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This patch kills condi necros in PvE

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Gexim.3289

I don’t know where you got your number but before the patch I had 1899 condi damage with full rabid gear, pizza and crystals. Now after logging in with lingering curses and same setup im up to around 2.1k without might. Bleeds are ticking way higher then usual. On lv80 bosses I could maintain 5-6k bleeding ticks en have seen spikes as high as 9.4k ticks. When vuln spiked above 20 and full might stacks. I’m ready for my first 5 digit bleed tick!

Was doing SW event and was abusing Epidemic on targets with massive bleeds and burns, saw some burns ticks well over 12k…

Pretty much my exact experience here. Been working Epidemic like it’s…an epidemic…

Curious Gex, what’s your build and Utility Skills set up? I use Epidemic, BiP, and Spite Signet (due to Signets of Suffering in the Spite Line).

I’m running full rabid gear, krait runes, bursting and corruption sigils on both weapon sets to reach 200% bleed duration on scepter auto with pizza and crystals. Utilities are BiP, Epidimic and Corrosive Poison Cloud. Elite I swapped back to golem for now because plague is basically suicide with the condis that Im pumping out. Loving the blood magic trait for the siphons too. Usually I start in staff to drop marks and transfer BiP condis, then epidemic, swap to scepter and auto away. Corrosive Cloud is nice AOE poison for 5x 3 stacks too!

This patch kills condi necros in PvE

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Posted by: Gexim.3289

Gexim.3289

I don’t know where you got your number but before the patch I had 1899 condi damage with full rabid gear, pizza and crystals. Now after logging in with lingering curses and same setup im up to around 2.1k without might. Bleeds are ticking way higher then usual. On lv80 bosses I could maintain 5-6k bleeding ticks en have seen spikes as high as 9.4k ticks. When vuln spiked above 20 and full might stacks. I’m ready for my first 5 digit bleed tick!

Was doing SW event and was abusing Epidemic on targets with massive bleeds and burns, saw some burns ticks well over 12k…

Invincible Reaper Build? (PvE)

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Gexim.3289

You mentioned the chilling nova for extra chill(so also extra vuln up) in the top post which is very nice. In addition to that though, assuming chilling force stays the same/similar it is also extra might stacks since chilling nova has dmg on it(and from what i saw with he reaper gameplay vids one fo the 3 targets struck is also ur main target you hit).

This mean if you chill 3 targets then hit all 3 of them with one auto you will get an extra 9 stacks of might(3 novas hitting 3 guys each=9 hits) as well from chilling force, on top of the other might you get just from the actual auto attack+reapers might and spite minor. So hitting 3 guys(one being below 50%) could give a possible total of 15 might from one auto swing. Granted it would be gated by the 10sec cd of chilling nova, but that is more than enough might in a short amount of time.

Even without a target below 50% to hit, you can lead off any fight with reaper 5 for aoe chill/any other source of aoe chill, then just enter rs auto to get 13+stacks of might within the first second or two of engagment.

Yes! I didn’t even thought about that Chilling Nova itself does damage… And another thing is that fear does chill too, so the #3 on RS is an PBAOE fear -> chill to start the chill spreading if you don’t have reaper #5 up. Or just run the chill shout, another AOE chill. And not to mention the new Elite: 14+ AOE chill… The CHill is real on this one

Maybe, if you want to make it totally redicoulous, you could drop the whole Spite Line and go into Blood Magic. Then you get 2 life siphons on each hit, and since life siphon does a little damage too it will proc the might on chills too… But you will lose too extra dmg imo from dropping Spite.

Might generation is insane with the traits right now… And since it combo’s so GOOD with blighter’s boon, we get huge sustain and LF gains from it while not losing in any damage.

You sir, you get the whole point

Invincible Reaper Build? (PvE)

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Posted by: Gexim.3289

Gexim.3289

Remember we don’t know will they change something in Reaper because of the mobility revamp and secondly there’s no date for the landing of Reaper. I just think that people should concentrate on maximizing the builds without reaper since it will be months before we can access it.

But on second note the build (if the traits stay the same) sounds awesome for some speed running.

Yea that’s what I said in the OP, it probably is too soon to start theorycrafting but it’s surely looks potent.

Invincible Reaper Build? (PvE)

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Gexim.3289

I had some very fun combinations in mind which could be very potent.

- Suffer + Locust Swarm = 2.5% LF each pulse / foe → 5 foes = 125% LF from 2 skills
- Suffer + Death Spiral = 6% + 2% LF per foe → 3 foes = 24% LF
- Executioner’s Scythe (RS #5) + Soul Spiral (RS #4) = Ice Field + 11 hits on chilled foes → 55 hits on chilled foes = 55% LF + instant 25 might stacks = 55 * 133 healing = 7.3k heal

Invincible Reaper Build? (PvE)

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Gexim.3289

I like this idea a lot! I’ve been trying to make something similar lately. My question is what gear/runes/sigils would you think would work best with this? Would it be typical zerker gear or would you have something else in mind?

Standard zerker gear would work great I think, kicking up crit chance to 100% in Reaper Shroud. Then any on crit sigil would be good, maybe strength sigil for even more might, life force and healing? Combine that with maybe force for another 7% damage modifier. Or even sigil of ice, to proc a chill and then spread that with chilling nova since in Reaper youbonly have chill on the 5 skill. And keeping chill up is key for even more might stacks and life fore. Strenght runes are the way to go, 45% might duration and 7% damage.

