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Guys guys, chill itself is good vs defiance foes. It is a very easily accessible cc. Chill can “melt” those defiance bars xD
I get that our traits/sigils/runes need to work with it though.
However….
Relax. Reaper is GOOD. Reaper will not be hated in PvE content. Yeah, chill on bosses needs to combo with our traits, but even if it never does – that still can’t make reaper bad.
Praise the Gee
So I went on the forums…a few days back.
Shock and horror were apparent as I read the Necro section, because……..chill was “useless” against bosses.
I play the beta.
Well, it seems I have some form of bug, because my chills take down the defiance bar. That’s definitely not intended. Oh no. Must be a bug. Chill is definitely meant to suck in pve. Yeah.
Or maybe before you go to write here about how chill sucks you might go and have a look at what chill does to defiance. Especially with our amount of chills.
Personally – I like it.
So how about we all chill and let Gee do his work. From what I can see Reaper is shaping up really nicely. So let’s stop flaming him about chill, otherwise he might melt
NO THE REAPER IS TERRIBLE. GRAVEDIGGER IS USELES AND NOTHING GOOD ABOUT IT OH DEVS WHY HAVE YOU ABANDONED US?!!!?!!
(guys shut up about reaper being decent, if the devs hear our jubilation they will nerf the class again, we need to complain more.)
No way in hell some of these changes stay.
I don’t know, I think a lot of what Robert said is very reasonable. The chill damage isn’t going to be amazing still. The greatsword will not do more dps to a single target than the dagger, the changes to shouts are necessary to make them viable. I think most, the greater majority, of those changes will stay.
AND IF ANYONE HERE GIVES FEEDBACK ABOUT THE REAPER BEING OP TO ANET NEXT BETA I WILL PERSONALLY CASTRATE THEM -.-
Sorry, I’m a very infrequent poster so just copy and pasted without properly quoting and sourcing. But yes, it is legit.
Soooooo, how about that shrine?
So for those that have been living under a rock – we have had a beta. Reaper was tested, some good and some bad. Boils down to – Shroud good, greatsword bad, shouts meh, “chill y u so bad”.
Then some very sensible person asked Robert Gee to be more transparent.
Now we haver this:
Thanks to everyone who posted feedback on the reaper from this last BWE. I spent a lot of time during the weekend reading over as many posts as I could both here and on reddit and taking notes. I noticed a few trends show up that I’d like to try and address before the next BWE and I wanted to let you know about some of the changes that I’m working on.
Greatsword cost/payoff ratio was undertuned
The original intent here was to make GS feel like more of an AoE weapon while dagger felt like more of a single target weapon. We tuned the damage ratios accordingly so that greatsword would have higher dps vs 3 or more targets as we didn’t want to devalue dagger as a melee weapon. However this didn’t account for the difficulty of actually hitting with greatsword skills, and when we took that into account it made sense to increase the damage multipliers on the core damage skills. There are some other QoL changes made for Greatsword as well which I hope will improve your experience with it in the next beta test.
•Greatsword Auto Attacks – Fixed incorrect range facts. These attacks have the same range as normal Greatsword Attacks. Added lifeforce gain to all hits 1/1/3. Increased damage of all attacks by approximately 20%.
•Fading Twilight – Adjusted animation speed to smooth out attack sequence for non-human rigs.
•Chilling Scythe – Increased chill duration from 1.5s to 2s.
•Gravedigger: This attack now has 100% recharge when it hits a foe below 50% health. Increased damage by 50%. Increased recharge from 5s to 8s.
•Death Spiral: Increased range from 170 to 220. Increased width of cone by 33%.
•Nightfall: Changed animation. This skill no longer roots you to cast. Removed camera shake.
