It doesn’t kick off stacks. But as for damage im unsure how that works because if i start it doesn’t stop ticking until chill runs out or I completely stop applying. I need to test it further. 2 necros is enough to test.
Combat log shows condis now. You have been away too long.
I will admit defeat on the kicking off stacks. Tested it and it does not kick off stacks at 5 as you mentioned. It holds in memory the last 4 people to chill and the current chill and ignores all incoming chills of any duration from any source.
I can’t say this makes me feel any better though. You essentially don’t want anyone else chilling in the raid otherwise you might run the risk of a chill going off and having no effect… and since there is no push, any chill someone other than a condi necro casts that sticks is going to create a locked period of time with no chill damage.
It is definitely a problem looking ahead for maximizing damage, but since I don’t think any raid group will be running a condi necro for “optimized” damage, I suppose it may not matter.
You just raised an important aspect i forgot to test. So i will check that when i have time.
I only considered extremes because a deathly chill reaper is going to be investing in chill uptime. So they if they are chilling then they should always see chill damage so long as cap doesnt get reached. But as you just pointed out i may have had a flaw in my testing method and missed something. Thanks for bringing that up!
I would just like to point out though. I never had deathly chill downtime while playing reaper tank on Gorseval. And there were other chills going on during the fight.
How did you determine you had no downtime on chill damage? As far as I can tell this game still hides all relevant information away from the players. I did notice there is some windowed DPS meter third party deal now, but I can’t imagine you ran that during a raid. And unless you went frame by frame on a recording….
In either case it is easy enough to test… have 5 necros focus 5 a target, have a 6th necro focus 5 the same target 1 second later. If the timer on the debuff resets to full which happens every time a condition is “refreshed”, then you know it kicked one off to make room. The first necro who hit the target would lose his condition ticks.
Every time I have ever cast a chill on a target, that timer has reset to full (even in big groups)… the duration that tool tip reads is dependent on the other instances of chill, but I have never seen it just ignore my cast and continue ticking down.
However, after thinking about this a few weeks ago I determined a raid is never going to take more than 1 to 2 people who are going to be using chill for the purposes of break-bar and damage, and so it shouldn’t really be a problem, as long as there is no whirling in a chill field, or other applications of poor short duration chills by non condi necros.
That said, the condition should have another way of being triggered where there is no risk of losing the damage. Because if I am right, someone can have their chill pushed off… and if you are right, someone can have their chill completely ignored. Considering this is now the ONLY condition that works this way, I don’t think it will be changed anytime soon.
Theres some common misunderstandings about how chill stacking works. Its actually quite easy to maintain dps chill in a group due to how it actually works.
Chill caps at 5 stacks. Any stacks applied after this will not apply. Already applied stacks never get replaced, they have to run out before a new stack can be applied. As long as you have 1 stack owned by you active on the mob you will continue to tick chill damage. So as long as you make sure you are maintaining long duration chills you should never lose chill procs. If chill drops off and people spam chills and cap it then it may take a while for you to get your procs in again. But otherwise it shouldnt be much of a problem.
Basically make sure the high condi damage deathly chill reaper always chills first and you shouldnt have much of an issue.
Having a hard time understanding what you are saying, because I am almost certain it isn’t correct.
For example one, If I chill a target for 3 seconds, and then someone else chills a target right after me for 3 seconds, my chill will only tick for 3 seconds, no matter if I apply new chills or not. Subsequently if someone else chills the target, and I chill it IMMEDATELY after him, I have to wait for his chill to wear off before mine does any damage.
This has always been the way it works…. the system doesn’t look at condition damage, it doesn’t have any priority system at all other then order applied first in first out.
To your comment, if five necros had a 3 second chill on the target all applied at the same time, the target would have a 15 second chill, but only one of those necros would ever tick damage at any point in time, not all 5 ticking constantly.
And of course this makes sense, because there is no reason why if I was the 5th necro to apply a chill that I should see damage for 15 seconds… I only chilled for 3 so only see my damage for 3 seconds.