Whats really cool about this is the insane life force generation. With great sword which has a 6 times hitting attack you could be filling life force with that one skill… And once in Reaper Shroud you will habe enough sustain to keep in it forever.

Invincible Reaper Build? (PvE)

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Gexim.3289

While still strong you are a little off on the spite minor. It has a 1sec icd not a 1sec icd per opponent so you would only get 2 might max per swing no matter how many guys you cleave.

Ah yes I have missed that, but still thats 2 might stacks each second which is nice.

Invincible Reaper Build? (PvE)

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Posted by: Gexim.3289

Gexim.3289

So after the updates details were released I thought I could theorycraft on some fun Reaper build for PvE. I know its still too soon to start doing this but the Reaper has some great synergy with the new traits so far…

Most of the build is working around Blighter’s Boon (Gain lifeforce when you gain a boon. If you are in Reaper Shroud, gain health instead. Healing:133 Life Force: 1%). Each autoattack in Reaper will grant us 1 might stack for 15seconds (Reaper’s Might), for each foe under 50% we hit another 2 stacks for 10seconds (Siphoned Power), if that foe is chilled another 1stack for 5seconds per foe(Chilling Force). So we are easly looking at 10 might stacks PER attack if we cleave 3 foes (1st and 2nd chain in AA) and 16 stacks PER third hit… Each stack of might we get will heal us from Blighter’s Boon, so that’s easily 1.3-1.8k healing per attack. And we’ll get 3%-5% lifeforce for each attack on a chilled pack. We’ll be able to very easily stay in Reaper Shroud continiously. So when we are out of Reaper Shroud we’ll generate life force like a machine, and inside Reaper Shroud we’ll heal up our health quickly while sustaining life force.

Traits that make this possible:
- Blighter’s Boon: Gain lifeforce when you gain a boon. If you are in Reaper Shroud, gain health instead.
- Reaper’s Might: Shroud skill 1 grants 1 stack of might for 15 seconds.
-Siphoned Power: Striking a foe below 50% health grants 2 stacks for might for 10 seconds. (1s ICD)
- Chilling Force: Striking a chilled foe grants might and life force.

I have a feeling strenght runes will makes this build really good.

It doesn’t stop there. Let’s have a look at out vuln stacking capabilities:
Each time we inflict chill, we’ll also put 3 stacks vuln. And as a reaper we have a kitten load of chills. The #5 skill in Reaper leaves a ice field that pulses 5 times, so thats 15 vuln right of the bat. Combined with Chilling Nova, each time we crit we AOE spread chill, that happens 3 times each 10 seconds so thats another 9 AOE vuln stacks. Our autoattack in Reaper puts 2 stacks per hit for 10 seconds from Unyielding Blast. When wielding a GS we even have chill on autoattack for outside Reaper Shroud.

Traits that make this possible:
- Bitter Chill: Inflicting chill on a foe also inflicts 3 stacks of vulnerability for 8 seconds.
- Chilling Nova: Critical hits against chilled foes causes an explosion that chills adjacent foes. Cannot occur more than three times within ten seconds.
- Unyielding Blast: Shroud skill 1 pierces an inflicts 2 stacks of vulnerability for 10 seconds to targets it hits. Increased number of targets pierced to 5 from 4.

This all together would make us possible to maintaint 25 personal might and 25 vuln with just autoattacking… And with 50% extra crit chance in Reaper Shroud we’ll end up at 100% critital chance in Reaper

10% extra damage against vulnerable foes
20% extra damage to foes below 50%
5% extra damage above 50% life force
7% extra damage from strenght runes?

15% less damage from chilled foes

EDIT: The build itself: http://dulfy.net/gw2traits#build=AgQB_AVoBqQ~

(edited by Gexim.3289)

Some clarification for new traits is needed.

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Posted by: Gexim.3289

Gexim.3289

Lingering Curse: This raises the base duration of the condition on scepter skills. After this increases you can throw up to 100% duration on top.

For example Blood Curse:
base → 5sec bleed
with LC → 10sec bleed
with LC + 100% bleed duration → 20sec bleed

All the new changes in mind-Power or Condi

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Posted by: Gexim.3289

Gexim.3289

im more interested in how it affects the reaper and his chills mechanics=)

reaper is the reason im out of ESO and AA.

Im thinking armors sets good for necro/reaper

zealot
sinister
rampage

Don’t forget Rabid, since we get alot of extra condition damage from precision

What Happens to Traited Boon/Condi Duration?

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Posted by: Gexim.3289

Gexim.3289

I’d like to know this aswell.. A red tag with a short answer would be great?

