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Thief's Shadow Trap vs Mesmer Portal

in Thief

Posted by: KrHome.1920

KrHome.1920

They mentioned every skill has a “make pathfinding check” switch. So it’s not much of a problem. I’m just curious what is the reasoning behind such decision other then it being a nice disengage in sPVP.

Imgaine Shadow Trap works like the Mesmer Portal…

WvW scenario 1: Thief lays Shadowtrap at the entrance of a tower. Enemy player walks over it into the tower. Thief ports into the tower next to the enemy player (is even stealthed while doing so). Caps the tower.

WvW scenario 2: Thief lays Trap before he disengages the tower and ports back into it later to recap.

Now think about 20 thieves doing so… One single enemy player running into a tower/keep pulls 20 thieves into it or the 20 thieves could lay their traps, then disengage and reengage later to recap.

Pretty cool huh? Not really! Everyone would play teef in WvW and PPT 24/7.

That’s why Shadow Trap uses pathfinding and stops at walls and other obstacles you can’t walk over.

The skills functionality is too flexible to work like the Mesmer Portal. Even with a 1 minute reset timer (like Mesmer Portal) on it, it would be too strong in most secenarios but useless in others.

(edited by KrHome.1920)

The difference between 0 and 1200 Toughness

in PvP

Posted by: KrHome.1920

KrHome.1920

It’s why a daredevil craps all over a necromancer in an offensive amulet build against a more defensively geared necromancer.

No.

If you take

a Dagger Marauder Teef (17k HP, 2k armor) and
a Dagger Demolisher Reaper (19k HP, 2,5k armor)

and let them do a face to face autoattack battle, the Reaper will outdamage the Teef and is even able to outheal him when not interrupted by Steal/Headshot.

(Notice that both Teef and Necro Dagger have all their dps on the autoattack.)

The fight is decided by utilities here where Reaper has the upper hand as he can shroudburst the Teef when he engages and then just autoattack him to death or force him to shadowstep away. Teef blinds work pretty well vs. a GS Reaper but are useless vs. a Dagger Reaper.

But since you talked about an offensive Teef and a defensive Reaper: A Paladin Dagger Reaper has a 100% win ratio vs. a Berserk Dagger Teef – even if he runs an empty utility skill bar.

(edited by KrHome.1920)

Please delete this build from the game

in PvP

Posted by: KrHome.1920

KrHome.1920

At the end of the video I thought he might get some pressure as he faced a reaper, but the reaper was incredibly incompetent.

I don’t pvp these days but farmed tons of ventary healbots in wvw who were on their way to the zerg on spite/cures/reaper – power reaper.

(But yes these dudes seem to be surprised very often and not used to getting wrecked in under 20 seconds by a single opponent – which means there aren’t that much 1v1 counters to the build.)

What legendary to strive for?

in Necromancer

Posted by: KrHome.1920

KrHome.1920

I crafted Astralaria, Howler and Twilight and they look pretty cool on my 24/7 Axe/Wh + GS Power Reaper.

The Twilight Gravedigger and Grasping Darkness visual effects are great. Astralaria is just beautiful and Howler is cheap and has a decent look.

I did not chose Incinerator because it looks like crap, it sounds like crap and changing weapon stats costs what? … 10g?

I would never craft a legendary for the stat changing ability but for the looks.

S/d Condi needs to go

in Thief

Posted by: KrHome.1920

KrHome.1920

Ok guys, I don’t know if I am just kittened or this build is trash, but I tried full damage S/D condi ( power – condi – precision ) and defensive condi ( carrion ) and it was, horrible.

I tried to #2 then #3, caltrops, bounding dodge, and chain #3. I barely got the health of the elementalist 100 to 60. And you know what happened after that? He used heal I was using my skills in this order; #2 – #3 – Caltrops – Dodge(Bound) – Chain #3 – #5 – Auto attack – #2.. and goes like this. But it didn’t feel like OP. I must be doing something wrong actually because I was doing literally no damage to anybody. Welp

You are doing it wrong. I mean… Bound? Wtf.?!

Build + Playstyle:
https://metabattle.com/wiki/Build:Daredevil_-_S/D_Condition

NERF Thief Shortbow 5

in PvP

Posted by: KrHome.1920

KrHome.1920

When Thief fights he spent initiative, right?