And these type of instanced conditions without stacks have always pushed off oldest when newest is applied. This was a lot easier to see back when bleed would cap at 25. You could use blood is power with a 60 second duration and watch your bleed get kicked off when the 25 cap was hit, and new instances of bleed were shoving off other bleeds until your super long blood is power bleed was kicked off too.
If what you say is true, it would be incredibly painful if your 4 second chill happen to hit when the mob had 5 instances of chill already.. it would just fizzle and do nothing, which is completely untrue. It applies the 4 second chill and kicks off the current ticking chill. If this didn’t happen it would be completely RNG if you got your chill on a mob constantly sitting at 5 instances of chill, which would be far worse.
The makes me feel incredibly inadequate running condi in that last GvG….
But Epidemic yo!
Also I think this video would explain why BB was incredibly broken if had remained unchanged, in this setting.
Or they could have Deathly Chill apply a non-chill debuff that caused the damage for the same duration as the applied chill, but will be removed if chill is ever fully cleansed from the target affected.
So how does that debuff work though if I reapply a chill or if someone else with the trait applies a chill? It couldn’t stack because something like RS4 into a chill field would do ludicrous damage. I suppose there could be a separate instance of this special debuff for each chill user that refreshers duration? But that is such a fringe case.
My point was only they have show no interest in working out the kinks of condition based problems like this on an individual basis, so don’t expect a reasonable fix. Remember this only effects necromancers so qualifies as low priority.
It isn’t a bug, it is just how the game handles non stacking conditions, and I doubt seriously they will do anything about it as the burning/poison fixes took years to get deployed.
The problem is going to be in large fight situations (raids) where people are doing tiny chills often, which will shove your chills off causing you to get few to any damage ticks as the game is constantly cycling in new chills.
I guess ask nicely for your raid to not use skills that chill.
So I have spent a lot of time thinking about sustained condition dps in a purely PVE sense. I am not interested in how much damage it does versus a power build or even how much damage it does versus other class condition builds, but rather from a maximum effectiveness standpoint in a raiding environment for the purposes of ranged condition application with necro (very specific I know).
I spent at least a few days doing a completely all-in build related to condi reaper burns (balefire runes), which stacks up damage quickly, and has great might uptime, but has a significant drop in DPS when either melee range can’t be held or if RS has depleted completely.
So it got me to thinking about what you actually get from the Reaper tree that can be used in a ranged condi build. There turns out to be a very strong synergy there and can even leverage RS for a burst of poison damage if melee range is okay.
Building in this way with the nerf to pizza, you still end up with 100% bleeds and reasonable durations on both poison and chill, which are the other two primarily leveraged conditions that deal damage.
Rotation would be simple enough by using the most high impact skills and using RS for the burst poison damage. Having access to epidemic and yourself stacking around 25 consistent bleeds, chill uptime that is pretty good (though not 100%), and reasonable torment coverage as well.
I really think that if they follow through with difficult pve content there will always be a need for epidemic because of how well it scales in add fights and multiplication of damage. And I think this build tends to (because of the might stacking and chill damage), fair better than an old ranged condi build with DS. The chills for me were ticking over 900, generally better than poison stacks I could maintain below 50%.
Anyone found a better way to improve condi uptime and damage under these criterion?
Also in case anyone was curious the hard cap of 100% on conditions is still there, the tooltip shows the extra but it doesn’t work as before.
I don’t feel like the celestial really adds any value to the build. The condition pressure is already very low, the healing power has almost no use, and the toughness is about all you get. Seems like a zerker knights mix or just straight zerker would work out better given the way the fights work.
Depending on how the interaction actually works… it makes little to no difference for stability stomping and stability ressing, which was already possible if you timed it appropriately.
Yes we can now DS, roll over and start ressing someone, but we could have just rolled over, hit DS and ressed just the same today.
It didn’t change the state of the game any, it just makes it easier to do those things.
Now if you can flash DS while doing things, it will certainly be a more interesting change as it has a lot of active play involved… guess you can hope that is how it works.
