Showing Posts For Typhron.2318:
Nemesis, you’re a smart cookie and all. But this is getting out of hand.
I think Blighter’s Boon was changed in the beta (specifically from BWE1 to BWE2). It used to give 1% lp per boon application, and now it’s once per spell/blastfield/whatever. This was, itself, due to Reapers gaining full life force out of combat (or in combat) in seconds, and healing to full from whatever in Shroud just as fast.
I don’t really have anything to back this up aside from personal observations, so take this with a grain of salt.
Reaper is far too slow for PvP at present, but that seems to be by design, adhering to the “theme”. But Core necro fairs much better so it’s not all bad./
Perhaps having our “unblockable marks” staff talent make them unevadable too? There supposed to be like magical traps that Thiefs and Rangers (and Guardians now) use. Then again, that’s a band aid fix that wouldn’t do too much in the grand scheme.
Kinesthetically it feels a lot better than it did the first beta weekend.
Speaking entirely from a PvE standpoint: Been trying to run around without Soul Reaper since RS’s mitigation is bugged (maybe? hopefully??) and the bonuses from other trees for pve for party support and uptime (sticking to enemies/not getting cc’d while we channel n stuff) seem to outweigh a small damage gain (which I’m not even sure adds any damage after some napkin math). To this end it would feel like Anet trying to make you choose between Death Shroud and Reaper Shroud for playstyle, which I don’t hate but still.
I don’t see Reaper having much use in PvP, but we’re already solid there so it’s hard to feel bad about that. That being said it should be noted/a cause for concern anyway.
Overall my view is positive. Won’t complain if there are more number tweaks though.
Honestly, they should probably fold a lot of traits into other trees and make other lackluster or needed ones (like Dhuumfire and FotG) baseline. Our traits seem to be a cluttered mess.
Why is everyone assuming exploit? If full berserker these numbers are totally believable. Unless OP had a fair bit of toughness then yeah, I could see it being an exploit. But otherwise, I regularly crit anywhere between 5 -9k with the third attack in dagger auto chain on lights and mediums. More around 4 – 7k on heavies depending on toughness obviously.
People can’t (or don’t want to believe) that necromancer can hit pretty hard or scale pretty well (even though we have many many clunk problems). In this instance Soilder kept getting hit with the full dagger combo, a whopping 940 + 2.80 of their power in damage over 2.1 seconds add in modifiers like Runes, Vulnerability, and Might (the latter two being easy for the Necro to stack) with necros own modifers (Close to Death), and it’s easy to see how he got hit so hard.
You also got hit with a Spinal Shivers (focus skill) while he was in Death Shroud, so he’s definitely down the Spite try. Since he was able to it you so much it also looks like you underwent the equivalent of Corner kitten in Guild Wars 2 (fighting game term).
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Thanks for typing everything out when I was too lazy to.
+ 50% weakness uptime
+ Awesome boon removal
+ Zerker Wellomancers are perfect for downstate target cleaving
To add onto this, necros doing ‘low damage’ seems a bit iffy to me (even though I do trust Death n Taxes to know their stuff), considering a few things, and especially if we consider Hundred Blades as the benchmark. Though, I can understand this if we’re talking about condition application as well as raw damage, where as a Necro it’s difficult to have both. But still, there’s a couple things to consider (and I REALLY hope I’m not overstepping my bounds here, so take this with a grain of salt).
I’m purely speaking in a pve setting, also.
According to the Wiki, Hundred Blades does 1,571 with a 4.21 efficiency with power scaling. But this is over the course of a 3 second channel and 8 hits with the final .5 second being a 410 plus 1.1p hit, for a total of 1,981 + 5.31p in raw damage over 3.5 seconds every 8 seconds. That’s roughly 248 + 0.67p per second due to using 100B, which is p.great burst. There’s a slump in damage when including Warrior!GS’s other abilities (+ 56/0.15p from Arcing Smash, 39.7/0.11p with Rush and it’s cooldown, much less with everything else), but still good damage all around.
Necros (assuming they’re using Death Shroud, but I’ll get into that fallacy later don’t worry) using Life Blast can compare to this. Life blast itself has a ranged component, so it does 246 + 1.0p and 345 + 1.4p when used at close range, with a second cast time. 3 casts equate to 738 + 3.0p and 1036 + 4.2 respectively, falling very short of Hundred Blade’s burst. But doing this over 8 seconds yields higher overall dps, with 1968 + 8.0p at range and 2760 + 11.2p when at the correct range (evening outwith HB at 5 for +600 range and 4 seconds for -600 range), or (still!) 246 + 1.0p and 345 + 1.4p dps. To that end, we can easily hit great numbers consistently, even moreso than the definitive damage dealing class, let alone others.
…That all being said, we neglect our other abilities in DS to do so, and our normal weapon skills (spammy as they are <3) aren’t any different in this regard. Also understanding the lack of cleave for some abilities and our own version of burst coming from utility skills instead (with longer cooldowns to balance out/offset our ahead-of-the-curve dps). While also assuming things like we’ll be close to the enemy to deal dat damage (expectedly, honestly), and if you’re not dealing with trash (which dies fast and supplants Burst dps over Sustained dps), lack of support aside from the weakness stuff, lack of good condition application, weird trait choices (Death Perception or Dhuumfire? Signet reduction/party support or Close to Death/the 20% under 50% damage buff thinger? Transfusions, better wells, or party condi removal? You have to choose between these and that’s a huge hindrance), etc etc etc. This makes our playstyle alien to others, which is why you get people saying such things, we’re not the roller coaster of burst like other classes.
In short, we have our fair share of problems in pve but damage isn’t one of them. Parity of Burst damage and team support, and people not playing the necro as a melee class like it very much is? Those, now…
So yeah I still run necro and yea its still one of my favorite classes
and imo the reason people don’t like Necro is because they simply can’t play one lolExactly
Sloppy thinking.
Sadly, the strawmen have a point.
It would help if people stop expecting the necro to do great damage at ranged. That’s like trying to use Mesmer greatswords in melee. You’d think that’s how it’d be, but no.