Showing Posts For apoidea.7095:
If I were in charge, here
7) Dagger 4 now provides 2% lifeforce for each condition transferred to an enemy.
This needs a rephrase: “Dagger 4 now provides 2% lifeforce for each stack of conditions transferred to an enemy”. If I transfer 25 vuln I would receive 50% life force with your version.
I think your phrasing is even more confusing…
25 Vulnerability Stacks and 2 Bleeding stacks.
2 conditions total versus 27 stacks of condition total.
I think the original phrasing was fine.
I used to feel like Spite was too overloaded on might, but after using a bit I honestly think its fair, and other lines should just be boosted on their own merit without hitting spite.
Spite’s boosts are heavily loaded onto low health and shroud, which is really conditional setups, and also nicely themed. Having a lot of shroud buffs is nice, because it allows for the Spite/Soul Reaping pair for builds that heavily rely on Shroud as a DPS form, and use normal weapons as utility. Its a unique style, and I think it should be preserved, and I also think it is perfectly reasonable because while strong, it is specifically strong in its niche (against low health targets, or while in shroud).
Other traitlines should definitely be looked at on their own. I’d much rather they be brought up to Spite’s level, especially on a thematic level with Spite having a nicely cohesive setup and both strong and fun traits. And I don’t think this would imbalance anything considering our slightly substandard place at the moment.
Pretty much what I think.
Do fellow necros seriously want to see us get nerfed again (messing with the strong spite trait line), or do you guys want other trait lines to be just as strong so we have tougher choices to make when building?
Rather it be too big than too small. No such thing as ‘just right’ since it’s something that is subjective.
Way too strong of a trait to be baseline in my opinion. I say we keep it the way it is since it makes taking the Spite line appealing.
We could just find ways to make the other lines just as appealing too to up build diversity instead of killing a strong trait line by making one of its key traits become baseline.
The cleansing is pulsing multiple times over 5 seconds so it does work fine for that…the only difference is the burst heal doesn’t happen until the final pulse.
I think making it instant would be against what an overload actually is so I don’t think your idea works out.
But I agree with you that the overload water kinda stinks for a healing and cleansing in situations when you need it most simply because you’re much more vulnerable to being targetted and downed while casting the skill.
The spinning axe was never intended to reach the maximum range, your character is supposed to spin it a short distance away from you while the claws’ animation shows up on the target enemy.
At least that’s how it seemed to me.
Also focus 4 unblockable pretty please…
Currently, I think if it bounces off your enemy onto a different enemy with aegis on, then the bounces stop.
I found that rebound works fine on utilities, but there’s a delay after casting the skill before the effect is applied, so that might be why your utilities are going on full CD.
Overloading
When a Tempest overloads an attunement, it locks you into that Attunement, BUT it transforms your other three attunements into THAT Attunement.For example: If I overload in Fire Attunement, I’ll get that initial fire-spin that occurs, but turns the other three attunements into Fire! Now I can use my Fire skills MULTIPLE times.
Cool, then we can use Obsidian Flesh 5 times and /dance on the battlefield.
In PvE you won’t use them. I don’t know if you’ve ever done a fractal 50 or are at that reward level but each mob there cleaves for 6k+ damage. Bosses cleave for as hard as 10k+
They’ll be dead in less than a few seconds.
In which case they still saved you a heal skill’s worth of damage. Also the possibility that they distracted the mob from hitting you or your teammates at all.
No, they didn’t. You don’t seem to understand how cleaves work in PvE. They don’t have a target limit, they hit everybody in range.
They distracted no mobs, the cleaves hit your party since you are all in melee range, and all the mob autoattacks are cleaves. Much like how mesmer clones don’t save you damage in PvE.
By now it’s clear to me you haven’t done fractal 50.
You’re right, I haven’t. And if I did, I wouldn’t be standing in the same spot as my minions.
Cleave works the same in PvE as it does in PvP and WvW: you don’t get cleaved when behind your target. Minions rush the target and you kite around.