Wrong.

Teef main source of melee damage = auto-attacking (dagger, staff, sword).

ANets intention for optimal teef play is to use ini for defense mechanics (evade, blind, interrupt or disengage). They clearly stated that in the patch that buffed dagger auto attacks by 40%.

Btw.: I’d love to see a 1/4 sec. cast time on steal. This would fix all the ridiculous burst openings out of nowhere.

Staff 2 into steal
D/P 5, 2 into steal, backstab
D/D 5 into steal, backstab
S/P 3 into steal
… and all that nonsense

(edited by KrHome.1920)

DH is unfun to play against....

in PvP

Posted by: KrHome.1920

KrHome.1920

what kind of dh is op talking about?

The one that relies on blocks…

If you can beat one DH build you can beat every DH build. Doesn’t matter if it’s traps symbols or burn.

block, block, block, heal, Renewed Focus, block, dodge, dodge, free-kill (in that order!)

While doing so don’t stand in or walk through traps, symbols, burn rings.

you beat a mender’s symbolic the same way you beat a burn dh?

To clarify that: on Reaper and Thief I do. Don’t main other classes atm. Whether I cleanse a trap cripple or a torch burn doesn’t matter. I burst, dodge and cleanse from time to time if the condis feel to annoying (edit: and LOS the bow of course – if he uses one).

When I roam on Power Reaper and I see a DH I swap a random utility to NCSY! and go all in. If he hasn’t specc’d at least two leaps to recover he is dead.

In sPvP DHs are free-kills if the fight already lasts 20 seconds when I enter because they ‘ve burned all their defenses – don’t even need unblockables anymore.

(edited by KrHome.1920)

DH is unfun to play against....

in PvP

Posted by: KrHome.1920

KrHome.1920

what kind of dh is op talking about?

The one that relies on blocks…

If you can beat one DH build you can beat every DH build. Doesn’t matter if it’s traps symbols or burn.

block, block, block, heal, Renewed Focus, block, dodge, dodge, free-kill (in that order!)

While doing so don’t stand in or walk through traps, symbols, burn rings.

DH is unfun to play against....

in PvP

Posted by: KrHome.1920

KrHome.1920

any hard counter?

Every build that is capable of bursting between the blocks while sustaining the DHs pressure.

… or simply unblockable bursts.

Constant mediocre damage won’t kill a DH. Its damage/block/heal rotation is too strong.

This makes the class hard to play against for newbies as they lack any sense for counterpressure timing (or even worse, they just stand still in traps).

PvP Wells build

in Necromancer

Posted by: KrHome.1920

KrHome.1920

Obviously NA …

Your community lacks playerbase and skill-level.

Please don’t play this in EU!

In EU the Top 250 starts at 1600 at the moment and I am pretty sure no one of these 250 players can afford to run Bunker Reaper.

At your 1500 rating you would be somewhere between rank 500 and 800 – theoretically. Practically with this build in EU you would not even have achieved that 1500 score.

(edited by KrHome.1920)

When will they nerf the thief mobility?

in PvP

Posted by: KrHome.1920

KrHome.1920

thieves are far less cancerous in pvp than in wvw.
i win most of my duels against thieves in pvp.
but you cant fight a thief in wvw

Tihs!

sPvP:
- no burst sigils
- normalized (=nerfed) stats
- significant endurance nerfs
- skill nerfs (Vault)

WvW:
- all PvE buffs
- no sPvP nerfs

This leads to more or less funny results like Signet ofAgility:
- endurance nerfed for sPvP (50 endurance), but buffed condi cleanse
- fully buffed for WvW (100 endurance + 3 condi clear)

The PvE/WvW version of that signet could easily be an elite skill.

Teef is beyond broken in WvW … but only in WvW.

Roamer meta

in PvP

Posted by: KrHome.1920

KrHome.1920

I don’t think this is something new. I pvp (100% Solo Q) with the closest builds possible to my wvw solo roaming builds since season 1 and I’ve made it to plat in a few days in every season I played (haven’t played the last two seasons).

