playing with the life steals you get from blood magic you’ll notice just how much healing you lose when you switch from dagger to GS at 50% health. They should remake the trait to something more suited to GS attack speed since at the moment it’s almost counter synergy.
Imo, to make GS a more viable weapon, they should keep the slowness of it (that is simply the theme of the set), but greatly reduce the cd on 5 and increase the base damage and/or damage scaling on 1 and 2.
In regards to Soul-Eater. I believe it should function like a single super-life-steal.