Walah, minions get cleaved and you took nothing. If any of them landed a hit (one probably did), then the next hit deals half damage to you, which is a heal skill’s worth of damage it saved you from on that effect alone.
Even if you’re stupid and did get cleaved with your minions, you still saved yourself an easy 5k damage due to blood bond.
That’s not worth a utility slot in high-level pve. It’d be better to get something like wells and a stun break than a chance at 5k dmg mitigation. Let’s not forget you’re smart enough to dodge while the horrors are defenseless against any attack in their direction.
I disagree. Dodging the final hit is a fair counter. Boon corruption on the first hit connect would be nearly un-counterable.
There are many situations that call for a long range playstyle (mostly PvE/WvW). In this case, DS can be better than RS. Other than that, the only other downside is that you give up 1 specialization line which ends up interfering with the synergy in many current builds.
Nobody here can help you resolve this. You’ll need to continue discussing it with support. If you have a question about their decision or policy, you’ll need to ask them.
Sorry I just didnt know which subforum to put this thread in and it seems the tickets aren’t read very thoroughly so should I send another one?
The reply I received:
Hello Celeste,
Thanks for contacting us.
We can look into refunding your Guild Wars 2 purchase. Please note that the code that you are requesting a refund will be permanently disabled. If you registered the code, all features, including game access, will be removed. If you haven’t used the code, the code cannot be registered.
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My ticket to the GM:
Hello,
I purchased the Deluxe core Guild Wars 2 game on March 8, 2015. Following that, I also purchased the Heart of Thorns Expansion pre-order on July 16, 2015.
According to the recent community address from the marketing team at ArenaNet, I should have received a refund for the core game since I purchased the core game between January 23, 2015 and June 16, 2015 while also pre-ordering the Heart of Thorns expansion prior to July 31, 2015.
The core game serial code was bought with my PayPal at XXXXXXXXX@live.com and activated using my email: XXXXXXXX@gmail.com. I would like the refund to be made back to my PayPal, which was used to purchase the game originally.
Hi,
According to the HoT Pre-Purchase Community Address, newer players who recently purchased the core game and also prepurchased HoT would receive an automatic refund for the core game while keeping “all [] current account progress [] intact” (source: https://www.guildwars2.com/en/news/pre-purchase-community-address/ ).
Unfortunately, I still have not received my refund although I purchased quite a while ago and the HoT FAQ states that the refunding period ends “the first week of August” (source: https://help.guildwars2.com/entries/94582027-Heart-of-Thorns-Pre-Purchase-FAQ ).
As such, I decided to take action and submit a request to the GM’s. I made the situation clear in my ticket and thought the problem would be resolved soon afterwards, however, I received an email back from a GM implying that giving me a refund for the core game will permanently disable my account. I still would like the refund I was promised, but I don’t want to lose my account. What should I do?
i think they should delete furious demise in general. its not a good trait and adds nothing to gameplay. i never liked the concept of flashing deathshroud and i think it should not exist.
Then necromancer would have no access to fury. Why are you opposed to this?
Flashing isn’t always focused only on furious demise. It also pertains to FitG, Beyond the Veil, and Life from Death. It’s a whole new playstyle that adds diversity to the class as a whole. Why do you think it adds nothing to gameplay when it has potential as a viable build?
“I don’t like it and I don’t think it should exist”…seems like this perspective is a bit narrowminded to me.
These are some changes I made to the Reaper skills as a suggestion for improvement.
“You are all weaklings!”
http://tinypic.com/view.php?pic=wkmuf4&s=8#.VchoRPl2WJE
This recharges Reaper Shroud and adds burst Life Force, which is something Reaper Shroud is lacking in SPvP.How come you created a thread praising Life Transfer for being such a good burst LF regenerator and yet you claim Reaper lacks burst Life Force?
You Are All Weaklings! as it is now actually grants the same amount of LF as Life Transfer does using Blighter’s Boon and Gluttony. All this on a shorter cooldown, shorter cast time, and being a stunbreak.