I, for one, can’t wait until the anecdotes of people ‘double hitting’ Death Shroud on accident with Unholy Sanctuary roll in.
(Someone tries to press DS right before death, overshoots and ends up cancelling their trait-procced DS early)
There are certianly numerous situations where that trait is unwelcomed…
No one is going to realistically take it in any competitive sense anyhow… So it doesn’t really matter.
Most times when I’m about to die, I’d rather just start over with life force.
I can see this being useful for PVE perhaps, but I’ll never take it, just like I didn’t take it before.
So this brings up a fascinating question….
What about those huge 1-shot kill situations in PVE and PVP. If I have say 5k DS left, and 100 HP. I get backstabbed for 6K, so it autoprocs DS. Does the additional 5900 damage overflow into DS?
Because if it did, that would be pretty comical…. surprise!! you just wasted 25% of your DS for no reason.
Should have added “the changes weren’t enough to bring me back, but were enough for me to waste 30 minutes on the livestream”.
I, for one, can’t wait until the anecdotes of people ‘double hitting’ Death Shroud on accident with Unholy Sanctuary roll in.
(Someone tries to press DS right before death, overshoots and ends up cancelling their trait-procced DS early)
There are certianly numerous situations where that trait is unwelcomed…
No one is going to realistically take it in any competitive sense anyhow… So it doesn’t really matter.
That’s a QoL change though, not a balance change.
It has balance implications…. being able to USE DS while ressing someone to pre-emp a stun etc…. now if it breaks actions when it is used it will work about the same way it did for people that knew what they were doing pre-patch…. So in that case it is just easier…
Flashing DS will most likely interrupt ressing and stomping though I would wager.
I didn’t quite get what Karl said about Unholy Sanctuary: what did he mean when he said it will “bypass its own cooldown”?
Means if your deathshroud is on cooldown, it will still trigger deathshroud (assuming you have life force) once you take lethal damage.
These are not all the changes, just the ones they thought were relevant for feedback. It is very important to note that they do not preview every single number change, only some of them. The changes were fine. Were they great? Will we suddenly be top tier everywhere? No, but they were entirely reasonable changes. Frankly my only disappointment was that (as far as I saw) they didn’t nerf reaper’s prot/nightmare runes.
Sorry to say I don’t buy it…. every single patch since this game started that has been the comment they make.
“Oh these are just high level….. Just those we thought were noteworthy…. Just the ones we wanted to highlight”. And at the end of the patch day, they are pretty much the only ones we get.
If the remaining changes are so minor they think they don’t need feedback, or so major they don’t care about our feedback, I would not be pleased either way.
I think the really important question you should ask yourself is: With 5 months since the last features patch, is this the kind of balance you were expecting? Is this the kind of movement within the class you were hoping for? Does this really change any of our underlying weaknesses, or provide us any new avenues for change?
I moved on a while back, but I was hoping for more from this patch to rekindle my spirit. This wasn’kitten
The necro community understands very little… And days later when this falls off the front page there will be people who don’t know this wandering around making incorrect comments.
People within the community know how it works, and comment on it off-hand about how awful it is and the community grabs onto the awful part without understanding WHY it is awful exactly.
It was a nice public service if anything to clarify, I think that was worthwhile.
That said you do come off in the video being a proponent of hte trait, which will get you flamed constantly.
It seems clear to me little to no feedback was really taken into account with those changes aside from the screams of PVP and lich bombing.
The QOL for Axe/Horn is nice, or really X/Horn, but I don’t really think that is enough to make me come screaming back into game with a breath of fresh air.
Really expected a rework or changes to siphoning… to provide more bust survival. Ah well… I didn’t get my hopes up.
Well that wasn’t exactly what I was expecting. A freebie sort of cheat death for lazy people tied to unholy sanctuary if you forgot to use your DS or got locked out because of a mistake, and a whole 1 extra second to steal life with our heal signet….
The buffs to the already amazing spectral armor skills were nice… but I mean everyone already used those? Not sure exactly what the point was.