•Grasping Darkness: No longer poisons and instead inflicts chill for 4 seconds on hit. This skill now fires at your target instead of using your facing direction. This skill will no longer fire if your target is behind you. •Grasping Darkness is a very complex skill under the hood and integrates programming and art in a very specific way to work the way it does. As a result, changes that would be simple for another skill (like giving it increased range) are very difficult and require coordination from multiple disciplines. I’ve made a few changes that I believe are safe for this BWE that changes the skill to be enemy targeted instead of using your facing direction. We’ll be keeping an eye on this one to see if it needs further tuning in subsequent beta events.
Shouts are weak and feel clunky to use in combat
We were concerned about the possibility of instant damage spikes and trying to emphasize the slow thematics of the specialization when we made these skills. After seeing how things worked out on Tempest we think it’s safe to lower the cast time of these skills as the “slow” theme can be expressed through other methods like greatsword and reaper’s shroud. As a result, many shouts have had their cast times significantly reduced. Additionally I’ve moved some of the reward for hitting multiple targets with these shouts to be baseline, so they should feel a little better when there are less foes around. Also, new minion type for “Rise!”
•“Chilled to the bone!”: Reduced cast time from 2s to 1.25s.
•“Rise!”: This skill is now unblockable and instant cast. Damage increased. Now creates a shambling horror for each foe hit which lose health every second. These minions place Dark Bond on their master when they hit with attacks which causes 50% of the damage from attacks on the master to be redirected to the minion.
•“Suffer!”: This skill is now instant cast. Lowered damage. Increased chill from 2s to 3s
•“You are all weaklings!”: Now grants 5 stacks of might baseline plus 3 per target hit.
•“Your soul is mine!” Increased healing power attribute multiplier to 0.5. Now grants 5% lifeforce baseline plus 3% per target hit
Reaper Shroud 2 has targeting/control issues
Sounds like a lot of you guys accidentally ran off of cliffs with Death’s Charge :P so we’re changing this to be more like the Warrior Sword skill Savage Leap. It will no longer go through targets you have selected, but will go its full distance if you have no target. Because it does very little damage while dashing I’ve allowed it to continue hitting even when you hit walls, we’ll be watching this next BWE to make sure it doesn’t turn into another Fiery Greatsword Rush though. Reaper Shroud has also has a few other general usability and bug fixes.
•Reaper’s Shroud Auto Attack – Fixed skill facts interaction with Unyielding Blast and Reaper’s Might traits.
•Life Reap (Shroud 1c) – Increased lifeforce gain to 1.5%. Fixed bug with number of targets not being listed.
•Death’s Charge – Now dashes to a target, rather than in a direction. No longer passes through your target. No longer stops hitting if the player hits a wall.
•Infusing Terror – Fixed a bug which caused this skill to begin recharging while it was still giving stability.
•Soul Spiral: Reduced recharge from 40s to 30s. Fixed number hits skill fact to show 12 hits. Fixed duration skill fact to list 3s duration.
•Executioner’s Scythe – Made adjustments to hitbox to make the initial attack more reliable. The hitbox for the primary attack is now the entire area of the ice field (still only hits 1 target).
•Reaper’s Onslaught: Fixed a bug which prevented the attack speed modifier on this trait from working properly. This trait no longer recharges Death’s Charge on kill, but instead recharges all shroud skills by 5s on kill.
Chill uptime is difficult to maintain
It seems like we went overboard with how much we limited chill in the last update and you guys are having a hard time applying this reliably. We’re going to tune this up for the next BWE primarily through traits as well as some small increases to baseline chill on skills.
•Chilling Nova – Reduced ICD from 15s to 10s.
•Shivers of Dread – Fixed a bug which caused this trait not function while downed. Increased chill duration from 2s to 3s.
•Cold Shoulder – Fixed a bug which caused this trait not function while downed. Increased chill duration modifier from 10% to 20%.
•Deathly Chill: Doubled damage values.
Finally here are some things that won’t be changing and why:
•Augury of Death – I heard a few good suggestions to make some of the recharge bonus on this trait baseline, however due to the way this trait is set up it’s a little complicated to do this and have the skill facts match up. Along with the other changes made to shouts I’d like to leave this alone for now and see how the other changes affect its value.