I question whether or not you thoroughly investigated the Reaper’s potential in sPvP, especially considering the many contradictions you made in your previous thread: https://forum-en.gw2archive.eu/forum/professions/necromancer/Reason-Reaper-Shroud-feels-Squishy .
Utilities cant be used in Shroud, you know that right? Also Reaper Shroud can easily be burst down. Its regen comes from the third auto attack skill, which as i have tested against the dummies in the AoE part of the Mist, it doesnt hold up against a traited life degeneration. Meaning it wont hold up at all against enemies actually trying to attack back unlike golems.
Leaving Reaper form to regen has a cooldown and puts you at risk for being bursted down outside of the form. Which in most cases, defeats the purpose of Shrouds.
Life Transfer unlike Reaper Shroud Auto attack does generate a good fast source of Life Force while still inside the safety of the Shroud. Meaning a necromancer can tank a location much longer in SPvP.
If you cant see that, then there is nothing more i can say to you on that subject.
If your main premise is that utilities cannot be used in RS, thereby making my argument invalid, why are you proposing that adding an initial LF gain of 15% + 1% LF per enemy struck to “YAAW!” will help Reaper?
Stick to the words you used against me. You do realize that you can’t use YAAW in Reaper Shroud right? Oh the irony and contradiction.
BTW, DS is hardly “safe.” It is predictable (you can only use 5 skills in it) and lacks the ability to handle any form of CC or focus fire. You act as if leaving Shroud is such a sin when the truth of the matter is a good necromancer knows to rotate in and out of his shroud frequently. In this way, DS is actually more prone to focus fire than non-DS necro.
These are some changes I made to the Reaper skills as a suggestion for improvement.
“You are all weaklings!”
http://tinypic.com/view.php?pic=wkmuf4&s=8#.VchoRPl2WJE
This recharges Reaper Shroud and adds burst Life Force, which is something Reaper Shroud is lacking in SPvP.
How come you created a thread praising Life Transfer for being such a good burst LF regenerator and yet you claim Reaper lacks burst Life Force?
You Are All Weaklings! as it is now actually grants the same amount of LF as Life Transfer does using Blighter’s Boon and Gluttony. All this on a shorter cooldown, shorter cast time, and being a stunbreak.
I question whether or not you thoroughly investigated the Reaper’s potential in sPvP, especially considering the many contradictions you made in your previous thread: https://forum-en.gw2archive.eu/forum/professions/necromancer/Reason-Reaper-Shroud-feels-Squishy .
Also if you take Spite, along with Blighter’s Boon trait, RS 1 auto will stack might. Might stacking = boon stacking, which triggers more healthregen via Blighter’s Boon trait. I had taken Spite off during beta weekend but tried Spite tonight with Reaper, it was pretty glorious.
Spite also offers more might stacking outside of Reaper Shrouds, and it = more lifeforce pretty easily provided you can get people under 50%.
That does not work while in Reaper Shroud… thats the whole point..
Why does it matter so much to you that it doesn’t work in Reaper Shroud. Simply exit RS when you’re low on LF, regenerate it quickly with blighter’s boon, and pop up RS again.
Necromancer in sPvP is not meant to camp shroud forever. You cannot use utilities in shroud, therefore you are making yourself a less effective player by making staying in shroud for as long as possible your #1 priority.
like I said, DS has a large burst Life Force regenerator. Reaper Shroud does not…
the Auto Attack is too weak for Life Force Regen in compared to incoming damage.
In PvE it may be perfect because NPC are stupid and can be controlled. In SPvP thats a no go. the focused incoming damage will burst down Reaper Shroud far faster than Death Shroud, because Death Shroud has a 27% Life Force burst to keep it up as long as possible.
Reaper Shroud only has 1% auto attack,,,,, which doesnt always hit. That needs 27 hits to be equal to Death Shroud’s 3 second 27% Life Force Regenerator…
Cant compare. in SPvP that is not going to save you!!!
