Is some lifesteal for the party really going to be sufficient? How much would be necessary per hit per ally for it to measure up?
Depends. If we have as good of vuln uptime as it seems? We wouldn’t need a really large amount.
It will still apply the chill, it will just not take effect while they have resistance.
Reaper and Blood is already a pretty sweet combo since every shout can proc Vampiric, whatever the minion shout is will proc Vampiric Master, a lot of our skills have not only multiple hits in AoE but also whirl finishers for extra siphoning. If Blood Magic gets a decent rework we have a lot of sustain options.
The new heal is pretty sweet. We have a lot of ways to sustain ourselves with the new changes, and Trooper runes, some other condition removal, we’ve actually probably got more than enough that CC isn’t needed anymore, though still a great heal.
They did the best possible thing: they acknowledged that our PvE issues are an issue with the base profession and will not be fixed solely through specializations. This should have immediately made people realize they were on board with what was happening, this is better than expecting our specialization to be mandatory to “work”.
Necromancers getting life siphoning and basically any type of unique allied buffing would be great. Also if enemies in PvE were more susceptible to conditions, control, and boon ripping we’d do much better. Other than that, I just hope that our DPS is comparable to “top” builds, the biggest problem I see with the new trait rework is that a lot of support builds are now going to not only out support us but also out DPS us, if we’re going to be relatively “selfish”, let us at least be good at it and deal the highest DPS.
We don’t know what gear they were using, numbers aren’t something I’d worry about right now, I’d stick to the concept first.
Agreed, slow is just as dangerous, if not more so.
Id love the idea of Flesh wurms, they provide sustained dps at a good range if the enemy decides to disengage, they can combo with ice fields and as soon as one of them dies and death nova gets triggered the other projectile finishers get a effect as well.
Problem is flesh wurms are worse at combo field use (slower AA rate and half the projectiles) than bone fiends, and also since they are immobile they can’t really move around much.
I’d like to see Shambling horrors.
Solid idea IMO. I might be a teensy bit worried about them double-Death Nova-ing, but other than that they are pretty cool, especially if the first set don’t degenerate HP.
I think Jagged Horrors are fine if they reduced the base CD of the shout a bit. The problem is all the minions that really work passively would be REALLY strong. Flesh Golem is too much, as is Blood Fiend, but Bone Minions are too weak, as are Flesh Wurms, because of no secondary actives. Bone Fiend and Shadow Fiends might work at the current CD, or Jagged Horror on say a 30s CD.
I have never been this hyped before. I’m literally so excited for these new awesome things to play with that I don’t even feel like playing my normal boring Necromancer right now. Siphoning through DS is amazing, though I’d still love to see utility skills and a few other forms of healing like regeneration work. The shouts were all pretty cool, blood magic rework sounds great, and the amount of fields and finishers were amazing.
That isn’t to say everything is perfectly balanced, but overall I am really excited, and with a little bit of number work I think it will be great. Awesome job all around imo.
Thanks, I can’t await the delicious tears of all non-necro mains.
Defiance bar acts just like HP, not every way to “damage” it is equal, and not every defiance bar takes as much work to decrease. They can always change it.
We don’t even know what the greatsword does, we need to chill out.
But a shout that summons a single underwhelming minion for each enemy, I can’t see how this one skill accomplishes it. Especially when that one skill requires you to fight multiple people to be effective. I’m assuming and hoping that this is the only shout suited towards minion builds.
Because those minions don’t go to each enemy, that is 5 minions on one target that explode for 6k damage and poison fields. It is one shout, of 6.
And you make us better at fighting 5 people by giving us stuff that scales into teamfights.
For example, they acted like Guardian LB 2 was long, and its just 3/4s.
I don’t see why any of the changes we’ve seen so far would affect our position in WvW. If anything if this spec gives us CC protection we might be included in the hammer train.
(edited by Bhawb.7408)
Because you have a shout that allows you to throw out up to 5 poison fields with one skill plus 6k direct damage. Running 1 minion =/= MM build.
In PvE/WvW we can have 100% uptime on 25 stacks of vuln by weapon swapping and having Spite/Curses with some condition duration and the right sigils. So… yeah. But even without that niche scenario, the chill synergy is really nice, it means GS AA and plenty of the skills can stack vuln, which in PvP means a lot of cover conditions and extra damage.
We don’t know anything about its CD, and just because you take Death Nova doesn’t mean you are an MM build.
Holy dependency issues batman we literally got the teaser this morning, let them show the kitten thing for real before we get out the black nail paint.
6k Direct damage base, plus whatever damage the shout itself deals, and 15 stacks of poison, plus whatever bleed they do AAing. Yes, it very easily can, and requires exactly 1 stat to do that damage, you can be a full tank and still do it.
Yeah, honestly I was fairly neutral till I saw the video, but how can anyone complain after that, it was cool as hell, included great CC, and wasn’t slow-as-balls like I thought. It looks fun so far, and it was never going to fix everything.
That jagged horror shout is pretty awful.
The only real benefit is if you have the trait that lets them pull conditions off you, but even then it’s doubtful if you’ll be able to keep them alive for very long.
