Xaiixmael – 80 Revenant
Tyriark – 80 Reaper, Xytrael – 80 Daredevil, Lythios – 80 Warrior
Tbh it all depends on how you use the tools given to you.
There’s more to a match than just flat damage. A mallyx/glint revenant can do anywhere between 450k damage and 400k+ condition damage (totaling 850k) in addition to removing 800+ boons. The Boon strip that mallyx does relieves a lot of pressure off the team, can literally flip the entire fight depending if you strip something like 20+ might stack.
If it was all about damage, then you should roll another class as there are better damage dealers if you’re not fulfilling your role.
You guys are killing me, I find it quite entertaining to see how you delude my statement had more breadth than it honestly did.
My original statement in reply to OP was to display that sword OH is viable and can be used well. Never did I comment about my role vs any othere build/role.
I am fully aware of my role in spvp and without knowing so I wouldn’t be able to survive long enough to deal over 1 million damage anyways.
More positive attitudes, we all need pvp to be less toxic.
Thank you.
Wtb mainhand axe.
Yeah our way of dealing with condi was dodging it, but now that shiro and energy sigils are nerfed its mallyx or die
I played Mallyx last season for a while and it did quite well even with the OP necros. With the necro nerf now it should do better against them.
I switched to Power Rev now just to learn it better.
The only problem is if a necro uses boon corrupt smartly, it should shut down a condi rev because they rely on the boons they have to survive.
Tbh it all depends on how you use the tools given to you.
Not sure what your point is.
I remeber that ranger, he is weak...
My statement was not directed towards you whatsoever.
I am just showing sword offhand is viable and works if you know how to use it.
I don’t understand why that makes you feel like you need to undermine my work.
Hitting over 1 million damage in a match isn’t easy in this meta.
Thank you.
Edit: Forgot to include the fact that my team included two thieves and a warrior.
(edited by Tyriark.7825)
Tbh it all depends on how you use the tools given to you.
Well the revenant has subpar tools to cope with condis, unless you are running malyx which makes you vulnerable to professions with boon hate, which makes the most efficient strategy for a power rev is to avoid getting hit.
Specifically, I use Shiro and staff to avoid focus and reposition. Los and going out of range are your best friends. Another strategy can be to pressure a condi user into playing defensively, making it harder for them to hit you without dying to your pressure. Unrelenting assault is another classic offensive/defensive strategy, especially combined with enchanted daggers, to avoid damage during your burst.
Back in GW1, there was a function that I and many others made frequent use of in PvP and GvG. This function was a chat command that set a flag for voluntarily losing the round or exiting a PvE instance.
The command was /resign.
I did a number of runs today and lost virtually all of them due to a player or, in one case, two players that simply gave up at the very beginning of the round due to something they saw and deemed an instantaneous losing situation. I would like a /resign function because:
1. It will allow players to express themselves (at the very least).
2. It would give Anet a countable measure of how often a particular player just gives up, which can be factored into MMR or somesuch thing
3. It would enable players to end an inevitably losing round without suffering needless pummeling from the winning team.A slight modification I might make to the way it was in GW1 is that in GW1, the entire team had to /resign to end the round. It is my belief that there are many players that will never, ever, /resign. As such, I believe a 3/5 vote to /resign is reasonable.
I definitely recall that this has been suggested before, and I’m sure it will be again, I simply wanted to express the idea again in my own semi-coherent fashion.
Couldn’t agree with you more.
Right now the pvp feels like it tends to snowball after the first crucial fights in a match, and as the match goes on its harder and harder to keep up if you’re already losing let alone make a comeback.
Agree 10/10.
Diamond last season – 1/10 win to loss ratio right now between thief, engi and necro.
On avg, lose 1 game for every 10.
I’m not even using meta build. It is a lot easier this season, sapphire without really trying most games…
Going by this logic I should be sapph now too.
Don’t feel bad.
I was a Diamond last season. Something is not right, as I’ve had the worst loss streaks I’ve had in my history of gw2 spvp. Ranked or otherwise.
Maybe its due to the MMR/Matchmaking change.
Such worth tho, when you get good at it it’s straight up borderline graceful lol.
I’ve been having a blast using rune of the daredevil, it worked with the weaponset and unhindered combat and it gives it a nice paced momentum.
Dodge out into a shadow shot crit, aa, Dodge out to blind powder, steal in and backstab, dodge out again and hs crits lol very fun.
It can be mobile enough to really throw people off haha.