Life Transfer definitely does not regenerate 27% LF. Even against 5 people, it shouldn’t regenerate that much. Not to mention, against most matchups in sPvP, your Life Transfer often gets interrupted easily while DS has no access to stability. This further shortens the amount of LF you get.
You get 5% LF on one target with Life Transfer. It takes 3.5 seconds to channel it. In that time, you degenerate a total of 14% LF (7% if you take Vital Persistence). Against anything other than 2-4 targets, the LF regeneration will do almost nothing. This is especially true considering you’ll lose all that regenerated LF almost instantly when facing 2-4 targets since DS has no stability to fight in outnumbered situations.
Life Transfer is NOT going to be the reason why DS “feels” more tanky than Reaper Shroud.
If you try using a more defensive oriented RS and change your playstyle accordingly, you’ll notice that RS has much higher defensive capabilities than you imply. Seriously, I’ve never been able to regenerate LF with such ease (Blighter’s Boon + YAAW/Spectral Armor/Well of Power).
Plague alone with Blighter’s Boon will give you almost 50% LF.
again, try it out on the Dummies in the Mist. AoE attack them with Auto Attack. It doesnt generate Life Force as well as Life Transfer does. You can test this yourself. Remember as well, LT is 3 seconds,,,,
3 SECONDS….
Well that is not surprising considering the fact that Lifetransfer is more like burst LF, while the LF gain from RS auto is slower and more sustained due the fact that you cant spam lifetransfer. Infact spamming RS auto will give you more LF overtime then lifetransfer does.
Problem is the over time generation doesnt out pace the traited decay even while attacking AoE, and definitely not in SPvP setting where burst damage is everywhere, meaning less RS uptime.
this is why LT is so important. RS has nothing like it.
Except Life Transfer doesn’t out pace the traited decay either. Over 3.5 seconds you lose 7% LF and only gain 5% LF (per target). Oh and Life Transfer is on a 34-second cooldown (traited).
Meanwhile, RS Auto can achieve the same effect of gaining 5% LF per target in only 7.5 seconds.
And within the 34 seconds that it takes to recharge just one Life Transfer, RS can achieve a total of 23 auto attack chains.
If you’re trying to argue about the sPvP setting, then why in the world would you bring up the dummies in HotM. Especially since RS sustain would top DS sustain in that setting anyway.
If you’re arguing sPvP then how come you completely ignore the truth that people will 9 times out of 10 either interrupt Life Transfer or dodge/LOS it. Life Transfer is not the reason as to why DS feels like it can be camped more than RS no matter how you put it.
again, try it out on the Dummies in the Mist. AoE attack them with Auto Attack. It doesnt generate Life Force as well as Life Transfer does. You can test this yourself. Remember as well, LT is 3 seconds,,,,
3 SECONDS….
“Life Transfer makes DS ‘non-squishy?’ "
False. Life Transfer gives waaaay less LF than you seem to believe (check the math we corrected for you above ^).
You’re losing more and more credibility with each post. I have no idea what you are trying to argue anymore. As I stated earlier, Life Transfer is 3.5 seconds to channel, not 3.
This alone means that you will not even have a net gain of any LF after using it unless you use it on multiple targets. Even then, DS lacks STABILITY so you will get cc’ed hard while channeling. As such, Life Transfer is NOT the reason it feels like we can stay in DS longer than RS.
Of course if you want to talk about LF regeneration on dummies, which just stand there and don’t do anything (not simulating the sPvP environment at all), we can talk about that instead.
If you’re trying to argue that Reaper has less burst LF regeneration than DS, the mere existence of Blighter’s Boon proves you wrong. Like I said, Plague will give you almost 50% LF. You Are All Weaklings! will give you almost 25% LF on a much shorter CD (traited) than Life Transfer (traited).
(edited by apoidea.7095)
like I said, DS has a large burst Life Force regenerator. Reaper Shroud does not…
the Auto Attack is too weak for Life Force Regen in compared to incoming damage.
In PvE it may be perfect because NPC are stupid and can be controlled. In SPvP thats a no go. the focused incoming damage will burst down Reaper Shroud far faster than Death Shroud, because Death Shroud has a 27% Life Force burst to keep it up as long as possible.