I think it is noteworthy you took the time to explain the trait. I don’t think it does anything to justify that it is really a very weak 25 point trait, and that attempting to use it in such a way that you allow yourself to get dropped low for the purposes of generating might is a great way to get bursted out of DS into dead.
You will die with a lot of might stacks, but you are still dead. Also using as your example something that multihits (like a downed necromancer spamming 1 ), has a much more pronounced effect then compared to a thief backstabbing you hard enough to generate 1-4 stacks of might before you drop out out of DS.
So the claim that it is very easy to stack might is only if you are willing to accept that you are now in the “danger zone” in pvp simply to boost your damage, and in PVE, there are not a lot of practical situations where it comes into play.
Also as others mentioned, the duration is so short that a good stunlock will leave that might with all but a few seconds left (or none) and then you with your under 25% HP when you go out of DS.
Now that it is proven they are equal, lets buff it up so it is significantly better to account for the frequently mentioned lack of support… eh eh?
And I feel like that video ran roughshod over my F bomb detector.
I think it is a shame incremental balance has all but vanished from the game. Quarterly, at best, balance adjustments to the game don’t work for me.
There are far too many overused and underused skills to pretend like content is really what the game needs.
Content can fix everything except nerfs, and at this point not a whole lot actually needs nerfing. It also has the secondary effect of being much better overall, and generally easier to do.
I would very much disagree. A lot of skills and combinations are far to strong then alternative options. When the vast majority of class X is running build Y, then the game has failed at balancing. There should always be advantages and disadvantages to build choices, but right now you see mostly the same traits and skills instead of viable options.
No one likes the dirty word nerf, but frankly you either do that or buff the lesser used skills and find them weaved into the same basic combinations. The idea of shaving is such that you can slowly shift the meta to something else. It doesn’t matter WHAT it goes to, but it has to go somewhere or the game gets incredibly stale.
They don’t shave, they just let their beard grow for 4 months, then hack at it with a razor blade and let it grow back the same as before with a few irregularities…. that is not the way to handle a competitive game.
The sad part is they have access to all this data and more, or so I am led to believe, and still choose to ignore the fact that the focus of builds and roles in PvP is so narrow. I don’t have the answers for the balance problems, but I can tell you right now if you go after the most popular choices and bring them down, they at least give the lesser builds a chance to be competitive.
I think it is a shame incremental balance has all but vanished from the game. Quarterly, at best, balance adjustments to the game don’t work for me.
There are far too many overused and underused skills to pretend like content is really what the game needs.
There likely won’t ever be balance if they just focus on balancing what is already there. It could take forever. I think I what they are doing now is actually smart in that they are trying to open new playstyles with new traits and skills, but they make everything very weak that it doesn’t come to fruition.
But i’d rather have new content than worry about when I can confidently carry corruptive poison cloud, for example.
It absolutely would take forever, and it is an never ending process, which is part of what is required in a game to maintain one step ahead of a competitve pvp environment… I realize most people would laugh at me for calling it that, but the potential was there.
Unlike most MMO’s where you have to concern yourself with power creep from gear and how that interacts with skills, and new talent combinations as level caps raise,, they have attained the top end of their gear/level (supposedly). You can’t ask for a better sandbox to take the top off the strong skills and push up the weaker skills, in a stable gear environment.
Of course most people are happy with new PVE content I agree, but seeing as the parts of the game I really enjoyed have seen the least level of attention, it may be that the game just isn’t for me anymore.
Back when skills were being updated on a regular basis it felt like the potential for innovation was there. There is no innovation if the skills are only marginally adjusted on a semi annual basis. Even the new skills, that had such promise, like SR 30 and the healing blast… absolutely no attention to the hit box problems, clunkyness of the skill, etc.
I think it is a shame incremental balance has all but vanished from the game. Quarterly, at best, balance adjustments to the game don’t work for me.
There are far too many overused and underused skills to pretend like content is really what the game needs.
