If anything, it would fit Death magic more than it ever fit curses. Afterall, when death spreads, there is always flies…
That’s a thought, it certainly would fit better and could perhaps move Death Magic beyond just minions and enhance it’s “defensive” and life force options, like bringing back Decaying Swarm as a minor perhaps? If only to get rid of or enhance Soul Comprehension.
I can only +1 this once. I would love to have Decaying Swarm instead of Soul Comprehension.
Actually would synergize nicely with the Grandmasters as well! Maybe not Death Nova, but the other two.
The only time to not run Banshee’s Wail (other than not using warhorn) when you are running Blood Magic is Dungeon/Raids. Vampiric Aura can add quite a bit of damage when spread out over 5-10 people. More than Locust Swarm can.
Could we get a permanent bank NPC in the starting area for each side, then?
As for Unholy Sanctuary, I can see how it would be frustrating. I’ve used it a few times but I’ve had more of an issue with it interrupting my heal.
If it’s interrupting your Heal, you wouldn’t have gotten the Heal off anyway. So, still good for you.
Soul Comprehension needs to die in a fire.
WHY.
WOULD.
ANYONE.
USE.Unholy sanctuary ?
Did they skip numbers from 100 to 1000 class ?
Because it is actually a fantastic sustain trait. You just have to recognize that you have it and play accordingly.
Reaper’s Shroud can do a number on Defiance bars. Chaining RS 5, 4 (only following 5), 2, and 3 in some combination takes a few seconds, but does a very hefty chunk of the bar. Lead with RS5, though, to let the ice field run its course while the rest of the skills go off.
Other than that, Staff/Greatsword 5 works.
1. Yes. Both Shrouds have the damage reduction.
2. Yes. Also affects channel speed on things like Mist Heroes and Temple of the Silent Storm buffs.
3. Death Shroud no, Reaper’s Shroud yes. Death Shroud is based off of whatever weapon set you were wielding when you entered Shroud. Reaper’s Shroud is based off of Exotic Hammer stats, IIRC. I am certain on the Hammer, since Reaper’s Shroud kills advance the Hammer Master achievement.
I don’t know for #4.
Life Transfer also has a 10 second longer cooldown. It’s drastically worse than Soul Spiral for Transfusion purposes.
Probably a good place for ANet to target for making base Necro more viable and frankly it’d probably make it more fun. Death Shroud is one of the most boring stances in the game because its 1 is so boring and everything else is on a huge CD.
Agreed. I feel like Reaper is in a great place, but base Shroud needs to be brought up to par.
do you only play condi reaper?
Reaper’s Shroud is still pretty good for Power Reaper as well. Yes, you take a small DPS hit, but that’s the tradeoff for the vastly increased staying power over your regular melee weapons. In solo play, the mightstacking usually makes up for the DPS loss anyway.
Cool but not really what i was asking. Do you personally only play condition reaper in ranked PvP
Personally, I don’t play much ranked PvP at all, but I mix it up between condition, MM, and my own Mender’s sustain build. Condition is probably easiest, but I get good results on all three.
Life Transfer also has a 10 second longer cooldown. It’s drastically worse than Soul Spiral for Transfusion purposes.
Probably a good place for ANet to target for making base Necro more viable and frankly it’d probably make it more fun. Death Shroud is one of the most boring stances in the game because its 1 is so boring and everything else is on a huge CD.
Agreed. I feel like Reaper is in a great place, but base Shroud needs to be brought up to par.
do you only play condi reaper?
Reaper’s Shroud is still pretty good for Power Reaper as well. Yes, you take a small DPS hit, but that’s the tradeoff for the vastly increased staying power over your regular melee weapons. In solo play, the mightstacking usually makes up for the DPS loss anyway.
Even in PvP formats, it’s not Reaper’s Shroud holding us back in Power builds. It’s the lack of ability to hit/survive in melee outside of it. And the lack of a decent ranged Power weapon.
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Life Transfer also has a 10 second longer cooldown. It’s drastically worse than Soul Spiral for Transfusion purposes.
Probably a good place for ANet to target for making base Necro more viable and frankly it’d probably make it more fun. Death Shroud is one of the most boring stances in the game because its 1 is so boring and everything else is on a huge CD.
Agreed. I feel like Reaper is in a great place, but base Shroud needs to be brought up to par.
Reaper’s Shroud Transfusion has a shorter heal range than regular Shroud. While the downed teleport range is identical, Reaper Transfusion has a range of about 400, compared to regular Transfusion having 600 range.