With this kind of build you are able to fulfill multiple roles when your team is lacking stuff. You can hold close in a 1v1, you have an impact in the mid teamfight. You have a good combination of damage and sustain. You have decent mobility to decap or kite while your wiped team is regrouping.

The Metabattle team focused builds (e.g. literally every necro build on this site) have always been trash in Solo Q.

(edited by KrHome.1920)

Speed of Shadows give it back !!!

in Necromancer

Posted by: KrHome.1920

KrHome.1920

In a power build staff is only good in a coordinated team for aoe cc purposes while others do the damage. When you are on your own, it’s a wasted weapon slot.

Soul Marks LF gen is a joke compared to the typical power reaper weapons (dagger, axe, GS, warhorn, focus).

And staff unblockables… useless besides the aoe cc potential, because marks don’t deal any significant power damage. Great, you can interrupt blocks… just to deal zero damage for the next 10 seconds.

Speed of Shadows: Non-team-oriented power peapers spend a lot of time in melee. They benefit more of the shorter shroud CD than a condi build, that has insane pressure from a distance, more armor and can kite better due to condi and soft-cc overload.

The whole soul reaping traitline is trash now for power builds. Curses offers a comparable shroud burst (fury on shroud enter), more sustain (weakness), more corrupts.

What stat combination do you most desire?

in Necromancer

Posted by: KrHome.1920

KrHome.1920

From a roamer’s perspective: Paladin and Demolisher

Condi users already have Viper and Trailblazer which they can mix for sustain<>damage as they desire.

Power users can only use Marauder or inferior 3 stat gear mixes like Berserker/Knight.

Commander gear is useless for necros (and even scourges with the new boon GM trait) as we don’t rely on boons for survival. Paladin outperforms this gear (on necro).

(edited by KrHome.1920)

Safe Stomp

in Necromancer

Posted by: KrHome.1920

KrHome.1920

ez.

1.) start stomping
2.) pop spectral walk
3.) teleport to your flesh wurm to dodge the guardian bubble and enemy cleave
4.) follow up with spectral walk return to finish off the stomp

gg wp. works 100% of the sometimes. all it takes is two utilities. we mesmer now friends.

This works like a Thief Shadowstep stomp and can be interrupted or the downed player can be stealthed or ported/pushed away.

People seem to define what “safe” means in a very different way. To me, if there is a counter, it is not safe by definition. It’s just “maximizing the chances to succeed”.

Of course (like every class) Reaper has the tools to maximize chances. GS4 stomp, RS3 stomp, CttB stomp or a combination of all 3 are the most common ways to secure a stomp.

Spectral Walk+Wurm stomp is just for the lols. In no serious fight with equal skilled players these two tools are ready on demand for that purpose.

Safe Stomp

in Necromancer

Posted by: KrHome.1920

KrHome.1920

I was able to get 3 ports consistently. Granted, you do have to use the second port almost instantly to get that third.

Okay seems to work but sounds like it is not intended as otherwise it would not make sense that the portal is programmed to vanish when the scourge uses it twice.

I would not be surprised if ANet fixes this when people start to portalstomp with it.

Why people are so hostile towards necro

in PvP

Posted by: KrHome.1920

KrHome.1920

Minion Master is one of the very few builds a Greatsword Power Reaper hardcounters.

That irony….

Besides that: Minion Master is trash! Don’t play it in ranked!

Safe Stomp

in Necromancer

Posted by: KrHome.1920

KrHome.1920

Portal lasts long enough for three total ports, including the one at cast.

I could not use it 3 times in the beta (tested it on friday). The portal vanished after the back-port.

Safe Stomp

in Necromancer

Posted by: KrHome.1920

KrHome.1920

maybe you can use sand swell for save stomp like a thief. activate the sand swell to an enemy, start stomp, port back while casting the stomp and port back shortly before the stomp is done.

Does not work. Portal works only twice. The first time on cast (has a cast time! so it can’t be used while stomping) and then one port back to the entrance. Afterwards it vanishes.

@topic:
There are no safestomps in the game. Every stomp attempt can be negated. Immunity stomps are countered by stealth or gimmicks like transfusion port. Everything else can be interrupted through CC or stability corruption.

(edited by KrHome.1920)

Any use of Blindness in PvP?

in PvP

Posted by: KrHome.1920

KrHome.1920

Blind is a powerful condition. It has always an effect. At least is mitigates damage. At best it negates it completely.