From past GvG experience in a 15v15 you need 3 necro’s (condi) or no condi builds period. 1-2 will not be able to pressure the condition removal of a group of 15 but 3 will be able to force unneeded condi removal/heals and allow the hammer train/ strike team to do work.
in a zerg its even worse for condition builds since your damage is just not there.
This is your answer, and completely correct.
Of course in structured gvg scenarios they can counter this with more fringe and a more condition removal heavy center group. We played around with this a lot with trying mesmers too for confusion stacking, but in the end a strong side group of thieves and mesmers with a clump of the standard removal classes wins out with -40% food.
I think it is a bad place to argue that we SHOULD be able to handle a 2v1. The classes that do handle those fights are leveraging what I would consider are overpowered concepts (stealth and mobility) rather than being overpowered themselves. In a world where balance is achieved, those concepts are pulled into line, and then the class balance problems wash out.
I don’t mind lacking blocks, I don’t mind having situational mobility, but I do mind not having a target drop. Allowing people the option of mindlessly spamming 1 on me from range because I literally have no way to deflect that agro is just stupid. It is a bad design in a place like WvW, where 1 spamming is such a common way to handle a necro problem in the bigger fights.
I am in the minority on this I realize, but feign death is a thing, and it is something we should have. People should at least have to pay attention when training down a necro, like they do when trying to train down any other class with mobility and stealth.
I’d rather a Fear over a stack of Bleed and Torment, personally.
Yeah, the krait runes are very weak. If perhaps it had been 5 stacks of bleed, poison, 2 stacks of torment it would be worthwhile, but 1 of each is not that interesting, since it is already so easy to apply those conditions.
Sunless is interesting because it is another controlled fear application, something that is impossible to get with any other runes. Our lack-luster elite makes it less amazing though (in terms of cooldowns).
Since there is really nothing interesting to talk about, and “specific” balance changes are not up for discussion, I thought I would ask some opinions on the Superior Rune of the Sunless.
(1): +25 Condition Damage
(2): -5% Incoming Condition Duration
(3): +50 Condition Damage
(4): -10% Incoming Condition Duration
(5): +100 Condition Damage
(6): When you use your elite skill you inflict 1 second of fear and 5 seconds of poison to nearby foes. (Cooldown: kitten
I had a pretty interesting fight while using them, and while I doubt I could make an entire video around the runes, it seemed to be worth drawing attention to.
I like the proc, it is pretty interesting because you can proc the fear right after the stun charge depending on the golem position, or proc the fear off the summon, and then use the charge to chain the disable after the summon.
I don’t find the secondary bonus particularly useful though. The condition duration reduction has some effect, but not enough unless you stack it at least in my opinion.
Roaming with Golem seems to carry a lot more risks without the surviability of cloud form, but it is more fun.
Anyone else believe these are worth a nod?
Boar drops a env. weapon “Skull”. Skull has no limits at all. With Moment of Clarity alone the duration is boosted by 100%. With Giver Weapon, Necromancer rune, +40% food and 6 in MM you have 200% boost on fear duration.
It is quite hilarious. We spent quite a while trying to get a good video of it, but it is just so hard to dig up the skull at the right time (always get the bone), land the fear on a group of people without getting blocked, or freebie stunbroken, not getting then subsequently actively stun broken, etc.
Although when it works and they are feared for 15 seconds, and you epidemic 10 seconds of it, is pretty funny. Standard max fear (excluding that item) is suppose to be 5 seconds for a single application, or even stacks of applications, but as was mentioned, you can chain them together for a pretty long fear too, as long as you reapply with low enough duration left.
Seems more likely to me that they just don’t want to have a bunch of angry people screaming about how they didn’t get their rewards they earned, while others are running around in their fancy skins.
Hard to get up in arms about not getting your tokens when there is nothing to spend them on.
Also since the rewards for season 1 were so amazing, it isn’t like continuing on with no rewards for the time being is that big a deal. They can delay as long as they want. Maybe they will come up with a solution this time that involves fixing the broken people instead of just mass mailing extras to everyone per the standard policy.