Shorter range for more heal potency. I’d call that a fair tradeoff.
DS has no mobility skill for escape attempts and no stability so no not really a fair trade off
The “tradeoff” I referred to was for the Transfusion trait only.
Reaper’s Shroud Transfusion has a shorter heal range than regular Shroud. While the downed teleport range is identical, Reaper Transfusion has a range of about 400, compared to regular Transfusion having 600 range.
Shorter range for more heal potency. I’d call that a fair tradeoff.
Reaper’s Onsalught affects everything in Reaper’s Shroud, skills 1-5, and even ressing and stomping.
Greatsword actually does have good DPS in PvE, since you don’t have to worry about attacks being avoided usually. Most shouts have their uses as well there (Nothing Can Save You does not, but the rest do).
Honestly, I wouldn’t usually use Undead runes anyway for a condition build on a Necro. We benefit far more from additional condition applications and duration than the small bonus Condition damage stat.
There was also the issue of conquest mode necessitating kills be under a certain timespan to be worthwhile, and slower condition builds just couldn’t handle it.
I’d like to see it be repeatable as well.
“Rise!” does not grant any Toughness. As such, it should not be included anyway.
Divinity/Traveler/Celestial stats do not give Expertise or Concentration because those stats were added as point values only in Heart of Thorns. Those gear pieces have been around basically since launch (Celestial only in PvP at launch, was added to PvE/WvW with the Bazaar of the Four Winds update).
As for Flesh of the Master and Corrupter’s Fervor, it seems that stat conversions such as Undead Runes do not factor in temporary buffs. They also do not benefit from Strength in Numbers, Armored Shroud, or a Banner of Defense.
I’m not dumb enough to waste putrid mark on a 4 second blind in WvW when I know an immobilise is coming soon.
Ok?…
Then don’t?
I don’t understand what your problem is. Just wait for the immob to come and transfer that. Perhaps you will end up transferring that blind too if it’s not already gone.
I guess waste then your skills to burn a stupid blind. The fact that you need to invest on cleansing your own conditions for this trait to work is what makes it bad.
Press “1”.
Hey look! Blind is cleared!
There you go. Condi’s get transferred by minions/Offhand D#4 etc etc.
I agree it does limit your build quite a bit, but I maintain that it’s not a bad trait.
I wont have reaper for a while. Do people take Blood for Blood Bond and Unholy Martyr in this kind of build?
Never Unholy Martyr. That is just a terrible trait (too slow of a pull to really help allies, only active in a mode where you don’t have condition management without blowing another trait line on it). You go with Transfusion instead.
The nice thing about Epidemic is that things like the incidental burns the Eles put out get copied at your strength, not theirs.
Blocks, blinds, dodges, and invulns are equally effective at mitigating condition applications.
No they aren’t, there’s tons of unblockable AOE conditions and even runes that completely ignore dodge, blocks, and blinds.
Conditions are the easiest to apply damage in the game.
Equal number of unblockable direct damage attacks as conditions (even on Necro when you consider Well of Suffering/Corruption/Rise/Nothing Can Save You matches up with traited Mark of Blood, traited Chillblains, and Corrosive Poison Cloud). http://wiki.guildwars2.com/wiki/Unblockable
I imagine Runes of Air are also unblock/dodge/blindable on their direct damage proc (albeit, I haven’t tested this). That said, yes. Rune effects need to be blindable/blockable/dodgable. I am in full agreement on this.
But…we already have Spear as a weapon on Necromancer.
That aside, I’m getting some ideas.
Imo dagger is designed to be the lifesteal weapon, well obv it needs some work…
Shorter channel time on #2 skill would be plenty.
Moa morph, coming from Signet of Humility (Mesmer) and Elixer X (Engineer).
Would shouts survive a nerf to Rise?
I’d say yes. Suffer, YaaW, Chilled to the Bone, and Your Soul is Mine are all pretty good regardless. NCSY is near worthless in PvE and doesn’t help much in a lot of PvP matchups.
Why would you ever use dager2 ?
Think its best to delete it to not confuse new players
Simple: you need some health and your heal skill is on cooldown. Doesn’t come up that often in PvE, but it’s a pretty good skill. Think about it, it’s another Heal skill (not joking, healing/second is on par with Consume Conditions).
To the OP, “Nothing Can Save You” negates both blocks and reflections (and projectile destruction) for a few seconds. On Core Necro, use Wail of Doom to interrupt their blocks. As a profession, Necros are extremely light on projectiles, having only six total skills (staff auto, Life Blast, Lich auto, Spectral Grasp, Flesh Wurm, Bone Fiend) that are subject to projectile destruction/reflection.
