Flashing shroud has tons of uses that we would be very sad to lose. There’s a ton of things that we can flash DS to proclike Furious Demise (5s fury) and Beyond the Veil (3s protection) and Life from Death (decent heal), and Weakening Shroud (aoe weakness and bleed), which can all be done nearly instantly between skill casts, because DS has no cooldown on exiting. We can also flash into and out of it to use Doom to ensure an important projectile hits, or even while being CC’d ourselves, while not forcing us to stay in it for long. And, most important, if it had a cooldown on exiting, Foot in the Grave would go from an incredible stunbreak with a 10 (or 7) second cooldown, to not really acting like a stun break at all if we don’t want to stay in DS.
I know it’s not really helpful to say it, but it really is an issue of you just needing to be more careful. But, if you practice flashing into and out of DS to use some of those traits, then you’ll learn to be much more careful about double tapping.
staff #1: 100%projectile finisher, add poison for 5sec and better power scaling, make it generate 5% Lifeforce on hit so landing it twice lets you enter DS
100% finisher chance on an AA isn’t going to happen & I’d say ask for either poison on it or better power scaling it probably won’t be able to get both. 1% more life force seems reasonable.
Almost all of the abilities in RS can be made to provide some sort of chill. #2 with chilling dark, #3 when you use the fear because of shivers of dread, #4 when used with #5 and #5 because its #5. Ice would only be of real benefit to abilities outside of the shroud and those being able to be used at range such as axe of scepter. For reaper staff has 2 chills and dagger can be taken with focus as can axe and scepter but #5 isnt the most reliable to cast..
As Bhawb said in most instances hydro is better because the chill is the same lenght, but hydro does damage and procs on swap. Entering & leaving RS counts as a weapon swap.
Leaving RS counts as a swap, too? I had not heard that.
Hydromancy looks extra fun now.
I’ve been theorycrafting a build using Valk weapons/armor and Cavalier’s trinkets, and dropping Spite in favor of Death, for the 7/14% toughness to power conversion, and a ton more survivability. If we have decent support, we won’t need Spite for the might stacking, and the only think we’re losing out on is Close to Death. So essentially trading 20% damage to foes under 50% in exchange for boatloads more toughness, some protection, and either some condition removal or just more raw tankiness.
Why would you get the points for achievements that you didn’t do? It’s not like you can’t go through the process to unlock another precursor.
Clearly, “Fear me!” should have its fear changed to a taunt, and be renamed to “Come at me, bros!”
Ascended Gear to be Required for Raids
in Guild Wars 2: Heart of Thorns
Posted by: Captain Unusual.9163
I have severe doubt that they can tune it that finely. The damage difference between Ascended trinkets+weapon+exotic armor and full ascended is what, 2%? If they tune it that finely, that will mean that they will be forcing a single, idealized group composition for the entire raid with everyone performing perfectly. If either execution is not absolutely perfect (talking both damage rotation, add control, boon managements) or you have sub-optimal party (even in full ascended) the event becomes undoable as variation between classes is way more than 2%. If they tune it so the WORST composition can complete it if all characters have full ascended, then idealized composition will do it in masterwork.
This is basically why the announcement can’t work. Ascended weapons+ trinkets is only about 1.7% less dps on a full zerk build than full ascended is. That 1.7% difference is less than the difference you’d have in any two fights due to random crits/procs, and way smaller than the difference in dps between different classes, which, if comparing, say, elementalists with mesmers or necromancers, can be upwards of 30%.
So:
Sceptar #1 does the same if not a pointlessly small higher amount of DPS but ramps up faster so buffed.
Scpeter #2 does more damage over all and has longer bleeds.
Scpeter #3 for condi builds is just a pure fpDPSs increase.Over all the whole thing has been buffed.
Scepter 1 is a slight nerf not a slight buff, scepter 2 is a slight buff, these 2 cancel each other out almost perfectly.
Scepter 3 is a buff to DPS but an average nerf to LF gain.
I think slightly longer duration on scepter 3, and a LF gain skill on dagger 4/5 would be good.
I think the overall bigger problem is that bleeds suck. they need to make bleeds to the damage they were supposed to be before the unexplained patch day fake out nerf. If they fix that then I think condi necro could actually be really good.
How do you get that scepter 1 got a slight nerf?