It can be a bit more challenging against some druids that are full tank, dhs, good revs and sometimes good scrappers.
Sure, it would be nice if they gave us a visual of what was going on in our specializations while we were in shroud, but the reason we probably won’t get that is that it would be a big advantage. They have to make each class have strengths, but if those strengths become too massive everyone will be playing necro. Personally, I don’t want everyone to play necro. I like the diversity in the game.
My biggest complaint is how slow we are. It is annoying. I am willing to put up with being slow to get all the great attributes that we have. Sure, once in a while you can misjudge the cooldown time and pop out of shroud too soon and die. If your HP is that low you probably would have died either way, because otherwise you could dodge for a second or two and you could deploy whatever it is you were needing. The longer I play necro the more I have a feeling for when it is safe to pop out of shroud. I am not perfect every time, but I think one day it will be really rare to misjudge because practice increases skill.
Ironic thing about this is that being slow is definitely intended to be a weakness, but seeing cds in shroud would only lend a qol improvement
+1 agree
Seeing cooldowns of utilities in deathshroud would mean a world’s difference.
Hey well if you haven’t given up on GS yet, you could try this build.
That’s what I’ve been playing and I just got to ruby using it. I also have a thread on the build
https://forum-en.gw2archive.eu/forum/professions/necromancer/Well-o-reaper/first#post5874498
No matter what tweaking, a well build will be a teamfight build, period. The build is not designed for solo fights, and so changing the build too much to do better in solo fights will hurt its great teamfighting capabilities. For a good all-around power build, Soldier Signet Reaper works much better.
Obviously lol.
If all of my utilities are aoe, do you honestly think that Im under the impression that it’s a great 1v1’s power build?
I honestly play this build simply because I have a blast playing on it, and it isn’t bad in 1v1’s either. The wells timing and placement are very critical to the performance of your fight, as well as if you combo it with a gravedigger swing crit with quickness or shroud 4 to pressure them into your wells.
I have even been able to Tank 2v1s until help arrives, like a bunker. But yes I would agree that the build shines in team fights, due to the unblockable wells that influence the whole team fight. And the fact that the build rezzes allies quicker than jesus.
http://metabattle.com/wiki/Build:Reaper_Wellomancer
Yeah I’ve been playing this for quite some time now and I gotta say it is pretty fun. The build is easily kited in 1v1’s but performs great in group fights.
This is the reason that I opt for Knights over maurader, maurader barely helps for survivability.
As I see you want to be quite tanky: ever used the Cavalier or Crusader amulet together with Decimate defenses? Still gives you power and toughness but makes your crits deal more damage.
I’m going to try Cavalier tonight, the only thing that holds me back from it is the vulnerability stacking of the build is not very strong due to not running spite, but I figure that with sigil of intelligence I should still be able to put out the burst crits when I need to.
Hey guys,
I’ve been testing with this new pvp build I stumbled upon. Its strong in team fights, and has alot of area control with the wells.
Each well gives quickness, protection, and siphons health from each foe you hit.
The gravedigger swings are good with the quickness, which happens on each well, and on weapon swap you have swiftness, quickness, and the 3 first hits are guaranteed to crit.
Reapers shroud is another powerful source of damage. You can set your enemy up with Wells behind them, Reapers shroud 3 for stab, and then 4 to pressure them to stand in the well or eat your whirlwind.
The biggest downfall is the run speed, in which I tested with rune of the traveler which felt like a decent alternative to get the speed the build lacks. This is what makes Rangers one of the only difficult matches for this build.
If it sounds fun, give it a whirl!
Any feedback would be appreciated
(edited by Tyriark.7825)
Agreed. Thank you Anet for showing our class a great amount of focus and making us closer to viable and making sure we are just as baddass as ever.
This is sad.
If you guys dislike the animation that much, please go play another class.
That being said,
Anet,
Please keep up the awesome kitten work, great looking reaper in general and I appreciate the focus we have had to our class.
Considering the fact that it destroys projectiles, I could definitely imagine a good defensive use for this against ranged opponents while closing in on them, and it only helps that it has a cone for that usage as well.
Damage wise, yes, it would be best to fire it point blank.
I’m perfectly happy with the skill reserved that it may need a damage buff, as the devs are scared of the damage on the berserker skills.
Rangers have melee Greatsword and theirs only has one gap closer.
Rangers already have range, they hardly need to close the gap.
Reaper has no viable range options, and thus it needs the proper active defenses and gap closers.