All the new changes in mind-Power or Condi

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Gexim.3289

Okay thanks! That was just a try to get as much condi dmg as possible, to show out that condition damage will be more than only vailable on necros.

on the other side i hope my ascendet zerker armor wont be useless now, because power necro is so much fun to me.would be a shame to wait till the reaper to use this one again :/

Zeker will still be the better option in many cases, but it’s just that with the proper build and setup condition necro can dish out some serious damage too It will just depend on what playstyle you prefer I think

All the new changes in mind-Power or Condi

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Posted by: Gexim.3289

Gexim.3289

http://en.gw2skills.net/editor/?fRAQJArNAA-TxRAABA8AAET5HT7PEq6PGcCAIUPQbKBDAgAMzyMAG6QH6QH6QbmzcmzcmzsUAPqsC-e

I’ve slighty adjusted your build here. And I’m around the same base condition damage as you 1,6k (0 corruption stacks, with 25 this will be alot higher), but I have 100% bleed duration and 200% with scepter bleeds. For stacking on high health bosses this is huge.

After the patch base stats will be higher, so more precision → more condi damage.
13% from around 1900 precision = 250
1600 + 250 = 1850

Also stats on gear will get increased, lets say we’ll get another 100 there.
1850 +100 = 1950

Lingering Curses gives +150 condi damage
1950 + 150 = 2100

Add 25 might and 25 corruption stacks:
2100 + 750 + 250 = 3100

Bleeding New damage over time: 2+(0.3*Level):
2
(0.3*80)+(0.075*3100) = 258 per stack

With 25 vuln: 25% extra damage
258,5*1.25 = 323.5 per stack

— Sorry just getting silly with numbers here

All the new changes in mind-Power or Condi

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Gexim.3289

I’m on the same page as you with this! Keep in mind that the new Lingering Curses raises the BASE duration of scepter skills, so that 5sec bleed and poison from AA no suddently become 10seconds, which we can extend another 100%… With right food and runes setup we’ll be dealing out massive bleeds for 20seconds with AA… I just tested this and with AA alone we’ll be able to keep up 18-20 bleed stacks and 8-9 poison stacks. With the other skills combined we can keep up around 25 bleeds easily, with spikes over 30.

Anoher thing to note is the new corruption trait that causes extra conditions on ourselves when using a corruption skill. Imagine Blood is Power causes 5self bleeds, then we transfer that to a target. Thats 7 extreme long-lasting bleeds with only 2 skills.

At higher condition damage these bleeds begin to tick like a truck. I noticed that you went for duration extending sigils on your weapons: extra bleed and poison duration. Just a tip, don’t do this… You lose out so much possile condition damage for such little benefit here. Just run krait runes for instant +45% on bleeding and take bursting and corruption sigils. You might lose out around 130 condi damage from undead runes but you gain over 400 just from those sigils and you have +25% more duration on bleeds, and extra functionality on elite. Duration on sigils is just so kitten worthless, with Koi Cake you can get +40% general condition duration already…

Koi Cake +40%
Barbed Precision +20%
Krait Runes +45%
Lingering Curses +100% base

That way you’ll be running around 2k condi damage even without corruption stacks or might… When you get those might up, full corruption stacks and vulnerability now working on conditions you gonna see bleeds ticks over 300 easily When you spike over 25 stacks that 7k just from bleeding… Then you pop Epidemic

Lingering Curse revised

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Posted by: Gexim.3289

Gexim.3289

will we lose the +30% condi duration and condi dmg stats that previously came with choosing the trait line?

A part of the lost condition damage got moved into the adapt trait in Curses:

Target the Weak: Your critical hit chance is increased by 2% for each condition on your target. Additionally you gain condition damage equal to 13% of your precision.

And the other part will get onto the raised stats on gear.

As for the 30% duration, we will probably lose this one… Unless they implement a new stat set gear that has duration on it… Hence why they raised LC to 100% imo, please do note that it is BASE duration on scepter skills, so we can add another 100% on top of that… For a 20-20-20 sec bleed-bleed-poison.

They upped the Poison from Scepter #1 to 8 Seconds base. so with LC and another 100% it will sit at 32 Seconds per Stack on your Auto Attack. In PvP you can get at least 24 seconds per Stack.

Putrid Curse is the name of the scepter auto attack 3rd chain… It got upped from 4 -> 5:
“Putrid Curse: Increased the poison duration from 4 seconds to 5 seconds.”

You are mistaking it with Death Curse, which is the underwated downed skill:
“Death Curse: Increased the poison duration from 6 seconds to 8 seconds.”

EDIT: I don’t think it will be worth it to stack so much posion duration tho, I’m planning in stacking 200% scepter bleed duration since we got way more access to bleeds.

100% base duration on scepter skills
40% from Koi Cake
20% from the new Barbed Precision
45% from Krait Runes

You can get close other ways too:
100% base increase on scepter
40% from food
20% (bleed) minor
2*10% signet of malice
15% runes of lich or nightmare

That gives 75% to all conditions and 95% to bleed.

The loss of the 30% from traits is really hurting us, i’m still hopeful they put it back somewhere.

Why do People always Forget Giver’s Weapons and their +20% Condition Duration :-)

Giver weapons… Yuck, giving up that load of condition damage for some duration? No thanks, there are much better way to get duration without sacrificing somuch condi dmg.

Lingering Curse revised

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Posted by: Gexim.3289

Gexim.3289

will we lose the +30% condi duration and condi dmg stats that previously came with choosing the trait line?

A part of the lost condition damage got moved into the adapt trait in Curses:

Target the Weak: Your critical hit chance is increased by 2% for each condition on your target. Additionally you gain condition damage equal to 13% of your precision.

And the other part will get onto the raised stats on gear.