New bleed damage is 3x (4.5s x 1.5) = 20.25 ticks per auto chain
Old bleed damage is 2 x (5s x 2) = 20 ticks per chain
New poison damage is 6s x 1.5 = 9 ticks per auto chain
Old poison damage is 4 × 2 = 8 ticks per auto chain
Unless you’re planning on interrupting your auto chain for huge dps losses, it got a slight damage buff.
What do you mean any more? We have no meaningful finishers on anything except minions right now. I’m not saying we should just Oprah-style give them to every ability, but we 100% need finishers sprinkled into our skills.
I’m not saying we don’t need more finishers. just blast finishers. Currently the primary reason that I’ve seen why people want blast finishers is because of pre-buffing in PvE. And the necromancer can already give a group half its might through blast finishers and bip.
Thats just a false presumption you have. The primary reason for blast finishers is not for fire fields. Its for interacting with any useful field in a useful way. That means smoke, lightning, water and of course fire as well. And blasting dark and poison fields could become a thing. So theres that too.
Its incredibly frustrating to be in an organised group when players are dropping fields like smoke/lighting and everyone can drop a blast or two to contribute. Except you, the necro, just sits there and thinks “Hmmm…. yep…. Maybe i can use a bone minio…. Nope. We are already moving on and my minion would have missed the field anyway….”. Its not a good feeling and its totally contradictory of group content where you should all be working together.
That’s why I always bring a mesmer along, so I’m not the only one who can’t contribute.
I understand your pain but the condi lobby was just to strong. Anet decided to please them.
That kitten condition lobby, wanting necromancers to have at least one condition weapon. They’re ruining this class, I tell you. Condis have no place on a necromancer.
Increase the damage to where it’s needed, but make it scale with close range, so you have to be pretty close to get the full DPS. Like a Mesmer’s GS but in reverse. Gives the damage thats needed for PVE and makes positioning a relevant counter to it.
Did you know that necromancers already have a ranged weapon that gets stronger when closer to the enemy? It’s hidden in a special spot above your weapon bar.
Are you aware of how the skills in this game work? It’s not like wow where a weapon is just for show, the weapons determine your skills.
One of the reasons we are more conservative about axe when it comes to balance is because axe uses a unique attack action in our game that cannot be avoided using positioning. Normal melee attacks have an attack arc and normal ranged attacks use projectiles. Enemy players can use positioning and movement to avoid these attacks. Axe 1 and 2 by contrast just hit you when you are in range regardless of your positioning. While some utility skills (like Corrupt Boon) also use this targeting method, it’s rare on weapon skills and thus we are wary of buffing it too much.
As for the animation on axe 1, it was changed because of an exploit with cancel casting that allowed players to get significantly more damage from the skill by continually canceling it. At the time I tried to just adjust the original animation so we could keep it but due to its construction that ended up not being feasible. The resulting animation looked extremely choppy and didn’t sync well across races. You are always welcome to make suggestions on alternate animations you’d like to see, but going back to the original animation at this point is extremely unlikely.
Why not add something like the revenant sword auto or ele’s fire trident auto, to buff its damage while giving it some counterplay? Instead of the auto just hitting twice, make the auto attack hit first normally, and the second hit leave an immobile floating skull or locust or something that detonates after a second, dealing significantly more damage than the second hit of the auto would currently do. It would make it far more viable in PvE, and in pvp, give it better maximum payoff, but that maximum would require using other skills to pull off reliably, while adding some counterplay to a weapon that currently has none.
So, after the 9/29 patch, our scepter auto attack got its damage heavily backloaded into the third hit. This isn’t really an issue if we pay attention to our swings so we don’t interrupt the chain, but in large crowds, it can be hard to see which way our character is swinging their arms. And, unlike other chain skills which have an icon that changes as the chain progresses, all three attacks use an identical skill icon. Because of the importance of landing the third hit in the chain, it’s detrimental to gameplay to not be able to tell where in the chain you are when there’s a bunch of spell effects or fat norn in front of your arm.
Something to note now is that axe auto now deals a bit higher damage than staff auto. This is after accounting for weapon strength.