Reaper Shroud only has 1% auto attack,,,,, which doesnt always hit. That needs 27 hits to be equal to Death Shroud’s 3 second 27% Life Force Regenerator…
Cant compare. in SPvP that is not going to save you!!!
Life Transfer definitely does not regenerate 27% LF. Even against 5 people, it shouldn’t regenerate that much. Not to mention, against most matchups in sPvP, your Life Transfer often gets interrupted easily while DS has no access to stability. This further shortens the amount of LF you get.
You get 5% LF on one target with Life Transfer. It takes 3.5 seconds to channel it. In that time, you degenerate a total of 14% LF (7% if you take Vital Persistence). Against anything other than 2-4 targets, the LF regeneration will do almost nothing. This is especially true considering you’ll lose all that regenerated LF almost instantly when facing 2-4 targets since DS has no stability to fight in outnumbered situations.
Life Transfer is NOT going to be the reason why DS “feels” more tanky than Reaper Shroud.
If you try using a more defensive oriented RS and change your playstyle accordingly, you’ll notice that RS has much higher defensive capabilities than you imply. Seriously, I’ve never been able to regenerate LF with such ease (Blighter’s Boon + YAAW/Spectral Armor/Well of Power).
Plague alone with Blighter’s Boon will give you almost 50% LF.
(edited by apoidea.7095)
Gavyne is correct. Realistically, reaper shroud ends up being better at sustaining than death shroud due to pulsing stability on a low cool down, access to a disengage that doesn’t require you hitting a target (unlike Dark Path), and blighters boon.
But because Reaper Shroud is melee, necromancer’s low armor and inability to heal effectively within reaper shroud becomes more obvious.
Either your health and LF are high but you do no damage, or your damage is decent but your LF melts in a matter of a couple seconds. It’s one or the other thanks to how mandatory the Soul Reaping line is to Reapers. (we already must be in melee range to do damage. Must we really have our LF deplete by 4% every second unless traited ??)
(edited by apoidea.7095)
Might have something to do with entering/exiting reaper shroud counting as a weapon swap, thereby proccing weapon swap sigils while having the 1sec gcd for weapon swaps.
As long as the enemy is chilled, any skills used will have their recharge slowed by 66%.
If an opponent is not recharging anything, then of course chill won’t have any effect other than slowing down their movement, but as soon as the opponent uses a skill with a cooldown, chill’s secondary effect takes place.
Okay, this version might be much better:
http://intothemists.com/calc/?build=-o3c;2B2-V0D5gNkY0;9;43G1;0147158057;4Sw0;3H7W3H7W3a0D
Definately more vulnerable to condition bombs, but a huge boost to damage.
Just hitting golem in HotM I see the lightning attunement zap hit for 1,6k and lightning whips averaging between 1,4 and 1,5.
Earth line offers practically nothing in this build seeing as how your sustain is not high enough for passives to have a significant impact in fights. It’d be better to take Fire for blinding ashes and extra damage (for this type of playstyle, at least).
Final Shielding is not as reliable as taking Arcane Shield. D/F is melee and you decided to go marauders. Arcane Shield as a utility is necessary if you want to have any type of defense against large bursts such as those from Thief or Mesmer. (I’d switch out signet of air for arcane shield).
Bottom line is fights as a marauder ele won’t last long. Either the enemy dies quickly or you die quickly. You won’t often see Signet of Water’s passive proc more than once, so taking cleansing fire will be better.
Evasive Arcana is more useful than you think. Blast finisher on your Flamewall, Blind on dodge, and additional Cleanse in water will be more useful than any additional damage bountiful power offers. Even if you don’t decide to take Evasive Arcana, Elemental Surge still seems a better choice than Bountiful Power, especially since it allows for your crits to do more damage after your arcane shield pops up (and it reduces the cd of arcane shield too so that’s a plus).
