Showing Posts For Drakril.4058:
From watching my equipmemt spec in pvp i noticed that power does not scale when CF procs. Even with 10 stacks my toughness goes up by 300 but power does not change. Glitch or intended?
has anyone else noticed this trait does not scale with Corrupter’s fervor?
no issues with this change! BB gives the survivability needed for pwr builds who sack all defensive traits to max out dps (which is good for group play). Running absolutely full zerk I can drop to 20% health, pop into RS and be back up to 100% health before I drop below 50% RS with no heal required leaving potential for “your soul is mine” to be used for LF/DMG. Running spite I can proc 3 stacks of might per hit (1/2 s) in RS and 1-2 per 1/2s using dag AA. no need to spend crazy gold on strength runes, which allows for more versatility with rune combos. Those complaining are just asking for the world. BB was broken, since everyone used it. IF anything this change made people think towards versatility in builds instead of everyone running BB. So thank you anet for making a change that fits! ICD’s would destroy the potential of this trait, making specific boons activate it would kill any solo potential (since we only produce might steady).
Some of the issue people are having with this however, is being forced to take Spite, since there are no other great options for GM Reaper.
If you run BB, you run spite… If you want a condi build use RO with Dhuum and I personally like to go death with this combo for the bones. BB cannot have uses with every trait line or else it would be a broken trait. When I run death I have substantially more toughness than any necro pwr build has and can deal a ton of dmg with poison/burns. its a safe assumption that BB must be used with spite since it works the best.
BB can also be used with Blood if your wells pulse protection. Its not as effective as spite but again like I said a single trait should never work with every type of build. Simple as that (although with shipon & BB its a decent combo for health gain). Like you wouldn’t run Death Nova on a spectral build, and you wouldn’t run vampiric rituals with no wells on the bar…
just my 2 cents.
Fair enough. I actually want to give this a shot tonight in Fractals, seems fun. On another note, do Strength runes proc BB?
I haven’t attempted this but that could add some viability for other builds.
no issues with this change! BB gives the survivability needed for pwr builds who sack all defensive traits to max out dps (which is good for group play). Running absolutely full zerk I can drop to 20% health, pop into RS and be back up to 100% health before I drop below 50% RS with no heal required leaving potential for “your soul is mine” to be used for LF/DMG. Running spite I can proc 3 stacks of might per hit (1/2 s) in RS and 1-2 per 1/2s using dag AA. no need to spend crazy gold on strength runes, which allows for more versatility with rune combos. Those complaining are just asking for the world. BB was broken, since everyone used it. IF anything this change made people think towards versatility in builds instead of everyone running BB. So thank you anet for making a change that fits! ICD’s would destroy the potential of this trait, making specific boons activate it would kill any solo potential (since we only produce might steady).
Some of the issue people are having with this however, is being forced to take Spite, since there are no other great options for GM Reaper.
If you run BB, you run spite… If you want a condi build use RO with Dhuum and I personally like to go death with this combo for the bones. BB cannot have uses with every trait line or else it would be a broken trait. When I run death I have substantially more toughness than any necro pwr build has and can deal a ton of dmg with poison/burns. its a safe assumption that BB must be used with spite since it works the best.
BB can also be used with Blood if your wells pulse protection. Its not as effective as spite but again like I said a single trait should never work with every type of build. Simple as that (although with shipon & BB its a decent combo for health gain). Like you wouldn’t run Death Nova on a spectral build, and you wouldn’t run vampiric rituals with no wells on the bar…
just my 2 cents.
no issues with this change! BB gives the survivability needed for pwr builds who sack all defensive traits to max out dps (which is good for group play). Running absolutely full zerk I can drop to 20% health, pop into RS and be back up to 100% health before I drop below 50% RS with no heal required leaving potential for “your soul is mine” to be used for LF/DMG. Running spite I can proc 3 stacks of might per hit (1/2 s) in RS and 1-2 per 1/2s using dag AA. no need to spend crazy gold on strength runes, which allows for more versatility with rune combos. Those complaining are just asking for the world. BB was broken, since everyone used it. IF anything this change made people think towards versatility in builds instead of everyone running BB. So thank you anet for making a change that fits! ICD’s would destroy the potential of this trait, making specific boons activate it would kill any solo potential (since we only produce might steady).
Completed Auric Basin Meta last night 10 – 11pm Mountain time. North had killed the Octo with 3 seconds left (they were the last ones) and it went straight to the sacrifice cut-scene instead of being victorious? Not sure if anyone else has experienced this?
The game has the programming to calculate Damage delt, healing, kills, etc. Just look at the stats after a PvP match. I’m sure the game “could” support a DPS meter I just don’t think that Anet wants it.