3. Death Spiral in it’s current incarnation is nice, but does not solve the issues of using a greatsword in melee and especially one as slow as the Necros’. all melee GS weapons (Guardian and Warrior) have 2 gap closers and currently the Reaper GS only has 1 (GS#5), but since Anet are into the whole movie monster theme how about they turn this skill into a taunt (maybe even a cone shaped taunt for up to 3 targets so it is still a skill shot?) that also applies the vuln and generates LF. it can act as a thematic “gap closer” and actually allow the GS to function as a melee weapon and synergize well with itself.
4. Nightfall decent skill, just increase the damage as with all the other GS skills.
Thematically speaking, It would be very odd to use Taunt when our profession’s mechanic is the complete polar opposite, Fear.
A viable option would be to make nightfall a ground targeted teleport, akin to Infiltrator’s Arrow.
What if it was ground targeted and had a shadowstep similar to infiltrators arrow?
Two different playstyles my friend. I don’t give a kitten about catching anyone, seeing as stealth allows many classes to reset anytime they want to anyways. I would much prefer those that stick around pay the price; retreat becomes much harder when you are perma chilled. If i cannot keep you fixated upon me when in a fight what is the use of catching you?
That sounds like PvP talk. PvP is irrelevant. In PvE, it’s all about being able to get where you;‘re going with as little time wasted as possible. Once you’re fighting an enemy, chances are they aren’t going anywhere.
I say make GS4 Nightfall into a Ground Target blink ability that still does the AoE blind field but at the ground targeted blink location.
that way we can move around better but keep our only GS defense.
A ground targeted blink could work, so long as it didn’t require an enemy hit to teleport you. Have they ever put one of those on a weapon before though? Usually blinks are utilities with long CDs. I kind of suspect that if they gave us an ability that is GS4 PLUS a ground targeted blink, they’d give it a CD long enough to make it mostly useless.
Yup. Thief Short Bow 5 Infiltrator Arrow. No cooldown on it. So cant see a cooldown version of it being unbalanced.
Don’t forget that Nightfall also roots you when you cast it.
A ground target teleport would be an amazing way to implement some reaper-style mobility on this skill.
Finisher, Velocity increase, Homing, Single target pull, Chills enemies it passes through.
That would be amazing, but not op for what it should be.
sorry but i dont agree and death shroud needs this aswell imo. now you’re gonna hate me for that statement but in the heat of battle in pvp it can happen that you spam f1 to get into shroud when its off cd to prevent death or whatever and in a worst case scenario you pop in and out and die.
same reason why they added the 1s gcd to elite transforms.
Whichever way you would try to put it, that would be considered a L2P crutch.
Bad idea.
I just want to put this out there…this coming beta, necro players are going to be putting reaper under the microscope- as well they should. They will dissect and break this specialization and the class as a whole to it’s foundations. Players are tired of the treatment of the necro class as a whole so be warned, we are’t pulling any punches. I would recommend for the devs working on necros to closely watch how this plays out and not toss out ideas and problems the community finds because it doesn’t fit your ideal necro. As much as you want to keep your initial ideas intact, the end result is what matters and it’s painfully obvious players are unhappy with the current state of the necromancer and potentially the reaper based off of what we have been given so far.
This is the opportunity to turn things around. Don’t pass it up.
Well spoken.
I agree.
^This. Projectile’s shouldn’t just be randomly put on skills, if it isn’t a projectile finisher why does it have the negative consequences of projectiles.
Agreed.
It being a projectile doesn’t even fit in with the fact that its spectral. Grasping someone with otherwordly energy should not involve using projectiles to do so.
This.
Maybe the problem with necros, especially Condimancers is that we have the wrong conditions to suit our class. Imagine we swapped much of our bleed stacking for torment stacking? It’s a condition that would do massive damage to kiters and thus help with our lack of mobility.
1. Staff #1 could get a few seconds of torment. nothing too big, just 2 or 3 seconds and see how it turns out.
2. Scepter #2 could be converted to torment.
This.
We were given first access, never guaranteed to have the most access though. It would fit us strongly as an anti-mobility setup however.
Staff 1. It would help in ways that are versatile across builds. It would apply pressure to enemies that are out of range when we are chasing, using attrition to help with the fact that we do not have mobility to catch up, and to help dissuade attackers from chasing as well.
As the Dev’s say, Numbers can always be tweaked.
Torment will not make or break our class, but it will definitely put us in a better position than we are now in terms of attrition and light control since we lack mobility and burst.
Its the mechanic that matters.
I honestly don’t see why they haven’t added more torment already with that in mind.
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