Aw yes, our midrange pure-dps weapon finally outdamages our long range support weapon. What a time to be alive.
wtf is wrong with you people? sorry but can you not see that other than CPC now Blocking (the only actual buff to Necros btw) everything else is either reshuffling or a straight up nerf? PLEASE view these changes logically in the context of the game as a whole and NOT just in the context of Necros alone; we don’t get many buffs at all so all positive words without any actual substance seem like a buff to some Necros.
Robert and the balance team i am soooo disappointed in your efforts. Base Necro is the profession in most need of assistance to make it competitive come HoT, having an okay elite spec, and yes compared to ALL the professions and their base/elite specs as a whole Reaper is just okay, we will yet again be left behind if this is all you have to offer us. why can’t you devs just buff the profession outright for once? always coming from behind, this kitten is getting ridiculous and i am not buying this expac if Necro does not improve SMH.
There is literally not a single nerf in that list.
Blood Bond: bugfix in our favor
Signet of Vampirism: bugfix in our favor
Corrosive Poison Cloud: huge buff
Rending Claws: buff
Ghastly Claws: buff
Unholy Feast: buff
Signet of Spite: bugfix in our favor
Blood curse, rending curse, putrid curse: must complete entire auto chain, buff when untraited, no change when traited
Grasping dead: buff, no change when traited
Lingering curse: no net change due to scepter buffs
Feast of Corruption: buff
Lich Form: buff
Plague: buff
Vampiric Aura: bugfix (I don’t play wvw so I don’t know if this is a cosmetic change, or if we made siege weapons do 40 more damage, but either way, insignificant)
Can you list the nerfs for me?
From the stream:
“So we skipped over some stuff but there’s a lot of changes here for Scepter specifically”I’m so excited for tomorrow, i’m gonna sit in PvP all night and play a Condi build for the first time in months.
Ha, I went ahead and did that tonight in preparation.
Turns out, at least at my MMR, no one plays Terrormancer anymore so everyone forgot how to deal with it.
Thanks again for ignoring the real people that made this game what it is today.
I …. am fake?
Yes. Everyone on the internet except for OP is a bot.
And OP, are you implying that you spent $50 over the base price of the game just for the beta weekend access, not for the other goodies you get? Because you could have gotten the beta with the base $50 version.
Am I the only person who has noticed that Druid’s Celestial Avatar (read: Death Shroud) allows them to use utilities (definitely Glyphs, not sure about rest) WHILE TRANSFORMED?
But did you notice that they don’t get a second health bar while using it?
What’s a Follower?
I’ve never seen this problem. Are you sure you’re not just going into DS 35 seconds after you last used it? Or does it not show as being on cooldown?
(edited by Captain Unusual.9163)
Let’s chill, everyone, and just wait for complete patch notes on Tuesday. And THEN we can complain.
But what if the actual changes are good and we don’t need to complain? We can’t afford to take that risk, and need to complain right now, just in case.
The problem with that would be retaliation. Having 6-8 strikes could be a TON of damage done to yourself.
Yeah, but it’d be compensated by being less vulnerable to blinds and better at proccing on-crit things.
It’s just a single heavy whack. With a name as metal as that, it needs to live up to it. It needs to grind skulls.
I propose that the damage be split up into five to eight strikes, totalling up to the same as the current values, that are dealt over the latter half of the animation.
Seeing the damage number not just pop up all at once, but rapidly rise up, would make the skill feel like it’s actually grinding something, not just smacking.
- Projectile destruction on corrosive poison cloud! Duration decreased to 8s with pulse every 2s (so more bursty).
DPS is mostly negated unless you want to spend one of your mass condition cleanses/transfers on something other than what you should spend it on: that moment when someone instantly applies 6 lethal conditions onto you with no effort and from range. The contrived flavor on corruption skills bottlenecks their usage in a way that is just a nuisance because it’s better to wait for a player to load you up with conditions to transfer away rather than build them on yourself by using a bunch of corruption skills.
- axe : range 900
- scepter condi buff, torment on scepter 3 (2 stacks + 1 stack/condition on enemy up to 5)
Direct upgrades are the least creative and interesting ways to “improve the quality of life” of an ability. The playstyle is utterly unchanged and these sort of changes are on par with “reduced rapid fire activation time from kitten to 2.5 s.” I already called this sort of stuff long before. Anet doesn’t do anything but raise and lower numbers. It doesn’t actually generate playstyles or soft counter opportunities.