Blind is the main reason reaper greatsword is useless against thieves. Blind is the main reason I destroy warriors on thief.

It’s true that blind is countered by fast attacks but single fast attacks are usually weak and only the channel/sequence makes them strong giving you time to react with a dodge, block or interrupt. A strong single attack can instakill you and is negated completely by a blind.

Toughness as counterweight to ferocity.

in WvW

Posted by: KrHome.1920

KrHome.1920

Toughness damage reduction is significant. ~2500 armor (which is the sweet spot for roaming) gives you a permanent 20 to 25% direct damage reduction.

I don’t see much of a difference to your math besides the fact that your solution would totally break the game balance.

(edited by KrHome.1920)

WvW Dueling is an issue, here's a solution!

in WvW

Posted by: KrHome.1920

KrHome.1920

Duelist specifically seek to fight 1v1 and fully expect everyone to respect that and that none on 3 sides interfere.

In theory…

In real life it happend a million times to me that I (as a roamer) left duellers alone just to be 3v1 ganked 1 minute later 100 meters away from the duelling spot because they switched from duel- to gank-mode and started to chase me.

If it’s red it’s dead! Thanks to all the (honorable and respectful … my ass!) duellers in downstate I can freekill for another 10 minutes of participation!

(edited by KrHome.1920)

Main Hand Dagger Condi

in Necromancer

Posted by: KrHome.1920

KrHome.1920

if anything, dagger auto should add cripple.

…and deal +20% damage to crippled foes.

(Isn’t that the actual way ANet overloads dagger with combo-gimmicks?)

Anyway, it would be pretty cool for power necro dps.

A damage condition on dagger would buff condi sustain even more. In relation to its damage potential condi sustain is already too high.

Scourge is a Hot Mess

in Necromancer

Posted by: KrHome.1920

KrHome.1920

Wait a few days until other players understood the scourge mechanics. I wrecked thieves even on power scourge with a simple F key spam (incl. shroud enter trait procs) while dagger autoattacking in that 1 second the F4 fear lasted.

When every thief noticed that he can just kill you with shortbow 1, 1, 1, 3, 1, 1, 1, 3 … spam we talk again. Or hell let him spec P/P … total scourge wreckage inc.

As mentioned before by someone else: Scourge damage is broken. Sustain is a joke when you are on your own and broken, when someone supports you.

Happy balancing that stuff ANet! It should keep you busy till next expac.

But anyway, I tried Deadeye and it is even worse in pvp/wvw. A joke when alone, but broken when able to freecast in the backline.

(edited by KrHome.1920)

Scourge Demo Weekend Feedback

in Necromancer

Posted by: KrHome.1920

KrHome.1920

Condition Scourge is the epitome of squishy. Does decent damage, though nothing astounding, but my god does it melt to a stiff breeze.

Not in WvW!

In Dire/TB it’s even more cancer than Reaper.

Scourge Demo Weekend Feedback

in Necromancer

Posted by: KrHome.1920

KrHome.1920

After one hour of scourge testing, reaper feels like a pretty strong profession.

The most ridiculous thing is that the scourge damage isn’t even higher compared to reaper. Less sustain, more clunkiness, comparable damage… so much fiddling around with sand shades and skills that barely do anything (I am talking about F1 – F4). It’s just bad. The spec has no flow at all. Only F5 has a noticable impact and feels actually strong.

Sand Swell (Teleport Utility) Notes

in Necromancer

Posted by: KrHome.1920

KrHome.1920

Nice, it works exactly like I was hoping it would.

But unfortunately you can’t use it multiple times – but this would be broken as it’s a team shadowstep on a low CD.

Nevertheless the skill is mandatory for every PvP scourge in terms of mobility and team support (team disengage and even team blink to high ground – this has huge “deny a team wipe and regroup” potencial).

(edited by KrHome.1920)

Convert and not Corrupt

in Necromancer

Posted by: KrHome.1920

KrHome.1920

One of our main corruption build had been nerfed to the ground: Signet Build.

Signets for corrupts has become inefficient.

