Any heal is better than Blood Fiend, so go with literally any of them and you are better off.
Give them some time, they very possibly haven’t even been to work since the BWE, as yesterday was a national holiday and right now its 9am at ANet HQ.
Stunbreak on steroid are the warrior and thief 10-15 sec cd stunbreaks.
Assuming this change was made, Suffer! would be as low as a 19.5s stunbreak that can also AoE CC. Plenty strong to not need additional condition removal on top.
There will be at least one more BWE.
Don’t use Blood Fiend. I’d also really suggest using or trying Death Nova for damage, as it also gives a lot of poison for you to use.
Otherwise it looks like a fun build, I wouldn’t say it is particularly “high tier viable”, as too many builds will pop your minions with incidental AoE, but I’m sure it works just fine overall, and for what you’re going for it should work. One thing I’d say is you probably could swap your sigils up, you have effectively 3 full cleanses plus a lot of over-time cleansing from minions. Also picking up healing power would make a huge difference in your ability to deal with incidental AoEs that will otherwise hard counter you.
(edited by Bhawb.7408)
As a side note, I like how people are complaining about a scythe, an insanely impractical combat weapon that has not once in history seen use on the battlefield as an effective weapon in the normal scythe configuration (only time it was used is as a makeshift polearm with the pointy end sticking straight out instead of a 90° angle) being “unrealistic” as it is magically conjured by someone shrouded in the life force of death.
Regardless of whether linecasting was used or not, is there really any rational argument to be had that Ice Bow 4 shouldn’t be nerfed? It clearly deals way too much damage to bosses with large hitboxes, even if you don’t take the further step of glitching out the casting area.
The thing is literally everyone agrees already. There is no new discussion to be had about it.
It needs a bit more range and to be activated a bit faster but overall its a nice skill. The LF is per enemy, so it can generate some pretty obscene LF, plus it does damage 6x for Soul Eater/Vampiric/Vampiric Aura and on-hit procs, meaning it can pretty reasonably heal you for up to 900 per person hit on top of the LF and vuln.
If anything the scythe is too small. Why can’t we have a 1200 range scythe weapon that melees people with a scythe so large it reaches 1200 range. I want the visuals to be so obnoxiously large that people across the map can see my stupidly massive scythe being swung around.
@Drarnor: Personally, I think “Suffer!” should transfer 2 conditions to each enemy hit, that way it’s a little more effective 1v1 and in team fights. Though, 1v1 is much less important in this case
What if it could also send CC effects? Pushes it away from just being “Plague signet that is either better or worse depending on people hit” and more into its own niche.
I really enjoyed the BWE, I think Reaper saw a lot of really nice improvements, and most importantly its obvious Gee is dedicated towards really ironing out our issues. At this point most of the changes are just numbers and QoL things, and that’s a really good place to be with another BWE waiting.
I think Rise! minions could use more HP, and I’m not sure that the degeneration is necessary since any AoE attacks “double up” against them, dealing both the full damage to the minions and the half damage they absorb. Also really don’t think the minions should have to attack to apply it, its kind of a weird requirement since they already take the damage, just have them apply it passively until they die.
Scepter is still a bad weapon, even if it is usable.
Not sure how you didn’t notice, it was always a pain in the kitten because Locust Swarm constantly puts you in combat on maps like Khylo.
Reaper is hard to gauge in PvP because a bug is allowing them to proc LF gains from nearby objects not just players.
This has been the case since launch, nothing new.
I don’t know if I should cry or laugh this made my year after GW2 going f2p and 4 ele comps. Can we confirm how long it’s been here??
I don’t remember a time when it wasn’t possible to AA things for extra LF.
Yeah, I think there are multiple ways to build it, depending on what your goal is. Mine was less being support-y directly and more filling a role similar to the old Shoutbow.
I’ve played Cleric Reaper MM , Soldier Shout , haven’t been messing around with much else after I played with other builds last time around, and I’m a lot more busy with homework.