As for the 30% duration, we will probably lose this one… Unless they implement a new stat set gear that has duration on it… Hence why they raised LC to 100% imo, please do note that it is BASE duration on scepter skills, so we can add another 100% on top of that… For a 20-20-20 sec bleed-bleed-poison.

They upped the Poison from Scepter #1 to 8 Seconds base. so with LC and another 100% it will sit at 32 Seconds per Stack on your Auto Attack. In PvP you can get at least 24 seconds per Stack.

Putrid Curse is the name of the scepter auto attack 3rd chain… It got upped from 4 -> 5:
“Putrid Curse: Increased the poison duration from 4 seconds to 5 seconds.”

You are mistaking it with Death Curse, which is the underwated downed skill:
“Death Curse: Increased the poison duration from 6 seconds to 8 seconds.”

EDIT: I don’t think it will be worth it to stack so much posion duration tho, I’m planning in stacking 200% scepter bleed duration since we got way more access to bleeds.

100% base duration on scepter skills
40% from Koi Cake
20% from the new Barbed Precision
45% from Krait Runes

You can get close other ways too:
100% base increase on scepter
40% from food
20% (bleed) minor
2*10% signet of malice
15% runes of lich or nightmare

That gives 75% to all conditions and 95% to bleed.

The loss of the 30% from traits is really hurting us, i’m still hopeful they put it back somewhere.

Because 2x sigil of malice would mean giving up corruption + bursting which is around 400 condi dmg… Totally not worth it imo. Getting extra duration from sigils is not viable I think, you simple lose out too much for the little you get. Runes are way better to get duration without sacrificing much. Giving up undead runes only nets a 130-150 loss with full rabid.

Another option is: 40% food (koi cake), 10% utility (toxic focusing crystal), 20% trait (barbed precision) and 30% afflicted runes.
This way you just reach 100% bleed , 65% poison duration and 50% general duration.
The downside that the focusing crystals are kitten expensive (around 40s for a 30min buff)

I agree on the 30% trait loss, since I have to give up running undead runes now to make up for that loss. But I doubt they gonna implement it somewhere…

(edited by Gexim.3289)

Im not even mad

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Gexim.3289

The new lingering curse works pretty much like the current one, only 100% increase instead of 33%, and 150 condition damage on top. Its basically just a super-upgraded version of our current one, that allows for 20 second duration bleeds on AA. I’m guessing it will be really useful for soloing.

The thing is with the loss of 30% it’s a bit harder too reach that 100% bleeding duration.

45% from Krait runes, 20% minor trait, 20% from sigil of agony or 40% from food, and you’re pretty much capped.

Not to mention the +150 condi damage + Target the Weak —> gain condition damage equal to 13% of your precision which can easily translate into +300 condi damage….

Don’t forget we already lose 300 condi dmg from the Curses line not giving that stat. So this few extra condi damage and the increase on gear makes up for that loss…

Lingering Curse revised

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Posted by: Gexim.3289

Gexim.3289

will we lose the +30% condi duration and condi dmg stats that previously came with choosing the trait line?

A part of the lost condition damage got moved into the adapt trait in Curses:

Target the Weak: Your critical hit chance is increased by 2% for each condition on your target. Additionally you gain condition damage equal to 13% of your precision.

And the other part will get onto the raised stats on gear.

As for the 30% duration, we will probably lose this one… Unless they implement a new stat set gear that has duration on it… Hence why they raised LC to 100% imo, please do note that it is BASE duration on scepter skills, so we can add another 100% on top of that… For a 20-20-20 sec bleed-bleed-poison.

They upped the Poison from Scepter #1 to 8 Seconds base. so with LC and another 100% it will sit at 32 Seconds per Stack on your Auto Attack. In PvP you can get at least 24 seconds per Stack.

Putrid Curse is the name of the scepter auto attack 3rd chain… It got upped from 4 -> 5:
“Putrid Curse: Increased the poison duration from 4 seconds to 5 seconds.”

You are mistaking it with Death Curse, which is the underwated downed skill:
“Death Curse: Increased the poison duration from 6 seconds to 8 seconds.”

EDIT: I don’t think it will be worth it to stack so much posion duration tho, I’m planning in stacking 200% scepter bleed duration since we got way more access to bleeds.

100% base duration on scepter skills
40% from Koi Cake
20% from the new Barbed Precision
45% from Krait Runes

(edited by Gexim.3289)

Upcoming Corruption questions

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Gexim.3289

All that QQ, I actually like the trati Imagine that on top of the 2self bleeds, we get 2more.. Then we transfer them back and put up 6 long lasting bleeds + get group might. The Consume Conditions 10 vuln tho is kinda strange for a heal that should REMOVE conditions

Lingering Curse revised

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Posted by: Gexim.3289

Gexim.3289

will we lose the +30% condi duration and condi dmg stats that previously came with choosing the trait line?

A part of the lost condition damage got moved into the adapt trait in Curses:

Target the Weak: Your critical hit chance is increased by 2% for each condition on your target. Additionally you gain condition damage equal to 13% of your precision.

And the other part will get onto the raised stats on gear.

As for the 30% duration, we will probably lose this one… Unless they implement a new stat set gear that has duration on it… Hence why they raised LC to 100% imo, please do note that it is BASE duration on scepter skills, so we can add another 100% on top of that… For a 20-20-20 sec bleed-bleed-poison.