SS: 2×5 aoe corrupts @ 10 sec. CD
Weakening Shroud 1×5 aoe corrupt @ 10 sec. CD
Corrupt Boon: 3 corrupts @ 15 sec. CD
Death’s Charge (traited): 2×5 aoe corrupts @ 6/5 sec. CD
Well of Corruption…
Scepter auto, Axe3, Dagger3, GS4…

No one is wasting 2 utility slots and the healing slot for laughable 9 mights stacks and 3×2 corrupts (2 single target, 1 aoe) every 24/28 seconds in exchange to Spiteful Spirit.

The elephant in the room: Trickery

in Thief

Posted by: KrHome.1920

KrHome.1920

Be careful what you ask for. Look at the necromancer forum. ANet could remove all the fancy stuff that makes the traitline a must have and give you 50% back as baseline resulting in becoming the traitline full trash but giving the class slightly more diversity.

This means remove most of the steal upgrades (30 seconds and no daze for everyone!) but make 15 initiative baseline. Would you like that?

Condi Dagger

in Necromancer

Posted by: KrHome.1920

KrHome.1920

Don’t turn dagger into condi!

ANet should remove the aftercast (like they did with thief dagger) and reduce the channel time of dagger2 to the same level as axe2. And please reduce the cast time of dagger5 from a 3/4 second to instant cast. The skill already has a 1 second delayed impact. That’s more than enough. In its current state you never land the skill outside of PvE!

(edited by KrHome.1920)

Make Power Reaper Great Again

in Necromancer

Posted by: KrHome.1920

KrHome.1920

Non-Soul Reaping Power Reaper was actually buffed.

Dagger/Warhon Spite/Curses/Reaper Proc Build is not slow at all and has a huge impact in WvW smallscale and sPvP. Just pick Paladin Amulet if you feel too squishy. It’s viable as Trooper Rune /Full-Shouts and Strengh Rune/pick whatever utility you want build.

(This does NOT mean necro is fine! It’s not, but there are still viable builds that are fun to play.)

other classes do the same or even more dmg with INSTANTS then a Power Reaper with his darn slow channeled MELEE abilities… that only works againts people that dont know how this game works….

Drop that danm GS and Staff if you want to do damage! ;-)

(edited by KrHome.1920)

Improving "WellofPower"and"SpectralWall"?

in Necromancer

Posted by: KrHome.1920

KrHome.1920

Like every other well, Well of Power should have a 30 second cooldown. The skill is fine when fighting builds that rely on single but fast reapplicated conditions like burn guard or D/D spam thief. It’s useless against covered damaging conditions that condi reapers apply (on top of that you create boons that the condi reaper can corrupt).

Spectral Wall and Spectral Grasp also need a cooldown reduction to 30 seconds. Spectral Armor is fine. Spectral Walk needs a CD reduction to 40 seconds (with a swiftness nerf to 25 seconds).

Then we could think about a spectal reaper with some interesting gameplay mechanics (ports, pulls, denial areas not just as high CD gimmick but in a viable rotation).

(edited by KrHome.1920)

A thought on new WvW legendary Armor

in WvW

Posted by: KrHome.1920

KrHome.1920

after all the models are there so adapting them to gw2 should be very little effort right?

Wrong! The old assets are useless as GW2 is a lot more detailed than GW1. They would have to rebuild everything. They probably couldn’t even use the old artworks as these might lack the necessary detail that GW2 demands.

Then there are different races and other character customizations in the game. The devs have to design multiple sets of armor and deal with clipping issues.

(edited by KrHome.1920)

PoF Graphics are sharp and eye pleasing

in Guild Wars 2 Discussion

Posted by: KrHome.1920

KrHome.1920

The aliasing in the demo map is horrible.

Ingame SMAA (High) + Supersampling (which is the best setting the game offers) works okay for most maps but fails in the PoF content I’ve seen so far.

(I am running the game at 1080p. WQHD and 4K users probably won’t have that issue.)

(edited by KrHome.1920)

Damaging evades hurt pvp

in PvP

Posted by: KrHome.1920

KrHome.1920

I’ve never played thief in PvP, but all I know is that once you catch them without a dodge they die instantly. The class relies on them. I’d say thief is one of best designed classes in the game, because fighting them is so different.