In either case it doesn’t hurt them at all to delay, and considering their resources are busy working on China things and polishing that market, a market that is actually buying boxes and spending money actively, it is hard to argue with the economics of it.
thanks for the posts. I was wondering as I had been running scepter/dagger + staff and it almost feels to me like the staff is useless for 1v1 or 1v2 as my power is low, my crit is low.
I end up rarely using my staff unless it is against invis classes like thief when they stealth and i start throwing out marks on the ground.
I tried running with scepter/dagger + axe/warhorn yesterday like HardRider and i must say its potential to win a 1v1 or 1v2 feels much better.
Staff is for the utility not the damage. If you run a hybrid build, I think arguably you could make Axe/horn work in the offhand, but in a full condition build it wouldn’t hit hard enough to mess with really and doesn’t synergize well since it doesn’t out put damaging conditions and duplicates the debuff (cripple) you already have.
I don’t use staff much in a condition build, but if everything is on cooldown, or you need a fear, or you need a condition transfer, it works out fine. Giving up a really reliable AOE fear and condition transfer is really hard to do once you get used to having it there. The same reason why it is so hard to give up offhand dagger once you get used to the bouncing superior removal + blind.
Putrid removes 3 per target, I can attest to it working that way recently, as I get in a lot of mass condition/zerg ball situations where it does a full clear when I hit a group of clones/people. Works just like dagger 4 in fact, except all at once instead of after each bounce.
It was too strong with a full clear, but removing all the team utility from it was stupid. As if the class needed less group synergy. Should have at least stayed to remove one condition from allies etc.
Because if you are solo, you are looking for 1-2 people to fight at most, and once you hit 3 or more you have pretty much topped out and will die. Stealth and mobility high classes of course can fight and run, but other classes will just die.
If you run a group of 2, 3, 4, or 5 – you can find a fun fight in a similar sized group, or possibly against a group of 6-12 people as well. The odds of finding an interesting fight are much higher. A single or even a few adds will not ruin the fight and send you back to the spawn.
Also so many skills are group centric, why not play in a group?
Quick question on PoC for those that use it often and will know. I know it does the same boon to conversion as our other converting skills, but does it also use the same priority?(ex: stability last) and also, does it only affect the main target or all targets that are hit by the chill aswell?
Just main target, not those in aoe chill range, and seems to be the same as boon flip from corrupt boon, IE stability pretty much is always last.
A well specced and skilled enough Thief should be good enough, with that said I wouldn’t put the average Thief high on the list otherwise compared to a Ele, Necro or even Engineer tbh.
But decent DPS, blind fields, Venom share, stealth ressing and a spammable blast finisher isn’t too shabby.
Only issue with necro and guard combo is that despite it sounding a bit ironic they are both ridiculously easy to overload with conditions. As a pair it will be garder, but nit that much harder.
Necro is the only class that turns self condi overload into a vastly powerful offensive tool… conditions are not an issue. The biggest problem is finding enough people to make the roaming interesting without taking on so many that the incidental boon removal and disables overload the light availability of stability.
Yes necro is a horrible opponent for condi builds, but it isn’t too hard to overload them either. Timing is everything, that and continuous pressure. Luckily, only 3 classes can apply that condi pressure and still survive even if all condis are sent back at them.
Best option for any guard is classes with versatile functions. Rangers, eles, engis. They are quick, can grant loads of swiftness and can play multiple roles at the same time
I can’t argue against roaming with an ele as I have never know one intersted in roaming to compare, but I can tell you ranger/necro has severe issues if the opponent targets the necro, as the ranger cannot do anything to aid the necro getting focused. Engineer/necro works fine in theory, but the two classes only synergize in the sense they both can put out a lot of conditions.
How exactly do you time conditions right on a necro? They have some of the strongest removal options, and with the shortest cooldowns for those removal skills. The vastly common S/D Staff build has three removal options:
Deathly swarm at 18 seconds which can remove 12 conditions in the right situation or 3 at worst, Putrid mark which removes 3 on a 25 second cooldown, and CC which removals all on a 25 second cooldown. Nevermind that they can sit in deathshroud and just tank conditions if all 3 happen to be on cooldown by some happenstance of misplay.