The NEW Lingering Curse

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Gexim.3289

Doing great DPS is a nice thing but having to use something broken to do great DPS, isn’t.

A trait should be balance around the weapon not the other way around.

Lets say this new trait will grant 100% condi duration but what are they going to take away from us to have this to make it balance? Yes they will reduce your base duration to kitten to balance it out. And who bother to use PC or Terror?

I don’t know what number they are going to use but for me the maximum I could ask for is 30% but unconditional. So it will be useful for both weapons.

Don’t forget they already take away 30% from us from trait lines… So atleast 66% would make it decent for a GM trait, and that way the other 33% can be filled up with food to reach the cap, and it would not make the minors 20% not totally useless for people that don’t run foods on condition duration.

The NEW Lingering Curse

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Gexim.3289

I would assume it stacks in some way since parts of the line would be redundant. Example being hemophilia having 20% bleed duration.

Maybe Arenanet will just remove the 100% cap for condition duration.

This! That is what I’m hoping… Or make LC go over 100% like it does now, or remove the 100% cap in all is even another step into making conditions viable in PvE.

The NEW Lingering Curse

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Gexim.3289

It’s almost as if we had another weapon set that wasn’t scepter. So the condition durations are not completely wasted. Even if I take Lingering Curses I will be taking Runes of Grenth in a reaper/curses/soul reaping build because it will be needed when using staff.

Like you will be sitting a lot in staff anyway in PvE? Precast marks. Swap to scepter to drop AOE bleeds and maybe transfer the bleeds you got from Blood is Power. Then camp in Reaper Shroud for massive AOE chills and cleaving burns… 100 % chill uptime won’t be a problem anyways. And since LC works in Reaper too when you go into Shroud with scepter active, any duration buffs are not needed. So we just wasted 2 minors by taking LC…

The NEW Lingering Curse

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Gexim.3289

The problem with the new lingering curse is that a bunch of PvPers are going to get hit with double duration DS fears, Dhuumfires (and other trait, rune, sigil conditions), focus chills, & DS 5 immobilizes.

Thats probably why they moved Terror to GM so people can’t take both LC and Terror since that would be OP in PvP.

The NEW Lingering Curse

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Gexim.3289

HoT will take all stats away from trait lines so you will not automatically have precision and condition damage from the Curses specialization.

Likewise, Spite will not supply power or condition duration.

Yea, but Lingering Curse gives 100% right of the bat… So even if we didn’t lose the 30% duration from Spite it would just go to waste. Unless LC stacks over 100%. Thats what I was asking in the first place, you think the 100% cap will be removed too maybe?

The NEW Lingering Curse

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Gexim.3289

The only trait that the new lingering curse conflicts with is the barbed precision’s 20% bleed duration increase. Otherwise, you should just run different runes and sigils. Since you’re gonna stack crit chance in a condition’s build anyway, get a bunch of on crit effects like might.

In the reaper spec there is also a minor trait that increases chill duration by 20%, another waste… Don’t you think it limits our options in a huge way? While other classes get build-defining minors, we get ones that go to waste anyways. Okay there are way’s around it. But that shouldn’t be the best thing when making a build, that we should AVOID something, that normally does something positive.

For sigils, I plan on running corruption and bursting anyways since it affects all our conditions and with reaper we’ll have an extra damaging one. But for runes, maybe undead is kinda usefull when running Rabid gear. But most usefull ones always have any condition duration on them.

Btw I’m mostly talking PvE here.

The NEW Lingering Curse

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Gexim.3289

OLD Lingering Curse: Conditions inflicted by scepter skills have 33% increased durations.

Just fyi, it’s not 33%, that’s just a bad tooltip.

Yea it raises the base duration by “around” 33%. Blood curse gets 5sec → 7sec base.

The NEW Lingering Curse

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Gexim.3289

Hey guys,

How you think the new Lingering Curse is going to work? Will it still go over the 100% cap as it is now or will it count towards the general 100%? This would be bad design because that way it would interfere with Hemophelia wich is a minor in the same trait line…

OLD Lingering Curse: Conditions inflicted by scepter skills have 33% increased durations. (Only the base durations are increased, thus not counting towards the maximum condition duration.)

NEW Lingering Curse: While wielding a scepter your condition damage +150 and outgoing condition condition duration is increased by 100%.

Edit: Plus taking this trait would render any duration increasing food, sigils, runes, traits, … totally useless.

When is new update?

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Posted by: Gexim.3289

Gexim.3289

I’m just curious when you guys think the newest update with the core specialisations, LA rebuilding, wallet and condi changes is coming?

Condi Reaper

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Posted by: Gexim.3289

Gexim.3289

I’m actually really excited to try condi reaper. I assume the best trait options would be to run standard terrormancer in curses, Master of Terror and Dhuumfire in Soul Reaping (I really wish that Vital persistence + Path of Midnight was still adept), and Chill Damage in Reaper. The AoE Fear may seem a little weaker than the single-target Death Shroud fear, but this actually allows reaper to further pressure foes who are stealthed, as well as doubling as a stability for the heavy cc builds, like hammer warrior, who can potentially wreck a necromancer, as well as applying chill and chill damage due to reaper traits. Dhuumfire on reaper shroud auto is an amazing source of damage that turns reaper shroud into an amazing source of pressure, and Reaper Shroud might have just enough power damage to break the Diamond Skin eles who will become far more common when choosing earth means picking a grandmaster for them.