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I’m going to buy Heart of Thorns, and my goal now is to level a new Necro from scratch and enjoy the Reaper as soon as possible.
I enjoy leveling, so I’m not in a hurry. Just want to be able to unlock Reaper before finishing the leveling content (for example, Maguuma Jungle), so that I can actually enjoy some world map content as Reaper.
So guys, how unlocking elite specs actually works?
Can I save as many hero points as possible before reaching lvl 80, and then spend everything on Reaper?
Can I unlock at least the new shroud as soon as lvl 80, and then slowly start acquiring the traits/shouts?
So, from leveling 1-80, you earn enough hero points to unlock all core skills and traits, regardless of your other actions. Hero point challenges in the world are in addition to this. As such, any hero points you earn from challenges are really only for unlocking elite specializations. Once you hit level 80 and have unlocked all of the core profession, you can start spending hero points on the elite specs.
I’ve recently been using coruptors fervor over death nova, for pve and pvp. Full viper gear and with flesh of the master I can get over 1600 toughness easily. Death magic feels really good right now adding defensive and minion options and it can synergize with condi and power builds
Yes, that’s why I haven’t mentioned this traits, they are good, what about the rest?
Very rarely I can use Putrid Defense and Deadly Strength, but lets be honest. only the 3 minion traits and Coruptor’s Fervor are good, the rest are meh or plain bad.
Shrouded Removal is excellent. You shed conditions like water with that trait.
Only thing Death Magic needs is attention to the minors, especially Soul Comprehension.
Quwestion: When you say 33 thousand damage per second do you actually mean 3300 damage per second? 33k sounds a bit far fetched at the least.
Pathetic DPS testers put all buffs on themselves and then whack the DPS golem for a few hours. The sad part is they use these numbers to determine how viable builds are, even though by doing this it kittens up the entire perspective. By doing this it takes boon generation out of the equation completely, and assumes 100% ideal situations
Personally, when I do my DPS tests, I only assume aura-like traits (namely Spotter and Empower Allies, I supply the Vampiric Aura in my tests), 25 Might, 25 Vuln, and Fury. Might and Vuln are quick to stack to max anyway, so there isn’t too terribly much wrong with just assuming that on solo-tests. The lack of ramp-up on those is more than evened out by the lack of other buffs with more limited uptime.
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Ele is currently top tier in all game modes, so that is probably the best pick right now if you’re looking for strength. Necro is easier to do decently with (still has a high skill cap), especially in solo que, but Ele is currently the stronger profession in everything but condition builds (where they’re fairly close to the bottom).
Hey everyone,
So I was just doing some testing with Reaper Shroud and Blood Magic and had a question. Is Transfusion (https://wiki.guildwars2.com/wiki/Transfusion) supposed to proc off of Soul Spiral (https://wiki.guildwars2.com/wiki/Soul_Spiral)? It would seem it should, since Soul Spiral says it inherits traits from Life Transfer, but in practice I haven’t been able to have Transfusion trigger. Thanks guys.
It has a shorter healing range than Life Transfer does (downed teleport range is the same, however), but it has a tradeoff on also getting 3 more pulses out. It works quite well with Transfusion, so long as you keep in mind the lower heal radius.
healing without toughness or vit is kinda pointless.
This I will have to disagree with. Necros can easily get away without Vitality, and my experience with Zealot’s armor (that’s my Power based Ascended set) and gear has shown me that we absolutely can get away without much in the way of Toughness. Our self-healing ability is actually rather astoundingly high, and that’s before counting in Life Force.
It does, however, require specific builds and accompanying playstyle to get that sustain via healing power.
Having effectively four healing skills on your bar is nuts (one being Shroud). People hate how many times they have to kill you.
EDIT: I totally blanked on the fact this was for PvE. So yeah, Vit and Toughness are unnecessary on Necros there.
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While Ventarii does function like a backline support because you need to see where you are moving that stone….the main mechanic for providing support as a Ventarii Revenant is to create and manage a safe area (thats why people are actually againts having that stone following us) followed by embarasingly small heals compared to what Elementalists, Druids and Engineers who pop a water turret can do.
Ugh, my days.I just hinted here that I am actualy againts the notion of having the stone follow the player around. Because the stone has to secure a target area, not the area around the player.
On the flipside I do agree that it’s annoying to have to destroy the tablet just to swap legends, but other than Stability per condition removed by PE should be more than enough for Ventari.