Reaper’s are very selfish (no different then the usual necro) but they also have self sustain. A properly traited reaper will maintain 25 stacks of might under 50% baddy life bar (18 – 20 when above 50% health), they are also very viable for pwr/condi& tank builds ATM since poison stacks (RS#4 in a poison field = 20+ stacks of poison) and BB.
I wouldn’t be surprised to see a large portion of Reapers running full sinister stats which if you had a group of 5 – 10 reapers would be pretty stellar. You don’t really loose out on anything by having to many Reapers since they don’t party buff so your never really wasting anything.
the only party benefit would be constant vulnerability (can maintain 25 stacks no problem) but lots of classes can do this.
i think the Necro will be very viable in raids given the new Reaper traits.
There are so many classes that provide support to party members, but could not sit in the frontline if their life depended on it. For every player who has to partially disengage a fight due to low health slows the overall DPS down. If a Necro sits front line in Dire running a full condi build w/ Dhumfire in RS the DPS is decent now that burns stack and the Necro can keep a constant Chill effect (if it will actually apply to bosses now) With high toughness and Vit with an unlimited supply of boons the Necro is virtually unkillable (given the player is good). Even in full Zerk the necro can hold DS/RS for a long time doing frontline decent DPS allows for free Reses without the loss of HP’s, etc.
I personally don’t think the new raids are going to be the same DPS battle that most of the other dungeon bosses have been, players with high sustain are going to be viable options for raids in order to survive boss fights. It seems the Zerk meta is slowly dying out based on alot of the recent patches. but I guess we will see when HoT is released.
Also any Necro running the Blood trait line is very supportive by pulling condies in RS/DS ,allowing for life siphon and last rites!! You loose DPS not having the spite trait line but if its support u want, it doesn’t get any better.
just my 2 cents
Necro is very viable in PvE if your skilled and run full Zerk…
Axe/focus for maximum dmg without sacrificing survivability (D/W or D/D requires you to get in to close). At 600 range with the right set up and some might Axe 2 can hit for well over 10k and its a ton more reliable then 1000 paper cuts from the war given you can do it from 600 range and keep moving (unfortunately its only single target, no issue against bosses though). not to mention focus #4 will bounce 5 times.. if it hits the boss x3 that’s 2k+ dmg x 3 plus wells you can burst over 40k dmg in 5 seconds. Add sigil of air/fire you are doing a ton of dmg and its all at 600 range.
also DS auto will hit for 6k+ every shot if traited for 100% crit chance. DS aoe is good for almost 10k dmg x 5 badies Plus the aoe imob and burst dmg.
Necro CC is “ok” given a fear in DS every 20s and staff #5 (helps to burn off that defiance).
and then there is lich… with DS low you can pop the lich and your guaranteed again 6k+ hits with every #1 attack.
next to warrior/thief Skilled necro players with the right builds can deal some of the highest dmg in this game without having to get right into the fight. the only real downside is that necros have no support for other players so they don’t seem to make the cut for joining groups. or most necros run condi/mm builds which have no real place in dungeons or any group play (given the current meta). Condi is however useful in world events such as triple trouble and some mordrem bosses which can be dmged greatly by condies.
if you don’t believe in the powermancer msg me in game and I will go toe-toe battling the same type of mob 10g to the person who downs them faster! lol
NOTE: if I fear your add out of your 1000 paper cuts its totally a legal move!
Will PvE give more value to support builds?
in Guild Wars 2: Heart of Thorns
Posted by: Drakril.4058
as a Necro main I can see how GW2 lacks in having support characters (unless you count boon removal as being support?)… but I have 6 lv 80s all different classes and every other class seems to be able to run an extreme amount of support, its just how you define support.
ELE – Might stacking, conjure weapons (nough said) even in full zerk they offer an AOE heal that helps.
WAR – Banners, shouts, EP to help res, CC with hammer, banner for a battle res
Mesmer – TW (Zerker heaven), reflects (x2 if you use focus)
Guard – List dosnt end really with guard…. I run an AH hammer/staff build with full knights, dmg isn’t really Zerk but I cant be killed and neither can my team. every skill gives a boon, removes condies or heals. Could run in full zerk (not forking on the cash for a new set of ascended though)
Thief – Stealth to bypass tricky mobs, stuns, blinds
im sure ranger and engies have theirs (havnt played one so I wont speak to it) but I find every class has its role in PvE… even in full Zerk you can offer all the same support, the gear isn’t the significant factor its build. Anyone who chooses to run Zerk meta will deal a ton of dmg…. or go for the hybrids who run zerk gear but run a more support build. the difference is that since this game has been out for so long everyone knows the dungeons and boss mechanics… soooo zerker is more relevant for exp players.