Yeah its going to be really exciting. Still the 100% condition duration is really good. You see that a 2 second? 1 second? I can’t tell with the way its worded. It makes a big difference. But you can run full into the fear duration and get 150% duration fear. You sacrifice the damage from terror, sure But thats a worth while trade off in my opinion because of the up time. Also, Lingering curse in the past didn’t count toward your total 100% possible duration. So having this with master of terror should give you a 150% before runes and sigils. Throw that in and your condi duration for whatever you choose could be quite impressive. A crazy idea might be to run Runes of the Necromancer and get 170% fear duration. Not the best suggestion but its still fun to think about. I think Runes of the Nightmare will still be the best option. But I like the idea of using fear to control your foe and not as a source of damage to have long periods of locked down foes sounds like a real option to me. Making it harder for them to defend against you sounds like it could be quite viable.

I’ve even thought about a crazy idea of running Lingering curse in a power build. Which I will test because I actually like the possibility of running a more fear control build.

As it is right now, Lingering Curses raises the base duration from scepter skills by around 33%. Blood Curse get 5s -> 7s base duration. After that we can add up to 100% duration. So that is a max 14s bleed. With the upcoming changes LC just gives us base condition duration for all conditions (not only scepter skills) so 5s -> 10s max.

Lingering Curses won’t go any longer over the 100%. So for scepter skills this actually is a nerf.

You can’t add over 100% duration on any condition no longer, so 150% or 170% fear duration is not possible sadly.

There is a major problem with your theory. If you take Lingering curse you’re automatically getting 120% bleed duration without any investment into gear. If you’re correct then that would mean that the 20% duration wouldn’t be added over the 100% which would be a really really bad design choice. At the moment the 33% from Lingering curse on scepter skills isn’t counted towards the 100%. So you can get 133% condition duration with scepter skills without a problem. I’m going to go out on a limb here and say that the 100% condition duration from Lingering curse will not count toward the total you can get. Or it will show up and fudge the normal rule a bit. Because otherwise you end up with redundancy in both curse and reaper. Which is a terrible design choice and arena net isn’t incompetent.

I hope they make it count outside the total max 100% so basically we could reach a max 200% while in scepter as you say. But how it is righr now, it raises base duration of the scepter skills and it going to give general condition duration it seem as the trait is worded. But I agree with you that if it does the 20% from the minor is already worthless so that would be bad design. I’m guessing they are gonna turn down the duration a bit. Maybe to 50% increase.

Condi Reaper

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Posted by: Gexim.3289

Gexim.3289

I’m actually really excited to try condi reaper. I assume the best trait options would be to run standard terrormancer in curses, Master of Terror and Dhuumfire in Soul Reaping (I really wish that Vital persistence + Path of Midnight was still adept), and Chill Damage in Reaper. The AoE Fear may seem a little weaker than the single-target Death Shroud fear, but this actually allows reaper to further pressure foes who are stealthed, as well as doubling as a stability for the heavy cc builds, like hammer warrior, who can potentially wreck a necromancer, as well as applying chill and chill damage due to reaper traits. Dhuumfire on reaper shroud auto is an amazing source of damage that turns reaper shroud into an amazing source of pressure, and Reaper Shroud might have just enough power damage to break the Diamond Skin eles who will become far more common when choosing earth means picking a grandmaster for them.

Yeah its going to be really exciting. Still the 100% condition duration is really good. You see that a 2 second? 1 second? I can’t tell with the way its worded. It makes a big difference. But you can run full into the fear duration and get 150% duration fear. You sacrifice the damage from terror, sure But thats a worth while trade off in my opinion because of the up time. Also, Lingering curse in the past didn’t count toward your total 100% possible duration. So having this with master of terror should give you a 150% before runes and sigils. Throw that in and your condi duration for whatever you choose could be quite impressive. A crazy idea might be to run Runes of the Necromancer and get 170% fear duration. Not the best suggestion but its still fun to think about. I think Runes of the Nightmare will still be the best option. But I like the idea of using fear to control your foe and not as a source of damage to have long periods of locked down foes sounds like a real option to me. Making it harder for them to defend against you sounds like it could be quite viable.

I’ve even thought about a crazy idea of running Lingering curse in a power build. Which I will test because I actually like the possibility of running a more fear control build.

As it is right now, Lingering Curses raises the base duration from scepter skills by around 33%. Blood Curse get 5s -> 7s base duration. After that we can add up to 100% duration. So that is a max 14s bleed. With the upcoming changes LC just gives us base condition duration for all conditions (not only scepter skills) so 5s -> 10s max.

Lingering Curses won’t go any longer over the 100%. So for scepter skills this actually is a nerf.

You can’t add over 100% duration on any condition no longer, so 150% or 170% fear duration is not possible sadly.

Who is yo say that a) it won’t work the same way as now and b) the duration cap won’t be changed since its no longer free from trait lines only on gear.