That’s not true in WvW. A dire thief can eat at least 2 gravediggers from a full glass reaper and is still standing to just shadowstep or SB5 away spamming /wave emotes. It’s ridiculous. Evade spam and multiple disengage skills on 20k health and 3k armor while doing constant armor ignoring condi damage is the definition of broken.

sPvP is a different story because no dire/trailblazer. Here all thief builds are squishy and die on a regular basis when locked down for one or two seconds. I guess that’s the reason why ANet did not nerf D/D condi yet.

(edited by KrHome.1920)

Vitality vs Toughnes

in Necromancer

Posted by: KrHome.1920

KrHome.1920

im never going back to vitality except if they add some realy strong extra something to Shroud and vitality…

It’s so true. Demolisher stats (Power, Precision, Tougness, Ferocity) are the best for roaming on power reaper. it is a shame they didn’t make it out of sPvP. Marauder is trash in most scenarios when it comes to roaming.

But the theorycrafters will never stop. They would immediately, if they’d start to actually play the game and fight a thief, warrior or dragonhunter on marauder and on demolisher gear.

Because of this vitality is 1.69 times more effective on a necromancer than other classes.

It’s not. Shroud degenerates at a fixed percentage (3%/sec. atm.). The moment someone kites you (and every single competent player kites a reaper in shroud!) your vitality bonus to shroud becomes useless.

And we didn’t even start to talk about the healing issues you get with 30k HP. You won’t ever heal up that amount of health again in the progression of a fight. Everyone will kite and peel you…

(edited by KrHome.1920)

Missing Scourge Utility Skill

in Necromancer

Posted by: KrHome.1920

KrHome.1920

Desert Shroud works with on entering shroud traits as we thought. The chat link for this one for me with 0 HP has a base of 5016 and a scaling of ~0.63. Again Fixed costs of 3685. VP also works here.

If it procs Spiteful Spirit and Weakening Shroud on top of its base functionality it is an incredible strong skill for a Power-Scourge in any PvP environment.

Does it proc the traits at the player or the sand shade location? Or even at both?

Oh no, VP nerf, wat will we do...?

in Necromancer

Posted by: KrHome.1920

KrHome.1920

hey man, i get that you’re mad about the vital persistence change but in all honesty necro has never been about staying in shroud forever. it’s always been about jumping in for what you need and then jumping out again

sure it’s fun to sit there as long as possible in shroud and kitten around but you’re best off using shroud to its fullest potential. a huge mistake i see a lot of newer necros make is fully exhausting shroud making themselves significantly vulnerable. im not saying that you’re new, but is it not better to try to reduce confusion for new players by limiting a build that essentially encourages you to go against the inherent design of the class itself?

Using shroud as shield is basic power reaper gameplay. The whole mechanic is designed around it as power reaper has tons of LF generation for a reason so you are able to refill your whole shroudbar in under 10 seconds.

You are doing it wrong if you shroudflash as a power reaper! You are wasting tons of LF gain.

Some math:
Let’s talk about a shroud uptime of 10 seconds (cast time for shroud2 gap closer, shroud5, shroud4 and a few auto chains to get some use out of Blighter’s Boon – that’s it, nothing special, no camping at all!)

Now let’s think about the potencial direct damage (!) shield lost through shroud degen.

marauder gear: 20K shroud:
2% degen = 20% shroud lost = 4K shroud @ 50% dmg mitigation = 8000 HP lost
3% degen = 30% shroud lost = 6K shroud @ 50% dmg mitigation = 12000 HP lost
4% degen = 40% shroud lost = 8K shroud @ 50% dmg mitigation = 16000 HP lost

You can tank 8K more burst damage with a 2% degen compared to 4% and 4K compared to 3%. This is significant and noticeable!

It has nothing to do with shroud camping!

Scepter auto needs LF gain

in Necromancer

Posted by: KrHome.1920

KrHome.1920

Maybe they don’t want condi support become too strong.

Think about stats:
1 for condi damage
3 for power damage

Condition damage, Vitality, Healing Power -> Backline Condi DPS Barrier Supporter -> Broken! (if not hold back by poor LF generation)

(edited by KrHome.1920)

Scourge is a power Spec now?

in Necromancer

Posted by: KrHome.1920

KrHome.1920

Actually the reaper is a hybrid elite, but with PoF the Scourge will be the Power based elite

Wrong => https://wiki.guildwars2.com/wiki/Ghastly_Breach

This Condi-Elite is still better for a power build than Lich Form.