I think with the new content you will see some Zerker fanatic players drop some loot on some more resilient gear until the boss mechanics are discovered and then everything will go back to zerk. oorrrr if anet chooses to make boss fights more of a puzzle/strategy like triple trouble I could see more diversity in builds. But even then the bonus from toughness in PvE is a joke, so really until they improve on the dmg reduction I think Zerk will still remain the top gear of choice.
just my 2 cents!
Guardians have alot of boons. you don’t see anyone complaining about them. You people have biased logic.
Its because current Guardian Meta doesn’t really have any boons! (nor do guardians have access to might stacking unless u run staff which isn’t current meta) there just OP due to being epically bursty right now.
Warrior (Has the ability to resist slowing conditions and a damage immunity/stability source to enable them to use movement skills to close 1200 range in less that 3 seconds)
Thief (Has the ability to close 1200 in less than a second all while stealthed. Making them infinitly better at the roaming,burst role than rangers atm….they also hit just as hard with much more survivability. They also have the ability to move vertically across the map. Making LoSing a ranger extremely easy.)
Mesmer (Has the ability move vertically across the map. Has access to invulns. Has the ability to reflect. Has the ability to create copies of himself. Has the ability to stealth over significant distances (less than the thief usually).
Guardian (There damage meta possesses an ability to cross a 1200 range gap instantly. They also possess some of the best resistance to projectiles in the game. They also have the ability to teleport and leap. There Bunker/support Meta can frankly ignore a longbow ranger unless theres a person attacking them in melee WITH THEM)
Engineer (I shouldn’t have to explain why engineers are so good against longbow rangers. Toolkit pull and Grenade kit ALONE not even counting there blocks,reflects,ccs are enough to counter a longbow ranger.) 1200 range is worthless against an even slightly competent engineer.
Which means the only class that the range is a boon against are necromancers…..Thats it. 1200 range is like hiding behind a paper wall. It only works as long as no one knows your there. Because anyone can tear it apart like tissue paper in an instant.
And all of these are things they bring as part of there normal builds. They are NOT “sacrificing” important utilities to gain it. They either would have brought it anyway. Or what they gave up wasn’t worth much to them in the current meta anyway. None of them really have to work especially hard or give up anything vital to counter that 1200 range “gap”.
Theres a reason most people who complain about longbow rangers are told its a L2P issue.
Lets not forget that a ranger who chose to use a longbow is CHAINED at max range. Because they gave up 3-6 traits to make there ranged attacks even SLIGHTLY dangerous and probably most if not all of there utilities to get them a one in ten chance of surviving against the inevitable when that triple kit engi notices hes up there.
Edit: I didn’t mention elementalists because anyone that thinks rangers have it good there. Has never used a longbow build against a D/D ellie who knows what hes doing.
I agree many classes can close the 1200 (1500 gap), but once your in a fight… rangers do have a decent set of skills to help their mobility. I think were this thread went wrong is that some users are solely basing mobility on “Speed” IE. swiftness alone. That is not the case as mobility is the art of maneuvering through fights as well.
yes a few skills do require combat which will slow the ranger down, but it also slows the opponent. I have faced many skilled rangers who use their skills perfectly to evade and can disengage a battle to heal or to cap another point, even just roaming home/mid/far (given their dmg starts at 1200 gives them a bonus of not having to travel as far between points)
do they have weaknesses? of course they do… but so do all classes. The point remains that their dps at max range is far to high to allocate any potential change to their mobility. IF ANET decides to revamp the Ranger (again) you may see a change in mobility, until then run spirit and kick kitten .
NOTE : When I used the term burst I did mean all dmg skill/combos would have been used.
When I hear the word “Mobility” I think beyond just straight up speed. The ability to move around a map in/out of combat defines mobility to me. Rangers have 2 leaps, 1 disengage, stealth, stabs and immunity to damage. For a class that can burst 50% of your health at 1200+ range in no time it seems a bit ridiculous to give them any further advantage to maintain that 1200 range. (unfortunately if you do not play the meta which is all longbow you will be sacrificing a great deal since the class was built this way… but you have to love the challenge!)
More so, some classes have to sacrifice important utilities to gain the extra speed… how often do you see a Ranger who is running a bird? like never? they always seem to have the Canine with fear/knockdown. If you really wanted swiftness, bring along a bird and you can always guarantee swiftness 50% of the time plus other skills to bring it closer to 100%
I for one am just fine leaving Rangers just where they are (unless you want to nerf longbow then I’m up to revise the entire class).
happens a lot on edges (especially mid on khylo), I find it difficult to get an LoS on anyone who goes down near an edge. Unfortunately classes like theif and ele can exploit this known issue by porting to those locations and self healing. It does get quite annoying.