•Soul Eater – Similarly to Augury, this trait is heavily influenced by the current power of greatsword. It sounds like it’s a little weak right now, but I’d like to see how the other changes to greatsword affect the weapon before modifying this one.
These changes are all in iterative development so it’s possible that there will be more changes, less changes, or different changes from the ones listed here when the next BWE rolls around. This is just a snapshot of the changes I’m working on now.
The way I see it, almost all the changes we wanted are there. I really feel that most of the issues that the Reaper had that aren’t linked to main profession are there and solved.
So how about we show Robert Gee some love, same as he showed us. You know, maybe a shrine or something suitably necromantic.
Jokes aside, I feel that finally, after long years of waiting the Necro community is getting some dev interest, good times ahead guys!
I get 50% crit in shroud due to deathly perception and 2% crit for every condition on target. So about 2/3 hits are crits :P
As for toughness, the higher my health pool the higher my life force pool, which means more time in shroud to deal more damage. Because of deathshroud, whenever you increase your health pool you also increase your shroud pool, so it’s like getting two things for one.
The Warhorn is needed to get me my life force back up quickly. I also run locust sig, spec armour and spec walk.
So the usual way it goes is I spring spec walk and spec armour, Warhorn #5 and within a few seconds my shroud pool is full. Then I weapon swap to staff, kite around in shroud, depending on the armour of enemy I get anything from 3k to 8k hits on my shroud #1 because every #1 hit gives me might and gives enemy vulnerability. Whenever I put vulnerability on my target (as well as Torment from Sigils, #5, conditions from #2 and #3) my crit chance increases.
Hey all!
So recently I’ve been running this build:
Valkyrie gear
Runes of Ogre
Sigils: Torment and Strength
Dagger + Warhorn, staff
Specs
Spite: spiteful renewal, rending shroud, close to death
Soul reaping: unyielding blast, vital persistence, deathly perception
Curses: terrifying descent, path of corruption, weakening shroud.
I use this build pretty much all around, I prefer to use the same thing for pvp as PvE.
The idea is for a bit of a hybrid. It has a lot of life (3030 I think), meant to be really mean when I’m in death shroud and meh when I’m not. I realise I could make it deal more damage if I lost a lot of vitality but the idea is to make a hybrid.
Any obvious ways you could think of making it better without spending 50+ gold?
It’s not meant to be extremely competitive but I do want it to be better than just casual.
Does it? Isn’t Stronghold the two lane MOBA style of game? I am talking about much larger scale, as in besiege the enemy Hall, call in all guildies from the map to help, ongoing campiagn war sort of thing. Those and raids, dungeons where you call everyone from your guild, make alliances with other guilds and take down legendary monsters and dungeons. Well, that is my dream.
I feel GW2 is trying too hard to do loads of things and doesn’t excel at any of them. For PvP we have WvW, Edge of mists, normal PvP (of which there are loads of different styles) now Stronghold….good variety of choice but none of those are so super awesome amazing that they are the envy of other MMOs, they’re just “alright” and “passable”. I’m not having a go at Anet, they have done well, I just think that maybe if we had less choice but more fleshed out PvP then it would make more people enjoy it more.
Oh I know the name doesn’t have anything to do with guild wars being in the game, I just think it should do.
Maybe I’ve been watching too many MMO anime however I really think that having alliances and wars between guilds would really help the community. People really enjoy being part of guilds and fighting in their name, the guild team PvP is a step in the right direction but still, some large scale campaigns and so on would be nice.
Also, it would be AWESOME if on PvE maps you could fight against the guilds you are currently at war with. At any point if you are not engaged in a fight you could make yourself invulnerable and cease fighting however I think that would really liven things up…..please Anet, think about it.