And then there are utility options for more removal if you want to take those into account. It isn’t a matter of timing, it is just isn’t a thing. You don’t condi overload a necro.
Guys, is the standard Condition build the pre-dhumfire 0/30/20/0/20 build again, or does anyone run duhmfire anymore?
Guessing from my playstyle, i’d be running a 0/30/20/0/20 condi build with a mix of dire to increase tankiness, as crit does not seem to be necessary as much as long as you can get it up to 30-40% The new DM minor traits, with the new grandmaster trait makes me want to go back to the classic build.
I am so excited to get back to playing… stuck in africa = terrible internet…
I still like dumbfire, but I don’t think anyone considers it a must have trait anymore. The 20 30 0 0 20 is more popular as it is more reliable and effective, have more boon removal, and still carries some duration increases.
The DM minors are just okay…. they don’t make you feel any better about going into that tree. Taking those 20 points feels way better today than before, but the boon duration still feels quite wasted.
A well specced and skilled enough Thief should be good enough, with that said I wouldn’t put the average Thief high on the list otherwise compared to a Ele, Necro or even Engineer tbh.
But decent DPS, blind fields, Venom share, stealth ressing and a spammable blast finisher isn’t too shabby.
Only issue with necro and guard combo is that despite it sounding a bit ironic they are both ridiculously easy to overload with conditions. As a pair it will be garder, but nit that much harder.
Necro is the only class that turns self condi overload into a vastly powerful offensive tool… conditions are not an issue. The biggest problem is finding enough people to make the roaming interesting without taking on so many that the incidental boon removal and disables overload the light availability of stability.
Do you actually use it over other Curse GM traits? I know that Lingering Curses can just be too good for condition builds, and power builds might not go all the way as they need their traits elsewhere? Do we have someone here with a build and video maybe?
I think every video I have made since the patch has had POC… there are lots of videos on it out there, but mine are not PVP if that is what you are looking for.
Lingering curses was never that good, it only shined when autoattacking with the scepter gave burning, and even then it wasn’t really all that good, it was just way better than weakness on crit.
As for a power build, it is nice for the strip and the flip, but I would still prefer other GM traits over POC in the other trees.
All the buffs work on DS except for regeneration, unless something that changed in the months after all the testing was done on that after the downed state and deathshroud numbers change.
Almost sure it is the closest one distance wise to you. Bhawb will come answer don’t you worry.
I enjoy the on demand access to the additional skills more than the additional health bar. The “tanking” aspect of it is what makes it so hard to balance, and why the class suffers on so many other fronts around alternative survival skills, which are clunky at best.
The management of it is interesting too, but our choices for ways to use that LF and ways to refill it, are not as forthcoming as they should be, and it makes the class skill feel far less impactful than others.
For instance I would be prefectly fine if going into DS caused you to take 50% less damage, as opposed to having another life bar, and ran out after a max of 10 seconds… The idea of life force just seems odd to me since we cannot use the LF to do big things, like sack 30% for some additional short term effect etc.
I can’t even imagine what this game would be like if I could sack some percentage of my LF to give my group a damage buff for example.
Someone care to share? At work still and am curious.
If you flash out of DS your 6 to 0 skills all flash as if they were coming off cooldown simultaneously. Only…cooldowns dont flash like that in this game. Not that i know of anyway. So where did this mysterious flash start coming from?
Does it impact the skills other than to be visually jarring?
Worked out another video trying my best to show some of the healing from Parastic Contagion with a fairly high damage condition build leveraging epidemic and another nearby condition class, with some pretty good results.
The build was a relatively standard 6/6/0/0/2 build with Undead runes or Perplexity runes depending on the clip.
On the whole I still find it a boring trait, and not as interactive as burning on lifeblast, but it is hard to argue with the free healing it gives under the right circumstances.