- transforms don’t destroy minions
Technically sort of a quality of life change, but mostly again just a direct upgrade. Nothing really to consider aside from how MMs can now take plague, lich or rune of “I’m going to artificially extent combat by 3 seconds because of passive procs” without losing the minion cloud.
1.5/10. It’s pretty much nothing, but it’s exactly what was to be expected.
I suppose bumping Scepter 3 from 0 torment to 2-7 torment is technically just increasing numbers.
If anyone’s curious to see how the Lingering Curse nerf and bleed duration nerf affect us, the answer is that they don’t. The weapon got pure, unarguable buffs.
I did all this math without taking into account condition duration buffs that aren’t Lingering Curse, since those would result in the same percent bonus pre- and post-patch, but make the math a little less convenient.
On live, out scepter auto has two 5 second bleeds in one chain. Lingering curse bumps those up to 10 seconds. After this change, the auto chain will give three 4.5 second bleeds, which Lingering Curse bumps up to 6.75 seconds.
2×10 = 20 ticks of bleed from one auto chain
3 × 6.75 = 20.25 ticks of bleed from one auto chain.
So looking at nothing but bleed dps, the change compared to live is an unnoticeably small buff, which I’ll consider to be exactly the same as live, but with a 33% shorter ramp-up time. The poison duration buff results in 1 additional tick of poison damage, after taking into account the lingering curse nerf. And the torment is just pure buff goodness.
Scepter will remain a slow-ramping weapon with decent max dps, but now it will ramp a bit faster, and can also have brief spikes of buttloads of torment.
Only 50% duration on Lingering Curse, but an extra bleed on Scepter auto chain, more poison, and buttloads of torment. I’m happy about this.
I missed the axe bit, is the only change 900 range?
Like others have said, ignore the precursor until HoT comes and you can craft it yourself.
Start by converting most of your Laurels into t6 materials. Make your mystic clovers before you get all 2000 t6 mats, since the recipe has a 1/3 chance to make the clover, and will spit out t6 materials when it fails. For the Onyx Lodestones, you need 100, and it’s cheaper to buy Onyx Cores and promote them in the mystic forge than it is to buy the lodestones, though it will absolutely destroy your hand. After that, the main concerns are finishing anything you need for the Gift Of Mastery (500 wvw badges, 250 obsidian, world completion, and 200 spirit shards), making sure you have 500 tokens from ascalon catacombs, and just farming a ton of gold to buy the rest of the t6 mats, ectos, and metal you need.
We have no idea what crafting Dusk will take, but there’s no way it’s going to be worse than the process currently is, so it’s best to just wait for HoT rather than losing a fortune to the TP/MF.
I may be misunderstanding you, but are you complaining that we don’t get the -15% damage taken buff against targets that are currently running away in fear?
What are your thoughts of making RS 3 a stun breaker?
It would definitely be too strong as a stun breaker. As it is now, it’s basically 11 seconds of CC immunity, like a souped-up defiance bar with no downside, on a 20 second cooldown, with an aoe fear. Reapers need to be not completely immune to CC, and since we already have 33/66% reduction to snares, and 11 seconds of immunity to CC, making it a stunbreak would push it over the top. The counterplay to a Reaper is to run away, and if caught, to quickly smack us with a stun before we’re ready and then run away. Making it a stunbreak that doesn’t use up a utility slot would be insanely powerful, which is something that only Guardians have, and only if traited, and on a very long cooldown.
So, the general consensus of this thread seems to be that, since condi necro is weak, we should change what few condi traits there are into more power-focused ones.
Neat.
The general consensus is that Necro needs Target the weak to be changed back. I’ve never been told to run something else as a Condi Necro in pvp or wvw. But constant “no necros” in lfg have shown us Necros need a power buff.
So, yes, you want to remove condi necros in favor of power necros. 10/10, top tier design.
Legendary for HoT leaked? (possible spoilers)
in Guild Wars 2: Heart of Thorns
Posted by: Captain Unusual.9163
http://i.imgur.com/JaBnmi4.jpg
Discuss.
Personally? Another axe? I hope this 'leak' is wrong. A battle axe now.... that'd be cool.
Note: They’ve since delete the tweet. Viewer discretion is advised and all that – believe what you will.
Why were you were expecting a new weapon type? Legendary weapons are skins.