Step 1 – Roll a Necro
Step 2 – Full Zerk Spec
Step 3 – Lich Form Hit 1 maybe 5 times (3 hits with 2 dodged)
Step 4 – /Dance on the engies dead body
With the newest necro DS nerf, lets take a look at the only real Survive/Escape skill that the necro has… (Spectral walk was really only viable for the DS gain/cliff jumps, the return teleport is too predictable to gain distance)
Any ideas on how to improve/revise this utility…
Make it more for the " survive" aspect
1 – Reduce Cast time of Wurm to 1 sec
– Remove attack/Make invulnerable
– Instead of poison field on Sac, give swiftness/vigor to the necro
– Remains a stun breaker/blast
2 – Reduce cast of wurm to 1 sec
– Keep wurm specs the same (increase HPs possibly)
– instead of destroying the wurm on teleport, allow it to “change places”
– Have a cooldown of 15 seconds until the next teleport can be made.
– Remove Poison/blast
– reduce distance of teleport to 900
3 – Instead of this being a minion, make it a straight up teleport like entering a wurm hole. reduce range to 900 to be equivalent to other class teleports. Instant cast, stun breaker no blast.
Or if ANet wants to keep Necro from ever being able to escape a fight lets change this utility to be more viable in a battle…
Necrotic Implosion
1 – Keep everything with the wurm abilities the same
– When Imploding the wurm, all enimies (max 5) in a range of 600/900 are pulled into the implosion and stunned/knocked down for (2,3 seconds?) Remove the poison effect. Keep the blast!
– remove the teleportation/stun breaker for the necro
***I like this for mark/well drops, makes them more useful. Or if you need a get away it gives you some time to add distance. Its more versatile then just an “escape route”
let me know what you think!
Definitely a killer blow… literally!
for a class with the WORST mobility (having access to stabs with 1 well, 2 possible elite skill (huge cool downs)/1 trait and no invun, no stealth, etc) this is definitely a killer. As a powermancer I rely on fear/DS to maneuver a fight and spectral armor to reinforce my defence. Yes DS is a HUGEEE help for long range kill shots, but its main mechanic is for survivability.
For example you get stun locked by a ham/bow war, pop DS (even if its 1/4 filled) to absorbed the onslaught and possibly get a fear off (as long as they don’t have their stabs up) once DS runs out drop spectral armor to regain some DS get out of stun and use axe2 to get a decent amount of LF back for a potential second round stun lock… as a Zerk its difficult to survive 1 round of stun lock let alone 2 in a row… most classes can disengage a stun lock by simply popping stabs or some other sort of lengthy defense against a multiple stun/knockback attacker.
I think it was mentioned earlier in this thread that other players will know that you will always have 10s cooldown when dropping from DS, which gives them a huge advantage to plan burst’s.
this nerf not only reduces skilled-play by some players, but it also makes the worst mobility class even worse… who would have thought that was possible.
Lets put a cooldown for stealth classes where they cannot stealth for 10 seconds after being exposed… oo wait that will never happen!
instead of dinking with Necros, im sure there are other classes which could use a look at… IE burst GS Mesmers who can hit harder then a truck, stealth for the enitre duration of their burst CD… then come right back at you before you can get a hit off. But im sure the 0 CD for loosing 100% of your DS was way to OP for the rest of the GW2 community.
nuff said…
yea this topic kittenes me off as well maining a DS necro in WvW and PvP. There really is no benefit to be in DS other then having a decent health pool which may be the only reason why were still in DS to stomp. Not having access to easy stability and sparse blinds makes it very difficult to stomp as is, plus were squishy… which is why you’ll never see me battle res as there is no point to have 2 people dead.
Think outside Necro, most classes have something they can use to get free stomps
Theives can stealth stomp (Massive OP)
Eles have stability and can stomp in mist form
Wars/Guards/Engis have stability and immunities to damage
i’m sure rangers and Mesmer’s have something (rarely get stomped by them lol)
so why is it that necros cannot stomp/res in DS, we can still be knocked down/back feared and killed in DS so is it really to OP to have that?
Have multiple 80’s… just looking for a guild who runs Dungeons, FOTM, Missions, WvW (not to picky on PvP).
by active I mean more then 10 players at any given time playing and reping… i’m tired of being in dead guilds.
Server = Sorrows Furnace