We’ll have to wait and see… But in the livestream LC was stated as: “While wielding a scepter your condition damage and outgoing condition duration is increased.” Since they want to get rid of traits that give stats that you don’t see on the hero equipment panel, this will just count toward general condition duration like as you go 6 into spite you get 30% increase. This is what they said they were gonna do since we lose those stats from going into the trait lines, they merged the loss into traits itself.

And for balance reasons I’m pretty sure they aren’t gonna remove that cap of 100%… Or people would start stacking up bleed duration to like 250%.

Condi Reaper

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Posted by: Gexim.3289

Gexim.3289

I’m actually really excited to try condi reaper. I assume the best trait options would be to run standard terrormancer in curses, Master of Terror and Dhuumfire in Soul Reaping (I really wish that Vital persistence + Path of Midnight was still adept), and Chill Damage in Reaper. The AoE Fear may seem a little weaker than the single-target Death Shroud fear, but this actually allows reaper to further pressure foes who are stealthed, as well as doubling as a stability for the heavy cc builds, like hammer warrior, who can potentially wreck a necromancer, as well as applying chill and chill damage due to reaper traits. Dhuumfire on reaper shroud auto is an amazing source of damage that turns reaper shroud into an amazing source of pressure, and Reaper Shroud might have just enough power damage to break the Diamond Skin eles who will become far more common when choosing earth means picking a grandmaster for them.

Yeah its going to be really exciting. Still the 100% condition duration is really good. You see that a 2 second? 1 second? I can’t tell with the way its worded. It makes a big difference. But you can run full into the fear duration and get 150% duration fear. You sacrifice the damage from terror, sure But thats a worth while trade off in my opinion because of the up time. Also, Lingering curse in the past didn’t count toward your total 100% possible duration. So having this with master of terror should give you a 150% before runes and sigils. Throw that in and your condi duration for whatever you choose could be quite impressive. A crazy idea might be to run Runes of the Necromancer and get 170% fear duration. Not the best suggestion but its still fun to think about. I think Runes of the Nightmare will still be the best option. But I like the idea of using fear to control your foe and not as a source of damage to have long periods of locked down foes sounds like a real option to me. Making it harder for them to defend against you sounds like it could be quite viable.

I’ve even thought about a crazy idea of running Lingering curse in a power build. Which I will test because I actually like the possibility of running a more fear control build.

As it is right now, Lingering Curses raises the base duration from scepter skills by around 33%. Blood Curse get 5s -> 7s base duration. After that we can add up to 100% duration. So that is a max 14s bleed. With the upcoming changes LC just gives us base condition duration for all conditions (not only scepter skills) so 5s -> 10s max.

Lingering Curses won’t go any longer over the 100%. So for scepter skills this actually is a nerf.

You can’t add over 100% duration on any condition no longer, so 150% or 170% fear duration is not possible sadly.

Condi Reaper

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Posted by: Gexim.3289

Gexim.3289

Reaper Shroud due to its “melee” nature and the lack of Torment & Bleed I dont see how that fit into Condi Builds either tbh.

Dhuumfire. It allows you to stack between 6 and 12 stacks of burn. That’s between 2-4k damage in burn ticks.

Chill being able to deal damage… The ice field on #5 + the whirl on #4 is able to stack some long chill AOE. #3 is an AOE fear which gets AOE chill too because of the minor trait. #2 is AOE poison. Bleed on crit from barbed precision works better with the faster cleaving attacks ik Reaper Shroud. More then enough conditions in Reaper Shroud imo.

Increased Bleeding Stacks

in Guild Wars 2: Heart of Thorns

Posted by: Gexim.3289

Gexim.3289

Will the condition duration cap of 100% be removed too?

Condi Reaper

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Posted by: Gexim.3289

Gexim.3289

If the cap is not reach : no stacking issue

As soon as you reach the cap, condition duration don’t matter anymore. Longer duration help stacking more, but when the cap is reach, you can’t stack more, then only damages matter.

When the cap is reach, it means that enough conditions are applied to reach the cap.
When you do a condition build, you try to optimize your ability to stack conditions too, they’re able to refill constantly the stack.
Other build type can “accidentaly” apply conditions too, but they’re weaker.

An example of how condition slots can be locked uselessly :

- Berserk Necromancer
- 6 points in Spite (power + condition duration)
- 4 points in Curses (precision + condition damages)
- 4 points in Soul Reaping (ferocity + class bonus)
- Curses trait : Master of Corruption (Corruption recharge 20% faster)
- Utilities : Corruption – “Blood is Power” (Apply 2x Bleed 30s + grant 10x Might 12s)

Precision, Power, Ferocity, and a trait improving a spell to get 300 power from Might 12s every 24s.

So…
When using it, it apply a 2x 39s Bleeding.
With a CD of 24s, it lock 4 bleed slots for 15s and 2 bleed slots for 9s.
With the 200 condition damage he got from Curses trait line, it make a bleeding tick dealing 53 damages, and 68 damages when the 10 Might buff are up.
The Might buff are there for 12s.

Damages done are :
(4 bleed x 12s x 68) + (4 bleed x 3s x 53) + (2x bleed x 9s x 53)
= 4854 damages

Now, what about a Condi Necro just AFK with the scepter auto-attack ?
With full condition from gear and trait line, a bleed tick damage is 127.

Now it’s a little more complex.

4 bleeds are locked during the first 15s, then 2 bleeds are locked during 9s.
2 Bleeds applied every 3s by the scepter (with enough duration to stack themselves).