Death Nova’s 6k direct damage and 15 stacks of poison say hello. It is an amazing hybrid skill if you use Death Nova.
Their death is the best part, Death Nova has never been a more hilarious skill. Have you ever been annoyed by someone spamming AoE? Use your shout, have a friendly Guardian give them retal, send them out into the teamfight to instantly kill anyone dumb enough to AoE them.
I challenge everyone complaining about the specialization to watch that trailer and not get a at least a half chub. It was really cool, and yeah LotR probably influenced the design a bit.
I honestly didn’t expect much until I saw the video. There was a chill/stun in DS, a pull, and the two GS attacks weren’t remotely slow compared to what we’re used to, they were just normal Necromancer slow.
Rise! is easily the best part of this entire specialization. Each minion applies bleeds, when they die they each can proc Death Nova for 1.2k direct damage and poison. They can very possibly deal more damage than Well of Suffering.
Its worth noting that we now have 3 different traits that apply a condition on condition application, that’s a lot of extra condition application for people to remove, and helps cover.
The specialization is absolutely separate from other reworks, let’s keep separate things separate.
I bet these salty tears could melt steel beams.
Good vuln burst doesn’t compare to what we’re going to get now. We’ll be vuln-stacking machines, and it will be consistent.
Its a joke m8, make like a Reaper and chill.
I’ll save my big thoughts for BoC after they announce the tooltips. Currently though, in a vacuum it looks really cool. Great theme, good traits, a single skill that will stack bleeds, deal 6k direct damage, and 15 stacks of poison all in one? Yes please. My only worries are what they mean by long-cast times, what our majors will be, and how the new skills work.
Overall though, I never expected it to fix us in PvE, so if it just makes us fun to play that’s good enough for me.
We’ll see how much damage/vuln it is after they release the tooltips, we could potentially push Engi out if we can deal more damage and comparable vuln.
I was almost triggered by this post.
Its pretty obviously a minion-bomber skill, considering there is apparently going to be a way to reduce shout CD per person hit. So run into fight, summon jagged horrors, laugh maniacally while they stack up a bit of bleed then explode to deal like 6k direct damage and 15 stacks of poison.
How much direct damage does death nova do and does it use your stats?
1.2k I believe, doesn’t use your stats but I believe it was increased by TotM before they were made mutually exclusive. Also someone check how much poison it pulses currently, I think it is 3 pulses of 5s of poison each, so a full set of 5 jagged horrors could stack 15 poison.
God kitten it
For the love of God, Allah, the Flying Spaghetti Monster, or whoever you worship (like me), can we keep the feedback in one thread? I log on to see how people are feeling about Reaper and I encounter 18 different threads. Please keep it in one central place, thanks.
They’ll work, you’ll most likely use condi with the new shout, and power with the weapon. 5x Death Nova from one skill is pretty nice.
Depends on build. Guessing I’d go Curses/Death Magic or Soul Reaping/Elite for Condi, Death Magic/Blood Magic or Spite/Elite for MM, Spite/Soul Reaping/Elite for DPS power, maybe swap in DM for SR if I’m tankier, hard to say without specifics.
Also worth noting that with some of the changes we are getting, we will be seeing much higher healing power if you invest, as you get a free 300 from Blood Magic under 75% HP, and there should be more to gain from gear as well. Not 100% sure, but I am guessing Cleric builds will see at least 1600 healing power when under 75%, and we actually have some of the better healing ratios with the upcoming changes.
Yeah, Transfusion is actually a really nice allied heal, and it is on a skill that you tend to like to cast anyway.
I wouldn’t read too much into “stances”, considering your “battle stance” is literally just how you hold yourself and your weapon in battle; its something literally every profession does right now.
The GW1 Necromancer has a lot of what we’d like to see: meaningful and unique support, interesting trade-offs for high power that required intelligent management of resources (I can’t tell you how hilarious it was to watch a Necromancer kill themselves by spamming HP cost abilities), and they were just flat out strong and desired. That isn’t to say every single thing should transition, we are noticeably different in GW2 than GW1, but some ideas are really solid to bring back.
No. Quickness affects anything that involves casting or interacting, but would not make over-time abilities go faster (just like afaik it doesn’t cause conditions to double-tick).
Neither of those things from Guardian were designed. Just because a profession is currently deficient in an area does not mean that is its design, only that it lacks those things currently. An example for Necromancer is that just because most of our builds lack attrition and favor burst doesn’t mean the Necromancer design and theme is burst with bad sustain.
Guardian is still true to its design, it overall lacks condition output, it is still mostly immobile (the new leap isn’t exactly tons of mobility with a massive CD), and range was never a designed issue. And they get bleeds from one source, while they can stack in very specific situations Guardians still have pretty bad actual bleed stacking, they just have decent burst on immobile targets, with a huge CD.
So no, Necromancer isn’t going to suddenly go directly against the entire design. We could get support, we could get tankiness, there are a lot of things we could get that we currently lack, but lots of flat mobility and stealth is not something we’ll ever get.