This post is what it says on the can. Guild wars. Wars between Guilds. I would like Anet to at least consider implementing a system where guilds can go to all out war with each other (whether from the same or different servers, I don’t know), form alliances, battle out in WvW style maps and overall just introduce something where guilds are way more active. Where you log in and rush to help in the war effort, where guilds can form alliances and take on massive monsters.
I know, it’s probably difficult…but wouldn’t that be cool?
THIS IS NOT ABOUT THE MONEY, PRICE IS FINE!
This is about Anet being super, unfairly nice to new players and not at all to veterans. All I want is to be able to trade in that “free core game” for a character slot or some gems, nothing more, is that too much to ask?
This is so very simple. Anet, just let us trade in the “free core game” for a character slot, or some gems. The price is…managable, it’s not nice but it could be worse. What we want is that when you are being nice to the new players, be nice to the veterans as well.
Just give something instead of the core game to the veterans.
“If the bind is allowed to expire, it immobilizes and damages them.”
Is this “damages” on top of the 292 damage caused by this skill or is this the 292 damage in the description?
For a 40 sec cooldown, immobilizing possibly and applying decent damage this skill is very good. If you can cast Life Transfer on top of this then that would be amazing. Remember in DS we take no actual “damage” to life so to become a tank for a good amount o time and spread this is amazing.
Plus this is a great group control mechanic. They want to run away but if they do then they are running away from a possibly important location and they are receiving more damage. If they don’t run away then they become immobilized, either way they are doing something they don’t want to do.
Thanks! I can see that they are really trying to make a viable Death Shroud build and I like that. I like Death Shroud as it is so unique and admittedly one of the better abilities of a Necro. I know what I’ll be doing when this comes out – making a new Necromancer who is specced and kitted for some serious Death Shroudiness!
Hey everyone!
So, I have been out of the loop for a while and have recently noticed that there are a lot of rumours for Necros. For example burning, general power boosts and new skill for shroud.
Frankly, it seems I have missed out a lot.
Is there a topic where all these rumours are combined or could you guys just update me on what is new, what has been confirmed and what is rumoured.
Much appreciated!
So, simple, easy, straightforward……..or is it?
Which is the BEST armour for a Necromancer?
How about Skill upgrades? For a number of skill points you can upgrade one of your weapon/utility skills to a better version (higher damage, length, size etc). This came to me when I was playing my Necro, lvl 55 and noticed that from now till lvl 80 I will keep using the same skills. Over and over and over again. Where’s the variety? At least with upgradable skills there is always an incentive to level and collect thos skill points, while making the play styles vary between people. Much like the good old RPGs used to do (Fireball…..Better Fireball….Even Better Fireball). There was a reason they did that, the system is fun! Thoughts?
You would have undoubtedly noticed we have 3 scholar professions, 3 skirmisher professions but only 2 soldier ones. Why, dear Anet, have you ran out of ideas? Or maybe you are leaving the third soldier class up for player debate and suggestion. Well, whichever one of those two it is I have come up with a class that to me at least would be fun to play.
The Wight (the naming still remains to be decided upon)
A class that has high power attacks, while making them at the cost of its health. Would have the highest health in the game, which could be balanced with the removal of health using attacks. Skills are based upon siphoning life. The F1 being the character goes into death mode, each hit siphoning life from the enemy (at a good rate, not necro rate) and a speed boost to all attacks is given. Basically a hard hitting melee class with health siphoning and life leeching attacks. High risk high fun!
Quite simple really. One of our minor trait boons gives us the ability to go into spectral armour at 50% health. Switch Lich on and get down to 50% health and the same happens, yet in the description of lich it states that Lich Form removes all spectral effects and kills all minions. Bug or intended? If it is a bug then it should be fixed, I prefer Necros to be as intended than spamming a certain glitch. Makes it more fair. Thoughts?