Damage not done because of the locked slot are :
4 bleed x 15s x 127 + 2 bleed x 9s x 127
= 9906

Damage loss are 5052 (51%), because of one spell used every 24s. And it’s only for 2 bleeds !

But sources of “accidental” bleeds are many !
- auto-attack who inflict bleeding (warrior sword, thief pistol…)
- minor trait who apply bleeding on critical hit
- spell inflicting bleed aside of an other effect

Currently the max DPS loss is :
25 × 84 = 2100 (bleed) +166 (poison) + 414 (burn)
Total : 2680 DPS
I didn’t add confusion and torment because of the few classes able to apply them and there special way of dealing damages.

Sure, it’ll not solve the condition cap issue, but it’ll at least prevent the negation of having some conditions builds mixed with other type builds.

Baby step by baby step is all we can hope currently, still better than the nothingness we’re used to.

They could also lighten the condition system by preventing characters lvl 80 to apply bleed/poison/burning conditions on bosses if they don’t have at least 900 condition damage from gear+trait line.

Just a full exotic condi gear with condi runes and 0 condition damage from trait line is enough to match the prerequisite.

Thanks God they are removing the bleed cap. So after the update this won’t be a problem anymore and all of us Conditionmancers are finally worth something on world bosses! Now let’s all hope they remove the duration cap of 100% too…

Condi Reaper

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Gexim.3289

I like the idea behind a condition reapers as I always played a condition necromancer myself. The changes to condition in general (removing 25 bleed cap and stacking poison/burning) are gonna boost our damage by a significantly amount already. I wanna see howmuch poison stacks we can get up. Imagine bleeds ticking around 4k, poison that ticks for 1k+ and 10-12 burning stacks from Dhuumfire. And chill that does damage is my wet dream for Plague with Chilling Darkness :O

Condi Reaper

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Posted by: Gexim.3289

Gexim.3289

They should get rid of the 100% condition duration cap. Atleast for PvE. Or make condition specific duration go over the condition cap. Lingering Curses puts condition duration at 100% and Hemophelia can whip it up to 120% for example.

Reaper Builds- post some builds

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Gexim.3289

  1. Lingering Curse – This trait is amazing. It flat out makes scepter an OP weapon imo however with the Reaper trait adding Chill to your Fears (and me running Spectral Wall) I think this trait doesn’t quite make it in favour of terror. It also makes switching from scepter a pretty big loss in damage (so staff is much more utility focused). It is worth noting that weapon traits do NOT apply in DS/RS so this doesn’t make the condi’s in there any better (if it did it’d be the only trait to take)

Actually, on stream they did state that this traits DOES work in Reaper/Death Shroud aslong as you have your scepter equipped while you go into Shroud.

Ele rune reaper?

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Gexim.3289

Why would you take extra burning and chill duration when you already have +100%? In the current version of the game condition duration caps at 100%. And they stated that when you go into Reaper Shroud while wielding your scepter, Lingering Curses remains its effect in Reaper Shroud. Or do you think the 100% condition cap will be removed too?

Increased Bleeding Stacks

in Guild Wars 2: Heart of Thorns

Posted by: Gexim.3289

Gexim.3289

I have a few thoughts:

  • Will the condi duration cap also be removed? I always assumed the cap on condi duration was related to the stack cap—performance reasons.
  • Can we get more gear to boost condi duration? I think it would be interesting if duration went the same way as crit damage—make a new stat that increases duration by x % per attribute similar to Ferocity

This. I’m thinking just the same. As I recently watched the necromancer core specializations trait changes stream. The new Lingering Curses trait will give us necromancers 100% condition increase. I hope they remove the condi duration cap aswell or this will render any other condition duration bonuses completely useless. If they plan to do so, we can easily reach 250% on bleed duration which would be awesome! Not to mention the changes that poison and burning will now stack in intensity…

Will chill damage stack?

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Gexim.3289

Assuming that “Deathly Chill” turns chill into a condition that deals damage per tick, what will happen if several Reapers running this trait apply chill to the same target?

Will it work like burning does currently when several players apply it to the same target, or will it work similarly to Poison after the changes, where the damage modifier stacks but not the condition’s “effect”? (Except possibly with each player only being able to apply one ‘stack’ of the damage effect.)

Just a little concerned about how this may work on certain boss fights with multiple reapers trying to use chill as a method of dealing damage… We end up right back at the current problem conditions are having, which is what I hoped they were trying to fix. :-/

Is poison going to stack damage? Can you please share any proof? I’ve been looking for that everywhere.

chilling force and lingering curse

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Gexim.3289

12 stacks of burn anyone?

Burning stacks?? How? When? Can you explain?

Condi Reaper thread

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Gexim.3289

well of darkness + Chilling Darkness will now be a potential viable condi well on top of being ultra defensive too. Plague with chilling darkness will be insane (stacking poison + blind + chill + on crit bleeds?) dhumfire potentially stacks 12+ burns on 3 targets, path of corruption is now as low kitten sec cooldown for 2 boons corrupted plus you get base 100% condi duration if you hold a scepter. If you use all these plus your transfers you should do ok as a condi necro ;o.

12+ burning stacks?? Since when does burning stack? What did I miss? Can you please explain