The highest dps reaper is expected to be one that makes use of Dhuumfire, and the insane might-stacking of reaper’s shroud to make it hit hard. It won’t build any condition damage, instead relying on might for condi damage, but it’s easy to get burning ticks of a couple thousand damage. Plus RS4 puts out like a dozen stacks of poison, which are actually pretty kitten strong.
So, the general consensus of this thread seems to be that, since condi necro is weak, we should change what few condi traits there are into more power-focused ones.
Neat.
No problem Purple, your opinion is usually informative. People need to use metabattle as a guide, not gospel, to build off of their builds not just gank them.
I was wondering from a WvW perspective, is PS still viable? And if so, are two melee sets recommended?
I am on Eredon Terrace and we are always outnumbered 3 to 1. Not having a ranged weapon feels suicidal.
You answered your own question in your first paragraph. Just because some guide or some forum post says it’s viable, if you find it to not work out for you, don’t try to force it and spend all day lying dead between two zergs.
I got something even more fun in mind.
Decapitate becomes a sort of reverse Arcing Strike and deals more damage the higher their health is. Once they’re low it deals very little damage. However, if you use it to knock someone’s health to 0, they just die. No downed state, just the sweet embrace of
Grenth.It would rarely happen, but when it does you will feel like the most powerful person alive.
Btw, idc if it’s “OP” it sounds stupidly fun in my head.
That’s…actually a pretty cool idea. As long as the damage dropoff was fairly steep, I don’t think it would even be that overpowered.
I don’t think anyone appreciated the change to Target the Weak. Should have been left as it was or had its effect moved to another minor.
People who used the Curses line for stronger Conditions did. The bonus damage did nothing for condi builds, whereas the bonus crit is quite nice for them.
I don’t know but I want to train mine to wiggle.
That would be awesome, but instead we have a punch combo. It would also be cool if on that same ability we could disable Engis from being able to use kits for about 8 seconds, like their ability can disable stealth.
Respawn timers are longer than that. Punch combo kittening hurts.
Reduce the amount of Mastery Points gained?
in Guild Wars 2: Heart of Thorns
Posted by: Captain Unusual.9163
It is also possible, if not probable, that there will be fewer mastery points available than what is needed to unlock all of the masteries. At least on one character. This actually makes some sense when you think about it, as masteries are account wide and it encourages you to make heavy use of your alts to get them all.
If anything, there is probably just enough mastery points to be gathered by one character to fill most, if not all, of the masteries for one track, plus a few points which may be one off rewards for the entire account.
Probably most, as this would also mean getting all of your alts to grab them all as well and it can be set to divide the HoT matery points to all for all masteries to be unlocked with the base number of characters for an account. Since that’s five characters, that would imply a minimum of 16 points. Of course, that’s if those five characters do everything needed to unlock all of the masteries across the account.
Thus, the issue at hand suddenly becomes much more workable. The devs have to make it manageable and workable, they don’t have to make it entirely easy, especially since some of the mastery points are almost certain to be tied to difficult content, or having to go really out of your way to get.
Two reasons why that won’t work.
Firstly, there’s nothing in the game that requires multiple characters. That’s why you can have more than 2 crafting skills on a character and switch between them. There’s no reason at all to force players to make more characters than they want.
Secondly, Mastery points are unlocked for the whole account. If you find a mastery point in the wild, commune with it, then it’s already done for all your characters. If you bring a second character to that point, it will already be unlocked.
I enjoyed the changes to reaper with the last BWE. It flowed much more smoothly. What I don’t care for is not being able to choose which shroud to use. I prefer DS over RS because I mostly play ranged. The gs just makes swapping weapons more enticing.
If you prefer ranged, why would you want to play the Reaper, which was explicitly designed as a melee aoe brawler?
The problem isn’t that we lose something, it’s that other professions (other than Guardian) only gain things. Elite Specs were, according to the initial announcement, supposed to change the class mechanic. To give up something in order to get something else, and be a mechanical sidegrade. Unfortunately, that only holds true for Necromancers and Guardians. All other professions give up nothing and instead only gain, making their elite specs straight upgrades, at least as far as mechanics are concerned (numerical balance is a temporary issue and should not be considered). It feels weird to say, but as far as elite spec design goes, it’s all the professions that aren’t Necro and Guard that have design issues.