Hi all. I have been playing GW2 for a time now, getting my necro to lvl 45. In the beginning it was great, very few deaths and while I was no battle cannon the game was amazing, awesomely fun to play, especially with a necro. In fact I have tried other classes and found the necromancer to be far superior fun wise, sure the game is more challenging but that’s what makes it fun, the fact i have to use so many skills and actually add in some strategy to win, not just walk up to an enemy and smash a key continously.
Yet the further I progress the harder the game gets. Ironic right? So I say fine, deal with it and carry on. I die. I move on a bit. Die again. By now you must be thinking I suck at this game but I still enjoy it.
Lately I have been looking for a build, but being the adventurous type I have tried to make my own…..and failed, miserably. I am just no good at making builds, so here (finally ) is my query:
Does anyone have, or could make a hybrid necro build, focusing on power, health and death shroud. I like to be a bit tanky (not toughness wise, but I like to have a lot of health) and I like direct damage though I do not hate conditions, usefull in many occasions. Finally I love death shroud, a glorious unique thing, making necros fun to play. Overall a hybrid power,health and ds necro build.
I know this is a challenge, but then again we would not be here if we did not like challenges. Thanks in advance
Where can I find it? (Specifically, where did you find it?)
Quite a simple query really, though one that may be hard to answer. Is there any good looking necro armour for level 40 ish? Im getting quite tired of the same look all the time!
For a while now I have been running Dagger Dagger and i was quite pleased with it. At first I tried axe and warhorn but I quickly changed that to a staff as I loved the look. I was still a fairly inexperienced lvl 7ish player so damage output didn’t really matter to me that much, as long as I got to look kitten. Next I tried all of the weapons and daggers seemed to work for me. Yet now what was a blessing before has turned into a curse.
I keep hitting #1!!!!!
I use barely any other weapon skills, occasinally throwing in the AoE bleed but apart from that it seems wasteful to throw away precious seconds dong another skill while I could just keep smashing 1 for mass power. The skill is very good but the rest on the daggers just simply don’t do much. Anyone else had this? I tried to go back to axe but found enemies that I could beat easily before now wiping the floor with me. Are there any ways of making the dagger fun??? Help please!
I personally run a dagger dagger build but I dont use many minions, just the odd one. Mostly I use all the utility options, a well, a spectral, a corruption, a minion and the last one depends on who I am fighting. I would say stick with the daggers, they work for me.
Someone please tell me why in other books, worlds, films, games a Necromancer raises and army but here he raises a few weak minions? I am fine with the way we are….underpowered, except for one, tiny little thing: we should make whoever we kill join our merry band of minions. Sounds crazy but we are not vampires. Necromancers generally aren’t supposed to be fast or powerful in combat, instead they raise minions. For a combat freak the game should have Vampires but Necromancers are more casters and spellweavers, which is fine by me but then A.Net don’t make them that good in combat. Yet where we are meant to excell we fail miserably. The staff is average mostly, with the marks recharging too slowly and leaving us at the mercy of the #1 power which is simply bad. Again, our minions aren’t an army which really annoys me, 20 minions should be the norm, weak ones to be sure but a whole horde of them.
I slam Blood is Power, then epidemic it around. Next I come in with the dagger Bleed AoE (the name of which I have forgotten ) and cast well of suffering. Lastly I scream "I AM DEATH INCARNATE!!!) and siphon life force. No horde has ever managed to get past that, the DOT is incredible and the skills do not take long to recharge. The only trick is to do these as fast as you can, because mostly I am the center of attacks and so will die quite soon, even wen going for a tank Necro. The more targets there are the better this works but it hasn’t failed me yet.
So, this is not your usual thread. Here I hope to celebrate all that makes Necromancers amazing and why you chose to be one. Let’s just for once enjoy the Necromancer and tell each other our most humourous tales and fun events in our history of GW2.
For me the best part of being a Necro is that you scream “I AM DEATH INCARNATE!!!” when you go into death shroud. Death Shroud itself is good but hardly amazing, yet this just makes us sound kitten, for the few seconds before I get my kitten kicked
I have chosen this proffession as I have a love for all Necromancer classes in any game, plus it shows that even the “bad guys” can still be heroes.