Comments of all types welcome.
I can’t imagine it would be intended? It seems like it would be more a side effect of how their immune but not really immune buff is working more than anything.
In either case based on that video it seem to take longer that way…. and you still have the risk of being pulled into an orb…. I don’t know that it is really that much easier.
It depends entirely on your server of course, but the higher tiers have a lot of optimized roaming builds. A lot of condition builds, and heavy burst builds, which makes any power build on necro pretty risky.
There are number of decent builds posted if you look around (I don’t roam power often enough to comment), that focus on the spectral skills, and a reasonable balance of toughness and damage, but you will lose to most well played optimized builds.
As to the meta shift in the past 6 months, mostly there are more solo focused roamers and less havoc groups. But there are still a lot of people with their PVT builds trying to run to the blob around you can pick on.
Oh is it one of those “not really immune” mobs you can siphon down, like old Guild Claimers in WvW? Seems like that would make the fight harder and take longer…. unless you just mean a siphon build after you remove the shield?
Really just being able to remove the cripple and weakness is all you need to get through stage 2, and my goodness is it easier without that stupid dome around the board.
For all those people who are putting up +1000G buy orders, you guys are going to be hit hard and waste money. All it takes is Anet to do a quick hotfix or even one patch to adjust the price. When Final Rest was fixed, the first sell listings were in the 3-4 figures and dropped in less than a day to 2 figures.
The same will happen to this recipe when Anet fixes it, which I’m confident will happen.
Unless you play 24/7 and can immediately remove your listing once the patch notes hit, I suggest to use that 1000g elsewhere.
Anet will never let an item this exclusive rise to outrageous prices unless they gave everyone a fair chance at acquiring them. Right now the chance is no where near fair, so they will adjust that.
If your looking for a good example, I think you can remember the Molten Backpack, which did not have a high drop rate (higher than this by quite a large margin though), but it was far less accessible as it required a full dungeon run plus having a group of 5 etc.
That was an exclusive item that some people (solo people for instance) had no shot at. Even an abysmal drop rate from the guantlet is more accessible to those people than the jetpack was. And then it was gone a few weeks later never to return (yet).
This back item looks pretty awesome, I wouldn’t be suprised at all if they didn’t change anything around the drop rate, and were satisfied with only a handful coming out. (sub 100) over the course of the event.
I would prefere some actuall stability before invulnerability.
Our stability is non existent.Agreed. From what I can tell only Well of Power offers 1 sec of stability and thats it.It doesn’t even last as long as the well either.
It’s not really meant to be a source of stability, it just makes sure the skill executes.
Yes the funny part, you can actually corrupt boon someone casting WOP right after they use the skill and after the stun-break, but BEFORE the well goes down since it has a 1/4 second cast time, and it will fear them and prevent the well from casting.
Sort of a lazy way to make sure the well goes off. They could have just made the well instant cast, but that might have looked akward to just have the black pool appear with no cast animation.
-Insert comment about how the class I play is in fact NOT overpowered and you are not just completely wrong but biased to boot (but I am certainly not biased)-
Alternatively we could focus on the severe build diversity issues, underpowered utilities, and underwhelming game mode.
If I could take one utility every two weeks from each class, and make a minor modification to it (up or down in power), it would do wonders for the interest level of the game.
The cold syrup speed of game changes does not do it for me unfortunately.
Well currently a slyvari necro can do this with take root already. And that is an elite, so respectively I don’t think having it would be that overpowered. Consequently I wouldn’t take it as a utility or elite though, as standing there not taking damage is just a pretty pointless delay move. I would much prefer something that causes a de-target (ala feign death) and a poison/chill effect in a nova, on a resonably short cooldown.
The big problem is there is no de-target. People pick a necro, and spam skills till they die with classes that have super strong ranged attacks. With no detarget, unless we get out of range or break LOS, we just get continuously hammered. A detarget would at least make people have to locate us again.
Or DS2 could just drop target, which would be the best and easiest solution requiring no new skills.