The Soldier build was a ton of fun though, you get just below 3400 armor while in Shroud with Corrupter’s Fervor up, 2800ish power while in Death Shroud before might, you generate a lot of Life Force due to all the boons in teamfights, and you aren’t worried about conditions at all. It is absurdly tanky, especially once you factor in allies giving you boons on top of your own, and can still hold its own in 1v1s.
I’m pretty sure it can crit therefore proc on itself which would be stupid.
You mean we don’t want to have another trait that does way too much passively at once? :P
But yeah, it would have self-crit with how easily we can hit 100% crit chance, or just high in general, which would have lead to a really bad burst situation.
Scepter needs a complete rework of the 3 skill, reliable LF generation, and then just more condition damage overall. It also shouldn’t have an overloaded AA, the AA right now is mostly okay, its the 2/3 skills that are a big issue.
For Reaper’s condi, the fact that every fear turns into chill is enough chill application when paired with other sources of chill.
Love greatsword, at this point it is easily the most enjoyable weapon we have.
We can’t be too good at keeping up to people, considering if we’re able to constantly stick to people we have a spammable AoE that makes backstab look like a toothpick. Just make our current options a bit more reliable, primarily GS5, and GS3 needs to be a bit longer range.
5k base with a 1.0 healing power scaling would be good, any more and it does too much, and even making the changes proposed would push it into ~10k HP/LF. Also the entire point of shouts is scaling, they would never be allowed to be this strong single target, and we wanted scaling mechanics.
Reaper is fun, if you aren’t having fun on it you need to chill out a bit and come back when you’re ready to enjoy easily the best thing to happen to Necromancer so far. Now, Reaper isn’t perfectly balanced yet, it still has plenty of things that need to be mentioned, but at least for the first time Necromancer feels like it flows well with itself.
So we should continue to be satisfied with being mediocre because we sucked for so long, sorry not buying in to that. Reaper has some good points, RS is great but once you exit that with GS you have very little to be excited about.
The GS skills are mediocre at best, 1 is good the rest are slow and unproductive. I am not satisfied because i know what’s been left on the table, at least I’m honest about it.
Completely missed the point. I literally said there is still plenty to mention balance wise, but Reaper is fun. And GS is great, Gravedigger is a 25% higher damage backstab that whirls and resets, 4 is Well of Darkness on half the CD and way more effective. The skill actually has internal synergy, the first time we can honestly say that of one of our weapons.
1s cast, 90s CD is good enough most likely.
Reaper is fun, if you aren’t having fun on it you need to chill out a bit and come back when you’re ready to enjoy easily the best thing to happen to Necromancer so far. Now, Reaper isn’t perfectly balanced yet, it still has plenty of things that need to be mentioned, but at least for the first time Necromancer feels like it flows well with itself.
Just tested it, yeah it hits the main target too. Not that bad of a trait really, maybe could use some numbers adjustments on ICD/damage/chill length, but not too much.
YSIM and shouts in general are designed to be good in scaling situations, since we QQed incessantly about not having scaling defenses. This is a very strong scaling defense, even without the trait it is really strong against multiple targets, and against a single target we have other heals to use (and if they need to be balanced better that’s a separate issue).
Quick question, though I think I know the answer, does Chilling Nova at all apply to the main target or only the other ones?
Shouts are actually pretty strong right now, Suffer! is the only really weak one, though CttB (CDR, I’d say 90s base) and YSIM (1.0 healing power ratio on the healing) could use a wee bit more work and Rise! needs better models. However I’ve been using a Soldier full shout build, and it is really strong.
Discussion provides far better information to work with 50 different checklists of changes. It allows people to challenge changes, for informed backup to be given, for ideas to be expanded on and refined. Otherwise you end up with everyone just spewing their first idea without being able to fully define what they want, why, and give reason.
Necromancer has some of the best healing scaling in the game, but yes some of our heals definitely need help.
YSIM should definitely have a 1.0 scaling on the main part of the heal, but the LF probably couldn’t scale with HP, it already scales with HP, and you can get the equivalent of an 8k heal off with soldier gear, on a 13s CD.
