Showing Posts For MoonCrash.6713:
Ok, i get it, minions are useless in large fights xD. Then I don’t need blood magic anymore, since the only purpose of that was to keep the minions alive. Back to Reaper, Soul Reaper, Death Magic.
Regarding Decimate Defenses, probably you’re right about the cleanse, still I’m not sure o want to give up on a build without precision, since the base rotation looks something like this: Staff 5-3-2 (for the chill), RS 2-3-5-3-4-2, Staff 2-(4), GS 5-3-2 or GS 2-2-2 (if target health < 50%), RS 2- Autox3, GS 2, Staff and repeat. So as you can see, I’m almost never autoattacking, I’m mostly in RS when i deal damage (staff doesn’t do much anyway beside chilling), and 3 skills in GS that always crit thanks to sigil of intelligence. Yeah I do crit less in RS and I may miss a couple of crit in general, but that precision that I don’t need, gives me power, vit, toughness depending on which gear I choose.
Then I like the 2nd build that Toll posted, I thought about something like that before trying the minions way. Ayway I don’t think I need runes of reaper anymore, since the loss of Decimate Defenses. I was going for Runes of Strenght, but might is going to get cleansed often anyway, so does buff/might duration really matters?
So i tried Runes of Exuberance, and I came up with this:
I don’t need concentration, with sigils, traits and food i can reach 25 might in seconds (more sustain with Blighter’s Boon). I’m using sigils of chance since there’s nor really much that I could benefit from and sigils of strenght, so I get more stats on the gear. i tried to find the best combination of gear to reach the same stats you had on your 2nd build, and gain 4.5k more health. How is it?
I completely agree but i’m not sure on the changes. The bruiser is for small team up to 20 ppl i guess.
i know i have too much ferocity, i was wondering how much toughness should i get to compensate. (Soldier?) ? Can i drop precision if i have 50% crit chance in rs already and sigil of intelligence? Considerig that i quickly switch throuh my weapon as much as i can, i usually don’t cast more than 3-4skills
The tank build is definitely too tanky, it’s just my first iteration, i’m not sure on how much tankiness is enough
The idea of the blood trait was to keep my minions alive since they degenerate health over time, i know that probably there’s too much aoe in wvw to make it work. What if i pick the poison aoe on minion death, from the death magic spec, and go condi?
(edited by MoonCrash.6713)
So, I really like GS Reaper, and I usually play a power build in pvp, planning on 2 more sturdy versions for wvw (a bruiser and a tank). I like the sustain concept a lot in any game, the ability to win by fatigue, so what I want is a good lifeforce/health regeneration, mantaining a good amount of damage.
Rules:
-Has to use GS.
-Has to use the Reaper spec.
This is the bruiser build:
A few notes:
-I’m using Speed of Shadows because the idea is to stay in Reaper’s Shroud as much as possible. You start with a few weapon skills —-> RS —-> recover lifeforce in those 7 secs —-> RS again.
-The build has to be GS power, doesn’t matter if condi/axe is better, you can replace Staff if you feel though.
-I have no precision because: 1)I’m mostly dealing damage in RS, so I have Death Perception, 2) I have Decimate Defenses as an addition. Decimate Defenses works well with Bitter Chill, and the fact that I’m applying many small chills thanks to the Reaper runes I’m using, plus GS 3, plus eventual fury from allies, I can easily overcap crit chance = no need for precision = 30k health since I can use valkyrie, tons of lifeforce, more sustain since lifeforce regenerates from skill on %, more ferocity from Furious Maintenance Oil.
This is the first iteration of the Tank WvW build:
I’m not sure about the stats a tank for wvw would need, or if it is even possible to tank without block/invuln/… , since I don’t have much experience on this already, but i like the idea of an immortal Reaper creating chaos in a large fight. So I’m looking for tips, especially regarding the “what to expect” in WvW, and how much toughness/vit do i need.
So you could create a guild event, “the first who gets to the end wins”. I like it.
Spectral Grasp (necro utility) is still buggy after years, it bugs more times than it works, and it’s sad because it could create a different playstyle where a profession doesn’t relies on speed buffs to reach his opponent, but pull him instead to you.