If you decide to take the Fire line instead of the Earth line (which I highly recommend), then you might as well switch out One with the Air for Zephyr’s Boon. You still have access to high mobility with perma swiftness and lightning flash, plus Zephyr’s boon offers perma fury for your bursts to guarantee crit.
I know these suggestions make your build unrecognizable, but they seem like better options for an offensive D/F ele. And also, I would experiment with the other Air grandmasters than Fresh Air. I don’t really see any point in going Fresh Air with D/F since all it offers is lightning whip.
There is no real way MoC can be made to compete with Terror and PoC without it getting a really strong effect of some kind.
-33% Cooldown Reduction is huge though. Having a 20 second cooldown on Consume Conditions and a 26 second cooldown on Corrupt Boon is quite good (allowing corrupt boon to compete with Path of Corruption since it is unblockable and corrupts more boons at once). Not to mention plague’s cooldown is reduced to only 120 seconds. MoC certainly competes with Terror and PoC in some builds as it is now.
The only thing I hate is the blind on using consume conditions.
Spinal Shivers wasn’t changed at all. It turns out we were simply deceived into thinking it was unblockable when it actually isn’t. So they just changed the tooltip. Of course this is the same with Chill of Death as well.
The bounce doesn’t occur if there is nothing within 600 range of the target for it to bounce on. This is working as intended (I believe) since Mesmer’s mirror blade (GS skill #2) does the same exact thing.
But I still believe Reaper’s Touch should be unblockable. Aside from that, everything is fine and I don’t find the skill lackluster at all. It hits hard, provides life force, and vuln.
Spinal shivers on the other hand…this skill could use some love. By love I mean a cast time reduction (1 second or 3/4 seconds is better than the insanely long 1.25 seconds). I’ve seen some necros say that this skill needs to be insta cast, but I disagree completely.
The skill itself is strong enough to merit a high cast time. 1.25 seconds is still cruel, however.
(edited by apoidea.7095)
Has anyone tried using Axe 2 with zerker gear?…Isn’t it around the same damage as 2 life blasts anyway? I’ve been seeing a lot of comments on how weak the damage of this skill is and whenever I use it on a power build I feel like the damage is just right (though I still wish it did something else other than just damage).
Super speed would be nice.
What would be even better would be remove the ICD on the shroud traits that cast abilities when you enter shroud. Speed of Shadows reduces the shroud CD but all of the other traits that could benefit don’t because they have ICDs.
I agree.
Beyond the Veil, Life from Death, Foot in the Grave, and Furious Demise all don’t have ICD’s and they work amazingly with Speed of Shadows.
They should remove the ICD on Spiteful Spirit and Weakening Shroud to add synergy! (Maybe make spiteful spirit useful =3=).
As a celestial D/D ele, you would almost never want to use your healing signet as the passive will heal way more than the measly (3k heal?) in 25 sec cd.
If you run evasive arcana (the GM trait in Arcane), then make sure you are dodge rolling effectively. A well timed dodge in water can save your life (condi removal + heal) and other dodges do neat stuff too! (Fire one apples TWO stacks of burning! Blind on lightning! Blast finisher on earth!!!!).
Always be swapping in and out of attunements. You never want to be staying in one element too long.
Know your might stack rotations (using blast finishers inside fire fields in an efficient way). A perfect might rotation means you used almost all of your blast finishers in the fire field to maximize your might while still making the most use out of your skills (i.e. actually landing an earthquake to interrupt your foe while still getting 3 might stacks for blasting).
If you’re running cantrips, use them DEFENSIVELY. Save them for the best moments to save your butt. It’s better to be safe than sorry, and using cantrips offensively is a big risk that may mean you’ll lack disengaging options later on when you need it (cantrip CD is really high).
If you’re running signets with Written in Stone (Earth GM trait), use them OFFENSIVELY. Just activate them whenever you can (of course you still have to think of the best times to use them, but you can definitely be more liberal with your signets since they’re on a low CD). Heck, with written in stone, you should be using your healing signet too since you don’t lose the passive.