Pulsing Slow, Cripple, Corrupt, Might… all pretty helpful in a power build. Esp. Slow improves sustain in melee considering Power Scourge has to run Dagger for that purpose.

I think it’s even better than Chilled to the Bone in most scenarios.

There is a difference between a Power based Skill and a skill that can be used for a Power build.

You don’t get the point. Arguments are made on the basis of what skills we got from ANet. And if Ghastly Breach works better in a power build than all the other power elites it’s pretty nonsensical to say the skill is not suitable for a power build just because it applies conditions.

It’s clearly a hybrid elite skill that outperforms all existent power elite skills in many scenarios.

Reaper and Scourge are both designed for power and condi usage. There is no condi elite spec and power elite spec – there is just power creep.

Scourge is a power Spec now?

in Necromancer

Posted by: KrHome.1920

KrHome.1920

Actually the reaper is a hybrid elite, but with PoF the Scourge will be the Power based elite

Wrong => https://wiki.guildwars2.com/wiki/Ghastly_Breach

This Condi-Elite is still better for a power build than Lich Form.

Pulsing Slow, Cripple, Corrupt, Might… all pretty helpful in a power build. Esp. Slow improves sustain in melee considering Power Scourge has to run Dagger for that purpose.

I think it’s even better than Chilled to the Bone in most scenarios.

What is the cap on WvW tickets now ?

in WvW

Posted by: KrHome.1920

KrHome.1920

It’s 365.

3 weeks for one piece of legendary armor (1095 tickets for the gift)
8 Weeks for the legendary backpack (2800 tickets for all components)

Vital Persistence nerf pt. 2

in Necromancer

Posted by: KrHome.1920

KrHome.1920

The base level of decay could be set to 2% per second, or 50% of the original baseline, and the cooldown of Shroud could be set to 7s — leaving all of the other recent changes in place — and Shroud builds would still dramatically underperform. It would be a small buff to Necromancers across-the-board, but I’d argue that the class could use it.

2% / 7s as baseline would result in broken/overpowered Procmancer builds – especially condition based Spite/Curses/Reaper builds would become insanely OP.

The patch-changes are okay now as Necro/Reaper got a lot more build diversity because of the 3% baseline degeneration without us having to fear big nerfs in future balance patches.

Finally I am really happy at the end of the day!

I overlooked Speed of Shadows

in Necromancer

Posted by: KrHome.1920

KrHome.1920

Friendly tidbit: If you jump and activate shroud while in the air, it doesn’t proc Spiteful Spirit or Weakening Shroud. Great for if you want a Death’s Charge or the new Swiftness but don’t want the procs to accidentally put you in combat.

Thanks! Even after all these years there are still tricks I did not know before.

What are you guys talking about?

in Necromancer

Posted by: KrHome.1920

KrHome.1920

The -2% decay was a weak crutch for People who don’t know how to manage their life force.
So now that 3% has been baselined and if you’d still want to take VP you’re basically trading 1% decay for a huge chunk of hp and lf.
This could not be a more obvious buff!

As someone mentioned: You did not play yesterday, right?

The 3% “buff” today changes everything since now every non- Soul Reaping Build got buffed massively. The builds I played yesterday feel completely different today.

I will never again use Soul Reaping as SoS sucks now (no Shroud CD reduction anymore) and the rest of the SR traits is underpowered.

In contrast Spite/Curses/Reaper builds feel extremely strong now in PvP/WvW.

Thanks ANet for listening to the community.

Has anyone checked if this works with Consume Conditions (I didn’t get to play yet), like does it consume the self applied vulnerability after the cast?

It does. The trait is basically a 1K heal buff to Consume Conditions – pretty nice!

(edited by KrHome.1920)

Rejoice!

in Necromancer

Posted by: KrHome.1920

KrHome.1920

The 25% number is pitiful and just nerfs power damage while buffing condi sustain lol. It’s 3 extra seconds.

What are you on about… It’s 8.3 seconds more now

Weird because it was lasting 10s yesterday.