Reduce the amount of Mastery Points gained?
in Guild Wars 2: Heart of Thorns
Posted by: Captain Unusual.9163
We have no idea what the mastery point acquisition rate is going to be like. The beta gave us achievements that gave mastery points for completing difficult challenges like doing an event in the top of the map or doing an event in the bottom of the map, but presumably there won’t be simple “start playing the expansion you just bought” achievements that give mastery points when HoT goes live.
Simply put, because any ICD negates the ability for it to scale. Any build gets a pretty decent heal off of Life Transfer or Soul Spiral with Vampiric/Vampiric Aura traits, so this isn’t that any build can’t use it well. Sure, some builds can use it better, but that should always be the case. You invest in using something more effectively, it should be more effective!
Life Siphon will always be a volatile mechanic, but all that putting an ICD on it does is chop off the upper end of the bell curve. It doesn’t flatten it or help the lower end in any way.
In what way does increasing its value but putting an ICD on it not help the lower end of the curve?
Because the lower end of the curve is still reliant on being able to hit someone which, between Blinds, blocks, evades, and disables, can be shut down for extended periods.
I’m still not getting it. Explain to me how a Gravedigger hitting once every 2 seconds and stealing 400 life is not better than a Gravedigger hitting once every two seconds and stealing 100 life.
Gravedigger hitting once and stealing 400 health every 2 seconds is better than Gravedigger hitting once and stealing 100 health, sure. But which is better: Gravedigger hitting five times and stealing 400 health or Gravedigger hitting five times and stealing 500 health?
This is where ICD’s and siphons don’t mix well: multi-hit abilities. Any time an attack hits more than once, whether it’s on the same target or different ones, an ICD prevents any hits beyond the first from doing anything.
So what you’re saying is that buffing it and adding an ICD will make the best case scenario worse, while making the worst cast/average use scenario better?
I would assume that the foe would still have the Chill/slow/whatever on them, but it just wouldn’t do anything while the bar regrows.
Simply put, because any ICD negates the ability for it to scale. Any build gets a pretty decent heal off of Life Transfer or Soul Spiral with Vampiric/Vampiric Aura traits, so this isn’t that any build can’t use it well. Sure, some builds can use it better, but that should always be the case. You invest in using something more effectively, it should be more effective!
Life Siphon will always be a volatile mechanic, but all that putting an ICD on it does is chop off the upper end of the bell curve. It doesn’t flatten it or help the lower end in any way.
In what way does increasing its value but putting an ICD on it not help the lower end of the curve?
Because the lower end of the curve is still reliant on being able to hit someone which, between Blinds, blocks, evades, and disables, can be shut down for extended periods.
I’m still not getting it. Explain to me how a Gravedigger hitting once every 2 seconds and stealing 400 life is not better than a Gravedigger hitting once every two seconds and stealing 100 life.
Simply put, because any ICD negates the ability for it to scale. Any build gets a pretty decent heal off of Life Transfer or Soul Spiral with Vampiric/Vampiric Aura traits, so this isn’t that any build can’t use it well. Sure, some builds can use it better, but that should always be the case. You invest in using something more effectively, it should be more effective!
Life Siphon will always be a volatile mechanic, but all that putting an ICD on it does is chop off the upper end of the bell curve. It doesn’t flatten it or help the lower end in any way.
In what way does increasing its value but putting an ICD on it not help the lower end of the curve?
- Sundering Leap: Now also inflicts cripple for 5 seconds on targets hit. Increased damage by 250%.
Okay… Why exactly would I ever take On My Mark (Which isn’t really used that much to begin with, since it’s single-target) over Sundering Leap again? This skill is blatantly far stronger at doing the same thing another skill does, It’s damage, AoE Vuln/Cripple, is a Leap Finisher, and gives you 5 Adrenaline by default. Meanwhile On My Mark inflicts the same stacks of Vuln (2s longer, whoo!) with kitten longer CD, and that’s it. I like the new Sundering Leap, don’t get me wrong, but it doesn’t seem like it should be objectively better than another skill when that other skill only does ONE thing to begin with.
Because sometimes you don’t want to be in melee?
Why are people so concerned about losing 1s of stability that covers the 1s cast of the stun break ?
Especially when said casttime just got removed?
Because people just see “removed stability” and flip the kitten out, not really caring what the context is.