Actually i just read a solution in a similar thread that could be easy implied and would solve many problems.
First: The tablet teathers with the rev and heals him with pulses (self-sustain)
Second: Allies get healed arround the tablet and when they pass through the teather.
Third: Remove summon and destruction.
Last but not least: Add boons like protection, vigor and resistance with traits and baseline, and improve the healing.This way the self-sustain is given, you see were your tablet is to control it better, better support with defensive boons and improved healing.
And everything without touching the flavor of the legebd or the “i am gonna save your kitten butt” mechanic.Problem is a following tablet not only is a loss of flavor it also goes against the design intentions. And the flavor is said here too because if you really want a following tablet a Tempest Auramancer is the perfect solution for you.
Well actually with the teather idea, the tablet could still be commanded, but it gives you better visibility were your tablet is and your self sustain is given. Additionally you could help other teammates in trouble with sending your tablet there. Improvements in healing traits and support is needed too. As i said vigor, resistance, protection would provide the most suitable boons and wouldgive ventari an additional buff and possibilty of group support.
Ventari can give protection well and could do it before the cooldown change better. Resistance is out of question, Vigor is OK in moderate quantities but shouldn’t be major.
The following idea has a inherent flaw, and that is, the non-following state is inferior unless they create new skills just for that state. And assuming they are able to make a non-following state work, just as well, they can also make the current tablet work.
If you are assuming that it’s fine having a inferior non-following state you might enjoy
playing this .Resistance on elite sounds actually not really op imo, or on the channel when your in the area it could pulse resistance for half a second every half second and asoon you leave the area the boon is gone.
Actually i thought about the teather as an addition and not a replacement.
Like it teathers to the revenant permanent and only to the rev. Heals him every 3s like the tablet would do, when your near the tablet you would get double the heal. One of the teather and one of the tablet. Imo i think the range of the tablet is redunadant and 900 would ve enough but for raids bigger range is good.
For your mentioning of druid: I have a ranger main and i play him with drzid and condi, i like the sustain, thats why i want that our revs get better life sustain in case of healing for ventari, because the black and withe healing communitee isnt goid for flexability in gameplay. I would love to see more revs in healing roles or just playing ventari in open world.Let’s put it this way problem of resistance is that we have a stat called boon duration (second most important one for a support Rev) and for balance reasons revs have a weakness, if Ventari gets free access to it the only remaining weakness dissapears…
That is why resistance is out of question unless you run mallyx/Ventari for some reason…On following tablet you seem to be ignoring that it has to be balanced and a following state makes self-sustain inherently stronger (see tempest). And that would force the healing to be weaker than it is for a non-following tablet. So unless you make two different skill sets the non-following state will be weaker. And if you assume they can make a skill set for a non-following tablet work they might as well apply it to the current tablet.
The reason I suggested druid is exactly because he fills the gap between tempest style support and Ventari style support.
It makes no sense making Ventari be similar to other existing play styles, after all, the reason we have multiple healers in the first place is providing different ways to do so.
Pretty sure by “tether” he means like Tainted Shackles or Dragonhunter Justice virtue active. Basically, a visible beam connecting you to the tablet, but the tablet still behaves as it does now.
Finish the cast is a good workaround. Keeps you above 75% more effectively anyway.
I use mine consistently to replace one of the Rares I throw in the forge. Makes Rares go a lot further.
So, that’s one other use.
Yeah, but doing that randomizes the result even further. If I’m throwing rares or exotics in, it’s aiming for a specific precursor.
As for uses, perhaps there could be alternative uses, such as being able to replace Bottles of Elonian Wine in some recipes. This isn’t necessarily the best option, but it is an option. It’s not like the Mystic Forge is super limited on what they can make it do.
I’m quite happy with them being for the most part useless since they are a gem store only item. If they are taking up to much space you are welcome to delete them.
They’re not gem store only. You get them (a lot of them) from achievement point chests. You also have a chance to get them from your black lion log-in daily rewards.
Exactly. I’ve never bought any of the stones, but I have nearly two stacks, despite regular use into salvage kits. They’ve all come from achievement chests, daily login rewards, and black lion chests I’ve opened up.
I have been amassing a large number of these things through login rewards and achievement chests. I consistently get them faster than I can use them on Mystic Salvage Kits, leaving them to take up more and more inventory space.
Would it be possible that new uses for them get added to the game? I can’t be the only person having this problem.