Ahh yes, but I am used to, and Im guessing most of us, that the good guys (us, the people that sit and stare at a screen for hours to beat a few overgrown mice) are on the defence (in LotR, Hornburg, Minas Tirith) and not on the attack, its all fine and dandy when the monsters are just sitting there waiting to be attacked. It makes me feel sorry for them, what if that cave spider had a wife, an uncounted legion of brothers and sisters? Its like we all went out with machine guns and started shooting bears and wolves because they may be dangerous. The monsters are not “attacking” so in all fairness, we are now the bad guys, LOOKING for monsters to kill. I wish Anet made a huge centaur attack on divinitys reach, one that wouldnt lag as well.
Ever since I have started playing the game, which is about a week or two ago, I have found that it doesn’t feel…..desperate enough. The amount of enemies is quite small compared to the number of players, about 3 for each player. It doesn’t feel that “Tyria is in danger” it just feels like “hello player, here we slaughter the monsters, after killing a few and leading to the extinction of others we dance around a campfire and sing songs”. There are no armies of monsters making progress across the map and the sole objective seems to be to level up, and not save Tyria. I dont know if this is true for the reast of you, or if the game gets more desperate past lvl15, all I know is that it isn’t that much of a challenge and im playing a Necromancer, who supposedly is suppposed to be one of the lower tier mediocre classes.
Please tell me someone else thinks this is funny. So before the patch we were all (most of us) moaning like the zombies we should be raising about how bad our class is. Now with the patch we are moaning at how good it used to be and how we had “good” bugs . So basically this patch came out just to tell us that we werent as bad as we thought we were……but we are now
Tech team = full respect. Experienced the problem for about 10 mins and now i can log back in again. Well done, great to know the team is not sitting around idle.
Well guess what?………..Same here as well I hope I don’t loose any progress.
Fear can be caused by other classes, I think the warrior has a banner that causes fear. Anyway, fear is not powerful enough in itself to make a build around it. For it to be a viable strength for the Necromancer there has to be a way of making a build that relys on that on power/condition/something otherwise it is just a helpful skill/condition/thing that is useful but not so much so for the player to rely on it to get him through the fight. Conditions, for example, are powerful enough to make a build around, as the player can just win a fight with conditions. Sadly, we cannot do the same with fear.
Fair enough, my question is answered. I can see how agony would be OP…..but I would still say that Necrmancers need a condition only they can do.
So I have read about the new condition that is coming out and obviously my first question was : “Will I be able to use that condition as a Necromancer?” Necromancers being supposedly the most powerful proffesions for condition it would make sense if we would be able to use it…and it would give us a condition that no one else has, finally making the Necromancer good. For me when I started the Necromancer he just lacked the special something that every other class has. For example Elementalists with having a ridiculous amount of weapon skills. And while some would argue DS makes up for that I would much rather have 40 more weapon skill options than temporarily gain 5 new ones and be invulnerable for a short space of time. At this point I can hear people saying: Well good for you, go and play an elementalist. Yet I like the idea of the Necromancer and it is my favourite class by far…but definitely lacking the damage output or just something to make us good and not have to rely on specific builds that sometimes work and other times dont.
Remove bleeds entirely from Necro and give us Necrosis stacks instead.
in Necromancer
Posted by: Aren.9478
Lil Puppy.5216 – That is starting to sound a lot like Skyrim vampirism : “at certain times or in certain places you get a very powerful buff”…..but we all know what happens next: “In other places and at different times you get a very bad debuff” That is nearly always the case, especially with the characters stereotyped as evil (necromancer, vampire, liche and all the seemingly evil guys) and then the game will be more or less like “I’ve got to play at night and not enjoy the wonderful scenery visible at day time because of buffs/debuffs” and so and so forth.