If you’re running glyphs or conjures, consider switching to cantrips or signet (exception would be the elites).
(words)
Ima give it a go right now. I haven’t* had problems with condition damage removal, ill let you know how it goes.
ty for your feed back
No problem! It’s not really about condi removal as much as maximizing your synergies. Focus really has no synergy in this type of bunker build (unless you count the regeneration from focus 4, which is still lackluster compared to dagger 4).
And you even get access to +25% movement speed if you take my suggestion! Really helpful in sPvP to be somewhat mobile.
Watch for the one that is moving in a different pattern than any of the other clones or is using a different skill than just auto attack. Click on that one. I find that after each time a mesmer stealths, you have to be ready to click to target instead of relying on auto target or Tab targetting.
yeah… i know who the real mesmer is but being able to click on a moving teleporting asuran ammongst the cluster f of particles and my screen flashing and edges being blocked out from blind spam in time before they stealth again or i am bursted because i am concentrating on that instead of what is happening…. get the picture?
Then at that point it just requires practice. I don’t know what sort of answer you’re looking for, but it seems your struggle is derived (at least partly) from lack of experience. Just keep playing and you’ll get better at this type of fast-paced playstyle/battle dynamic. ^-^ it gets better I promise.
And if you’re running zerker, it’s better to just avoid being a vulnerable target for a stealthed mesmer to insta burst you down to 0 hp. You should try moving around and distancing/blocking yourselves from the clones if not killing them (prevents the mesmer from easily shattering you).
(edited by apoidea.7095)
Watch for the one that is moving in a different pattern than any of the other clones or is using a different skill than just auto attack. Click on that one. I find that after each time a mesmer stealths, you have to be ready to click to target instead of relying on auto target or Tab targetting.
I would rather run dagger/dagger with your build for the extra condition removal and then change blood magic into (mid-top-bottom) so that you can get reduced cd on dagger skills as well as better mobility.
Also, this extra condi removal means you can take out Well of Power and put in Spectral Armor or Spectral Walk (or even Corrupt Boon for more team support against single target).
Well of blindness is actually kinda useless too imo since it requires the enemy to stand inside it to work AND even if you do cast it on a node, it only lasts 5 secs and has a 50 sec cd =3=. I would much rather take a spectral skill (makes unholy sanctuary that much better) or Plague Signet (extra stunbreak/condi removal).
Soul marks is a nice trait, but if you do decide to take some of my suggestions and switch out your wells for Spectral Armor, you should definitely try taking Speed of Shadows instead of Soul Marks. (This makes Soul Reaping = Bottom-Mid-Top). Speed of Shadows synergizes incredibly well with:
>Beyond the Veil’s protection on leaving DS
>Foot in the Grave’s Stability/Stunbreak
>Life from Death’s healing (which is incredibly strong with your healing gear)
>Shrouded Removal (More condi cleanse!)
Important Synergy with Unholy Sanctuary.
>Unholy Sanctuary (If you take Speed of Shadows, your playstyle will literally be to spam DS off cooldown to activate your traits (HEAL, STABILITY, PROTECTION, STUNBREAK, MOVEMENT SPEED). When you get extremely low on HP, STOP spamming DS and wait for the enemy to hit you with a lethal blow. This will put you into DS due to Unholy Sanctuary activating. Within Unholy Sanctuary, use transfusion —> other skills to stall out the fight and get some more healing until your LF runs out or until the enemy’s pressure stops. When you pop out of DS, you should be high enough hp to keep fighting or to heal again with consume conditions.
I’ve been running this setup, but on a minion build (with Well of Blood instead of Blood Fiend), and it’s a great bunker. The downside to your build is that you can’t really kill anyone…If you take minions, you actually do a good amount of single target DPS (enough to kill anybody that’s not overly bunker). Oh! one more thing…I would argue that sigil of water isn’t as good as sigil of leeching, but it’s preference.