The base drain is 4% according to wiki. Now it’s 3%

Which is again, definitely not what it was doing as of yesterday.

It was 10s from 100 to 0.

Hmm well the wiki doesn’t explicitly say what the reaper shroud drain is. Guess I’ll test tonight

It was 4% (25 seconds) yesterday and it is 3% (33 seconds) today. Everything worked and works like intended by the devs.

Nothing is intended by the devs, you give them too much credit.

Did you read what I responded to?

We were talking about bugs: 10 seconds degen – which clearly would not have been intended. But there was no 10 second degen yesterday, which means it worked as intended.

Rejoice!

in Necromancer

Posted by: KrHome.1920

KrHome.1920

The 25% number is pitiful and just nerfs power damage while buffing condi sustain lol. It’s 3 extra seconds.

What are you on about… It’s 8.3 seconds more now

Weird because it was lasting 10s yesterday.

The base drain is 4% according to wiki. Now it’s 3%

Which is again, definitely not what it was doing as of yesterday.

It was 10s from 100 to 0.

Hmm well the wiki doesn’t explicitly say what the reaper shroud drain is. Guess I’ll test tonight

It was 4% (25 seconds) yesterday and it is 3% (33 seconds) today. Everything worked and works like intended by the devs.

Post Patch Power Reaper Roaming

in Necromancer

Posted by: KrHome.1920

KrHome.1920

I messed around a bit the last 2 hours with the new Soul Reaping traitline and came to the conclusion it’s trash now for roaming. The tiny bit of sustain it still offers isn’t worth picking it.

I have more success going full offensive and I think the following build is what’s left, when you don’t want to run condi bunker or minion master.

The concept is simple: Land that shroud burst or die!

It’s comparable to Fresh Air Ele just without its mobility and burst range – which means the build is more predictable and has even lower sustain – but well, what did you expect? We are Necros! We have issues that never get adressed.

-burst is insane (but blockable, so know your enemies rotations!).
-survivability is ultra-low (but at least decent condi cleanse and perma-weakness).
-LF-generation is great (after that 10 sec. CD your shrould should always be at 100%).
-mulitple healing sources.
-Spectral Walk port gimmicks
-everything that was buffed is in the build (Dagger, Spectral base duration, Spiteful Spirit)

It works also with Axe/Wh + GS, but I prefer the better range and heal my setup offers.

Enjoy!

http://gw2skills.net/editor/?vRAQRBHbhG2JHNQnNYxNgtNA9mYBXwgGABgDQ0WLf9BividxwIA-T1BIQBZY/BAcSACwTAwb6HWoSQ/p8zdq/IGgqA-w

Raise Your Hand if you Don't Play SR

in Necromancer

Posted by: KrHome.1920

KrHome.1920

This patch makes power reaper dps competitive in raids overnight

Could you explain that? I am not into PvE so I am really curious.

allows you to trait for permanent swiftness that also acts as a stun break that also happens to remove chill, cripple and immobilize that can be used every 10s.

Okay here I can join the discussion and you are very far away from a practical point of view. When you keep up perma swiftness you give up having the rest of your mentioned functionality on demand (!). The theoretical perma-swiftness is useless, wenn you want to use shroud for cleanse/stunbreak…whatever.

Keeping your classes sustain mechanic on cooldown is a pretty stupid idea.

On top of that: After the nerf to VP and SoS you can’t give up warhorn just because you have an additional source of swiftness. Now you need Warhorn5 more than ever beforce in combat to manage that kitten 4% degeneration.

All in all you are even less flexible than before. Both, casting Warhorn5 and flashing shroud for swiftness out of combat puts you in a really bad position when you suddenly run into an encounter.

(edited by KrHome.1920)

"Scourge will insta-die in PvP": A response

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Posted by: KrHome.1920

KrHome.1920

ah…my bad…
I was speaking from my limited experience in that spectral armor + shroud seems to keep me alive much longer against multiple foes.

It actually does. It even works well in zergfights… well… it used to.

When combined with good old Vital Persistence you hardly died in that 6 seconds (I used this combo a million times as midline power reaper).

Now because of the 4% degen on top of the 1 sec. ICD the combo lost a lot of its potencial and feels really weak.