1)The projectile is slow and goes on a straight line, easily avoidable without even having to dodge. Solution: just make it follow the opponent, it’s already slow, the opponent can dodge, block, reflect, … and it is on a cooldown.
2)Very often the one getting pulled gets stuck on the terrain. Solution: when the projectile hits, the target float in the air a little so there’s no collision with the ground, or, better, the target disappear in a black cloud and teleports in front of you. I.e. in wow the death knight has a pull that works well this way
Why don’t you just play thief?
Skeleton wings, Ancient dragon wings, Golem Costume.
Unfortunately I missed the black wings glider skin, is the only one that fits my necro, would love to have it back, my bad i guess. Still, I don’t like any other skin, hopefully i’ll not have to wait for too long…
You can have multiple shards (and you can go where you want, without server lock)if you go for 3 factions (or they could even go for "every guild is a faction by his own)
Yes raids and fotm are the hardcore content, still it’s a waste to have so many dungeons that generates just a little gameplay because people have no reason to play them, and if they do, they’re so easy it doesn’t take much time to get what you want
I’ll try to not wallpaper. I played for a while at release, stopped, played again, stopped and now i’m playing again. At release stopped because I didn’t have time to play nor friends, since mine didn’t want to buy the box to play. The 2nd time i enjoyed PvE, but it didn’t last long, since I was dungeonmaster in 2-3 weeks, and FotM wasn’t really enough to keep me in the game. Now i’m back, played for a while already, and i’ll give you my feedback on the new changes and from my point of view.
- HoT maps are simply awesome. Kinda challenging, complex and take a longer time to complete than the old ones (=more play time). They’re like a huge jumping puzzle. I’m a little sad because we use the glider so much now, and i didn’t see many new “ground jumping puzzles”, with traps and stuff. The glider is a nice addition though.
- I played some Revenant, and i didn’t like it. His combat mechanics seems quite “standard” and similar to the professions were already in the game. Would have been cooler if he could transform to those legends instead of just receiving a buff, similar to how a druid works in wow.
- I’m a pvp player. I hated pvp in Gw2. Why? At the time, for various reasons, but now i just understood that I was playing the wrong profession. As much as I love mesmers in solo play, their combat didn’t work for me in pvp (and tbh in pve too, but I kept playing them for the fun skills). I never thought i would change my mind on that, but I’m having a good time with necro now, so if you have the same problem i had, try another prof.
Suggestions:
- I never liked the WvW servers lock, I always have problems when I want to play with friends i make ingame (so we didn’t coordinate to choose the same server). Now servers are not even a closed environment, why don’t you just create 3 factions ingame? (you can still sell server transfers as factions transfers, you don’t even have to give free migrations). At least the chances I’m in the same faction with someone i meet ingame are like 33%, instead of a lot lower (since there are more than 3 servers).
- I always asked for this and I’ll keep doing it. Dungeons are too easy. I understand you need a “normal” mode, but why can’t you add a hard mode? It wouldn’t require much effort since you just need to change some numbers on the bosses stats, it would make dungeons more replayable and challenging. Just add an achievement and a reworked skin of the same dungeon (something simple and fast to add, like a shiny effect) and people would be happy to play them again.
- Maps, exploration and solo play is amazing, can’t say anything bad about it.
- Would be cool to try a different PvP mode. I think KotH isn’t really ideal for a game like Gw2, it’s boring after a while and doesn’t really focus on combat (but on capping objectives), which is one of the game’s biggest pro . I’d like TDM 3 vs 3 (premade) better, I actually think it would be even more appropriate for a combat like that. There’s really no reason you shouldn’t add it, profession balance can be revisited and population is not an issue.
- I’m not really a fan of purity of purpose, but I think the actual system doesn’t work either. There’s need to be a balance between professions identity and options to build a character (and I don’t think the actual specializations system works for that, I’d like better a skill tree (round) like path of exile or albion online).
Overall pretty satisfied with the game, definitely worth the money (i always thought that), and it is a shame that some people prefer to play new but worse games than Gw2, just because of the “new” aspect.