(edited by apoidea.7095)
Signet build fares extremely well in the current meta, with boon-heavy classes that are easy to corrupt. Quite frankly, this even makes fighting against a rampage warrior manageable since stability can be corrupted to fear every 3 seconds or so (you might struggle 1v1 though since a good warrior would put up condi negation before going into rampage against you).
Standard power necro builds work alright, as long as it’s not in the competitive scene. But with this build your only real role in the team is to add some DPS, which at this point, everyone else can do too (often times even better than you can do).
Condition necro builds are…hard to play in my opinion. Condi necro is just lackluster atm, offering nothing particularly strong or special to the team other than some added dps/condi pressure.
Since you’re getting bored of MM, I suggest you play the Celestial Signet build posted above, or try a variation of it (like switching out soul reaping for blood magic or running marauder’s amulet or switching up sigils).
Thats true. But it was a motivation to take Curses. And at the moment I’m considering not taking curses at all on a condition build with reaper. Their multiple attacks along with dhuumfire combine with either death magic or spite has me covered pretty well. I don’t really want to take curses when not taking it should almost feel like a loss. At the moment it looks to be a burden to take it.
That’s a bit of an exaggeration…sure, chilling darkness would’ve been an added incentive to take the Curses line with reaper, but I’m positive that the main motivation for taking Curses for a condi reaper is to get Barbed Precision, Terror (or Path of Corruption), and Weakening Shroud. You already get chill on fear with the Reaper, it’s not as if Reaper desperately needed the chilling darkness to work.
Buuuuuuut I agree with the majority of necro community…this nerf was unwarranted and mostly only killed build diversity without really balancing anything (as far as we know; but maybe reaper has more blinding than we think?).
(edited by apoidea.7095)
I use Well of Blood on my MM build. It scales very nicely with healing power and the large cd isn’t much of a problem for me since:
—Huge burst heal that can be shared with allies (and minions) and provides a combo field.
—Foot in the Grave, Beyond the Veil, Unholy Sanctuary, Speed of Shadows and Life From Death means I flash in and out of DS for regular healing (more than blood fiend or SoV can even do for me).
—Life Siphon on dagger and constant regeneration from mark of blood (dodging and Staff 2) are decent enough heals for up-keeping my hp when I’m still low on LF.
—If I end up taking a fatal hit before Well of Blood is done recharging, I simply pop up unholy sanctuary and can soak up 350hp/sec in DS, not counting life siphoning hits. As soon as my LF is depleted or the pressure is lost, just pop out of DS and Well of Blood can insta heal me back up to full hp easily (seriously, it heals so much).
I use Consume Conditions on my signet build since I take curses instead of soul reaping (it ends up being Spite/BloodMagic/Curses) and so I’m able to take Master of Corruption. Honestly, the 10 vulnerability and self inflicted blind are annoying to deal with; however, 20sec cooldown massive condition cleanse + heal makes the heal still viable in spvp for me. I don’t take Signet of Vampirism simply because Consume Conditions is a much better heal in solo queuing imo (less organized and less teamwork available to use SoV to its fullest extent).
(edited by apoidea.7095)
The buff icon is only for the downstate buff. The healingpower bonus doesnt have a buff icon.
Oh, I could’ve sworn I saw the last rites buff on my necro when the patch first got released, so that’s why I thought it wasn’t working just now xD. Thanks for the clarification
Ok, thanks I got it now…so even though the buff icon doesn’t appear, you still get the healing power boosted.
But it’s supposed to give you healing power based on your hp threshold which it isn’t doing…only working on allies to stop them from bleeding out
or maybe it only activates when a downed ally is near you?
Has Last Rites been working fine for you guys? In my PvP, I noticed I never saw it pop up at all and I kept testing it using the PvP npc’s…still no luck.
You could also replace soul reaping for taking Spite/Curses/Blood Magic (power signet)
Signet of Vampirism: Similar to the blood bond bug, the active portion of this skill does not heal through Death Shroud.
I found that the normal SoV also was bugged today even though I thought that it was working fine yesterday
I noticed the heal doesn’t go through death shroud (from the active). Is this reported yet?