Far from removed, if anything Anet unknowingly buffed necros. Before the patch I could deal with necros (2 vs 1) by taking runes of the Svanir and 33% chill red trait.Post patch: Instead of chill, they are condi bombing me with torment, which I have yet to found a counter for. The 20% incoming condi red or 25% from holbrak or melandru, respectively, are crap compare to the 83% chill red I used to have with Svanir.
So it’s a buff for those who main necros.
Torment application is completely unchanged from before. You’re not getting any Torment bombs that weren’t already happening.
Maybe it would be more interesting to increase this to 6%, meaning that if we hit 5 foes we get a cooldown reduction of 30%, instead of the 25% we get now. This way, we get more healing over time (even in general through all shouts), can use Rise more often, and have an elite skill that will be more impact full without losing the main idea behind the shouts, and more importantly: without giving free gifts.
If we hit 5 foes currently with a traited shout, it has a 35% total cooldown reduction.
But bleed doesn’t work like chill, it’s a condition where the dmg adds up because it stacks. Which means it has more synergy with any other skills that cause bleed, you can’t leave that out.
That’s why I think you can burst easier now for example.All condis stack and therefore add up the dmg, even chill. The difference is between stacking in duration and stacking in intensity. And it has less synergy with other bleed skills, not more, because a stack of bleeds can be removed easier than bleed + chill, so a single cleanse has the chance to remove more dmg than before (necro has still plenty of access to cover condis though).
If you have 5 stacks of bleeding for 500 dmg (100 per stack) and add 1x pre nerf chill for 600 dmg you got 1,1k dmg/second, which needed 2 cleanses to be fully removed. Now you get 500 + 100 = 600, which can be removed with 1 cleanse instead. To get the same dps you have to apply ~ 6x more chill than before. Massive nerf, idk how this is something to argue about.You’re comparing it wrong, okay if you got 5 stacks of bleed plus one pre-nerf chill u got 500 + 600 dmg, makes sense.
But chill did not stack damage, I don’t know why you think even chill adds up damage but really in a setting where conditions are cleansed so much, you basically just re-apply it, it didn’t increase dmg by stacking.If you assume a bleed build pre-nerf, you would definitely not get as much stacks as you do now, that’s the difference. You can get 20 stacks on people now if you do it right, and I think those extra stacks can make up for the chill dmg loss, that’s just how you should see it.
And whether people cleanse or not before you hit those high ticks of dmg, the extra stacks are still there.
When I was usually seeing 17 stacks on people beforehand with Krait runes vs. Grenth, that’s still a heavy DPS loss.
The fact is, it takes 5 bleed ticks to equal 1 tick of Chill. Considering we had nearly 100% Chill uptime, that means to break even, we would need to perpetually add 5 stacks on to our bleed count. Not in “burst” scenarios, but all the time. Deathly Chill cannot accomplish this.
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“Your conditions deal increased damage to Chilled foes”
I know this is the third time I’ve posted this, but it does feel like it could be a good alternative.
Increased the cast time, but the projectile moving soooooo much faster I would say makes up for it.
I can’t wait for the next pvp season, just to watch all the back-pedaling on here as at least one if not multiple reapers using DC make it to the finals. You guys will be giving lessons to politicians on how to do a 180.
If they’re using Deathly Chill, it’s because there is literally no other option for a Reaper Grandmaster. Not because it is any good.
Ventari might see some use now. The entire legend being instant-cast means the lack of stunbreak isn’t as big a deal anymore. More importantly, you can react much more quickly to an ally in trouble than you could before.
That cooldown on Ventaris will and the lack of a HPS/sustain buff make Ventari have the exact same place it had before…
On the bright side it is more responsive (except for the cooldown) and if properly buffed good.
Healing Power scaling on Natural Harmony (the burst healing skill) got boosted by 33%, so there is that.
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They should have made Deathly Chill something like “your conditions deal 15% increased damage to chilled foes.”
No more Chill damage, is now group-play friendly, and still highly relevant.
Basically, it means that if something is supposed to be immune to damage, you can’t life steal from it anyway.
It will still ignore armor and other damage reductions, but, for example, you won’t be able to harm a Ranger using Signet of Stone that way.
But why does Rev still steal while Endure pain is active?
I still dont see what has been changed on life steal skills.. what i do see different is that its bugged on sigils like blood and leeching
It appears I was sorely mistaken in my assumption. I have no clue what they were talking about since it seems like most of them are terribly bugged now.
I think Deathly Chill got nerfed out of viability, but not Condition Reaper as a whole.