CPC is okay, but the self weakness sucks hard, and it needs a bit more strength to be used more.
All pulls are buggy, nothing that can be done about that without a fix to pulling in general.
The problem is everybody thinks theirs is special enough to make its own thread (I sure as hell think mine is special), and then that thread generally becomes a discussion of that particular feedback. With one consolidated thread it makes it really hard to track 5+ individual conversations about 5+ completely different feedbacks.
Haven’t had an issue with it missing except when it misses for a good reason. The pull distance is just kinda an issue with pulls in general.
None of these are on such a short CD, nor do they have the effects of Death’s Charge, and I find it funny you mention Swoop when the ability has crazy delay. DC is fine, just make the overall animation smoother so that it immediately flows into the leap on cast and flows back into normal movement at the end, instead of the harsher starting/stopping we have now.
Yeah, it’d be nice.
Wait what? When was this said? All I remember was introducing skill types so that the previously existing (and some new) ones could be used more widely. Ex: Reaper Shouts allow another profession to use shouts for Soldier runes, Mesmer wells would allow for a well-rune to be used by Mesmer/Necro, etc.
Probably because as far as the game is concerned Reaper’s Shroud is a hammer (you get hammer kill achievements for reaper shroud kills), hence weapon swap, whereas Death Shroud’s old spaghetti code originated as a downed state.
It is a very different skill than what you listed. Plague is about a long duration area denial, it makes it hard to fight against you within its range. Flesh Golem is some extra damage and CC, but nothing compared to CttB which is meant to immediately and heavily swing a fight in your favor by stunning enemies for a long duration and then keeping them weak for quite a while after.
Now, whether it is balanced at the moment for this is up for debate. But it does have a very different function than our other elites.
Edit: Jade Winds can’t be cast often unless you do nothing but cast it, even casting it twice means you can only auto attack. It also doesn’t have the massive follow up of lengthy chill that requires cleansing and the stability on the user. CttB could probably use a CDR, but 45 is way too low.
I think its okay, particularly if Soul Eater’s CDR was made to not suck.
Reaper is reasonably tanky 1v1, same as any power build really.
Well, I suppose someone has to hate everything.
Pretty much. There is something to be said about the Adept Blood Magic traits being too constrictive, as they require either a weapon, decent bleed access, or being a support build, when realistically any non-base Necromancer could very easily find themselves without these things. But beyond that Blood is okay, not great, it needs better non-specific traits, but okay.
I think the problem has just about every thing to do wuth melee vs ranged. There is little compensation for being melee. Not to mention, you give up a LOT of survivabity giving up either curses or Soul Reaping, and unfortunately spite is pretty much mandatory. So that’s part of how that happens too.
Definitely agree with not enough of a trade off. I don’t think it should be defense, but Reaper’s Shroud probably needs some damage increases to warrant the fact that you are far less safe doing it, which is the case between every (well balanced) ranged vs melee weapon in the game.
Was always 600, ranged hasn’t changed at all. Biggest issue I have atm is that at the end of the cast you slow down a ton and have a weird delay which needs to go.
I’ve checked the damage reduction, its still there, you shouldn’t be taking extra damage, but melee vs ranged is actually a huge difference in residual damage taken.
As a cleric MM reaper its so easy to keep shambling horrors alive if they enemy has poor AoE, to the point where I can get like 7 or 8 of them up forming an armor of little kittens.
Yeah, Renewal+Transfusion+Life from Death is around a 12k AoE heal.
It does reduce damage, and I’m not having an issue with it at all, even in 1v2s I was more than capable of staying in Shroud for a decent period of time, and then it comes back up in not too long.
Only issue I really have with RS in general (not related to specific skills) is that since it is melee, and will generally deplete a bit faster due to that (though has way higher sustained potential) you are interrupted by leaving shroud too much. Depleting LF should be its own reward for getting to the Necromancers HP, it shouldn’t also allow you to interrupt their skills when almost all of them have a long cast/channel time. If it didn’t self interrupt that’s all I’d need from its end.